Godot 的编辑器方面有很多改进。 如上面的截图所示,第一个是代码编辑器中的新添加项,名为“创建代码区域(Create Code Region)”。它允许你将脚本分解为命名块,然后可以将其最小化以减少混乱。 Godot 的另一个新功能是能够在编辑器视口中单独扩展方框图形的每一侧。以前,这仅限于中心点和对称范围。 项目管理器也...
在Godot脚本编辑器中,可以人为控制一部分代码的所属块,从而管理代码的折叠和展开: # Important: There must be *no* space between the `#` and `region` or `endregion`.# This comment is outside the code region. It will be visible when collapsed.#region Terrain generation# This comment is inside...
Godot 的编辑器方面有很多改进。 如上面的截图所示,第一个是代码编辑器中的新添加项,名为“创建代码区域Create Code Region”。它允许你将脚本分解为命名块,然后可以将其最小化以减少混乱。 Godot 的另一个新功能是能够在编辑器视口中单独扩展方框图形的每一侧。以前,这仅限于中心点和对称范围。 项目管理器也进...
Exception Codes: 0x0000000000000001, 0x00000000ffffffff Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6 Terminating Process: Godot [54660] VM Region Info: 0xffffffff is not in any region. Bytes before following region: 7012353 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION...
vec2 my_region_rate = abs(VERTEX) *2.0; region_rate = TEXTURE_PIXEL_SIZE * my_region_rate; if(VERTEX_ID == 0 ){ pivot = UV ; } if(VERTEX_ID == 1){ pivot = UV - vec2(0.0, region_rate.y); } if(VERTEX_ID == 2){ ...
vec2 my_region_rate = abs(VERTEX) *2.0; region_rate = TEXTURE_PIXEL_SIZE * my_region_rate; if(VERTEX_ID == 0 ){ pivot = UV ; } if(VERTEX_ID == 1){ pivot = UV - vec2(0.0, region_rate.y); } if(VERTEX_ID == 2){ ...
Remove pointless _3D_DISABLED checks in editor code #104390 merged Mar 21, 2025 Improve documentation for return value of Packed*Array.resize #104258 merged Mar 21, 2025 Optimize thread pools by avoiding needless locks and unlocks of the task_mutex. #104237 merged Mar 21, 2025 Deactiva...
The GNU General Public License permits making a modified version and letting the public access it on a server without ever releasing its source code to the public. The GNU Affero General Public License is designed specifically to ensure that, in such cases, the modified source code becomes ...
Code: extends AnimatedSprite2D class AnimationEvent: var animation_names:PackedStringArray var callback:Callable func _init(in_animation_names:PackedStringArray, in_callback:Callable): animation_names = in_animation_names callback = in_callback var animation_frame_events:Dictionary = {} fu...
debugging code can be removed once the current refactoringof this class is complete void validate_cache() const; #else void validate_cache) const {} #endif void move_beforeTreeItem *p_item); move_after(Tree *p_item); voidcall_recursive(const StringName &p_method, const...