<godot_cpp/classes/object.hpp> #include<godot_cpp/core/class_db.hpp> namespace { const String *Wrapped::_get_extension_class_name()const { @@ -60,4 +64,29 @ void postinitialize_handler(Wrapped *p_wrapped) { p_wrapped>_postinitialize); } namespace internal { std::...
Directly get object instance ID from Variant and implement Variant::get_validated_object() by @dsnopek in #1591 Avoid thread_local on MacOS to prevent issues with hot reload by @dsnopek in #1594 CI: Add runner workflow to call other workflows by @Repiteo in #1622 Remove unimplemented stati...
voiddisconnect_points(id: int, to_id: int, bidirectional: bool = true)intget_available_point_id() constintget_closest_point(to_position: Vector3, include_disabled: bool = false) constVector3get_closest_position_in_segment(to_position: Vector3) constPoolIntArrayget_id_path(from_id: int, t...
DEFERRED // override from Windows SDK, clashes with Object enum #undefMemoryBarrier #undef MONO_FONT #endif // Make room for our constexpr's by overriding potential system-specific macros. #undef #undef SIGN #undef #undef MAX #undef CLAMP // Generic ABS ...
windows_read_data_files_in_registry: Registry lookup failed to get layer manifest files. Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2968574771856 at: RenderingContextDriverVulkan::_debug_messenger_callback (drivers\vulkan\rendering_context_driver_vulkan.cpp:639) ...
Multiple scripts per object is already a long-discussed topic in Godot, doing like Unity would be a breaking change and the closest is to use nodes. Not sure what to add here. Built-in, simple terrain system sounds great. Only concern is, half of devs may ditch it for their own, or...
(drivers/vulkan/vulkan_context.cpp:267) ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message loader_get_json: Failed to open JSON file D:\Epic Games\Launcher\Portal\Extras\Overlay\EOSOverlayVkLayer-Win64.json Objects - 1 Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle ...
#3 MethodBindT<>::call(Object*, Variant const**, int, Callable::CallError&) (this=<optimized out>, p_object=<optimized out>, p_args=<optimized out>, p_arg_count=<optimized out>, r_error=...) at ./core/object/method_bind.h:285 ...
PhysicsServer3D::BodyMode get_mode() const { return mode; } @@ -264,6 +262,8 @@ class JoltBodyImpl3D final : public JoltShapedObjectImpl3D { void _integrate_forces(float p_step, JPH::Body& p_jolt_body); void _move_kinematic(float p_step, JPH::Body& p_jolt_body); void _pre...
Here is proximity fade on an otherwise opaque object. Has no problem w/ z-ordering in GD3. All the normals are messed up but that's noted in#63550. Both sides in GD4. Alpha options On my transparent foliage, I compared the alpha options. ...