ocean
ocean
The version hosted at https://godotengine.org/asset-library, which you can access through AssetLib inside Godot is outdated and has errors in failer.gd which prevent the Godot from enabling the addon. It probably...
This PR fixes a bunch of issues with enums. ### Fixes & features It does a general refactor of how enums are internally and in GDScript, cleaning up the code...
Fixes #69532. This feels like a pretty big change but maybe isn't that big? It essentially makes release builds contain as much native enum information as debug builds: specifically, it...
Allows using the `--print-filenames` option when running or generating GDScript tests. This should make it easier to identify which file is causing the segfault with whatever new amazing feature the...
Currently, GDScripts who are only loaded through `ResourceLoader::load()`, like Autoloads, do not have a pathway to announce there is an error in their code. This contributes to significant confusion when...
Fixes #78146 and fixes #79153 (which is pretty much a duplicate). The issue occurs because `_populate_class_members(descendant_class)` is getting called during a call for `_populate_class_members(ancestor_class)`. Thus class members of ancestors are...
Currently, `CurveEdit` uses a couple of different ways to ensure that points and lines are drawn in the right space. This makes the code harder to understand and maintain. This...
This PR adds a script documentation cache in the project folder. It is loaded at alongside native documentation caches. This makes scripts fully accessible through Search Help, including their members,...
Currently on `master` if you change a GDScript with an external text editor while Godot is open, it will update the script itself but not the documentation. This PR fixes...