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* Style: Cleanup uses of double spaces between wordsRémi Verschelde2021-06-0734-99/+49
| | | | | Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
* Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde2021-06-078-0/+274
|\ | | | | Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
| * Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky2021-06-078-0/+274
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* | Merge pull request #49349 from SirQuartz/patch-5Rémi Verschelde2021-06-071-0/+1
|\ \ | | | | | | Amend the quit() method description in `SceneTree` to include an exception for iOS
| * | Edit "quit()" method description in `SceneTree`Nick Huelin2021-06-051-0/+1
| | | | | | | | | | | | | | | | | | Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically. Update Popup.xml
* | | Merge pull request #49372 from KoBeWi/do_not_save_do_not_save_do_not_saveRémi Verschelde2021-06-071-1/+3
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| * | Don't save built-in script when adding methodkobewi2021-06-061-1/+3
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* | | Merge pull request #49360 from Chaosus/fix_shader_crashYuri Roubinsky2021-06-071-7/+1
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| * | Prevent shader crash when returning array when return type is scalarYuri Roubinsky2021-06-061-7/+1
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* | | Merge pull request #49365 from Chaosus/fix_visual_scripts_header_colorYuri Roubinsky2021-06-061-0/+1
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| * | Fixed color for node headers in visual scriptsYuri Roubinsky2021-06-061-0/+1
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* | Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde2021-06-0667-1465/+1467
|\ \ | | | | | | Rename GI Classes
| * | Rename GI Classesreduz2021-06-0567-1465/+1467
| |/ | | | | | | | | | | | | * GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
* | Merge pull request #47872 from ↵Rémi Verschelde2021-06-0647-608/+6586
|\ \ | |/ |/| | | | | TwistedTwigleg/GSOC_2020_Working_Branch_2D_IK_SQUISHED New and improved IK system for Skeleton2D - Squished
| * New and improved IK system for Skeleton2DTwistedTwigleg2021-06-0547-608/+6586
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
* Merge pull request #39202 from Calinou/editor-import-invert-green-channelRémi Verschelde2021-06-051-6/+11
|\ | | | | Replace "Invert" import option with more useful "Normal Map Invert Y"
| * Replace "Invert" import option with more useful "Normal Map Invert Y"Hugo Locurcio2021-06-041-6/+11
| | | | | | | | | | | | | | | | | | This can be used to invert a normal map's direction. The "Invert" import option is no longer useful in Godot 4.0 since it uses height maps instead of depth maps in StandardMaterial3D. This closes https://github.com/godotengine/godot-proposals/issues/785.
* | Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde2021-06-0589-731/+730
|\ \ | | | | | | Rename Quat to Quaternion
| * | Rename Quat to QuaternionMarcel Admiraal2021-06-0489-731/+730
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* | | Merge pull request #49319 from madmiraal/add-missing-mono-overridesRémi Verschelde2021-06-051-1/+1
|\ \ \ | | | | | | | | Add missing override keyword to CSharpLanguage::is_control_flow_keyword()
| * | | Add missing override keyword to CSharpLanguage::is_control_flow_keyword()Marcel Admiraal2021-06-041-1/+1
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* | | Merge pull request #42282 from andriyDev/DeleteYSortRémi Verschelde2021-06-0512-227/+145
|\ \ \ | | | | | | | | Remove YSort node, move its functionality into Node2D
| * | | Deleted YSort, moved its functionality directly into Node2D.andriyDev2021-06-0512-227/+145
|/ / / | | | | | | | | | | | | | | | | | | | | | | | | YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc.
* | | Merge pull request #48908 from nekomatata/physics-nodes-reorganizationRémi Verschelde2021-06-0550-1302/+1384
|\ \ \ | |/ / |/| | Physics nodes reorganization
| * | Linear velocity cleanupPouleyKetchoupp2021-06-046-62/+95
| | | | | | | | | | | | | | | | | | | | | | | | CharacterBody has a linear_velocity property to replace the argument in move_and_slide. StaticBody handles reporting linear/angular velocity correctly when kinematic motion is used (in 3D, used in vehicle and navigation).
| * | Safe margin cleanupPouleyKetchoupp2021-06-0417-134/+90
| | | | | | | | | | | | | | | | | | | | | | | | Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
| * | Support for kinematic_motion in StaticBodyPouleyKetchoupp2021-06-0410-26/+210
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
| * | More explanatory names for RigidBody modesPouleyKetchoupp2021-06-0426-121/+97
| | | | | | | | | | | | | | | | | | | | | | | | | | | MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
| * | Properties for move_and_slide and remove move_and_slide_with_snapPouleyKetchoupp2021-06-048-152/+286
| | | | | | | | | | | | | | | | | | | | | - snap property to replace move_and_slide_with_snap() - floor_max_angle, stop_on_slope, infinite_inertia, max_slides, up_direction properties to replace arguments from move_and_slide() - up direction now defaults to Vector3.UP and Vector2.UP
| * | KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp2021-06-0426-793/+592
|/ / | | | | | | | | | | | | | | | | | | | | PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
* | Merge pull request #48920 from aaronfranke/acceptRémi Verschelde2021-06-043-3/+3
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| * | Use a more specific type for AcceptDialog register_text_enterAaron Franke2021-06-033-3/+3
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* | | Merge pull request #47124 from aaronfranke/disable-skeleton3dRémi Verschelde2021-06-0410-59/+58
|\ \ \ | | | | | | | | Disable Skeleton3D when compiling without 3D
| * | | Disable Skeleton3D when compiling without 3DAaron Franke2021-06-0410-59/+58
| | | | | | | | | | | | | | | | Make animation code not depend on Skeleton3D or even Node3D
* | | | Merge pull request #49304 from aaronfranke/tr3d-tr-compat-vpRémi Verschelde2021-06-041-1/+1
|\ \ \ \ | |/ / / |/| | | Add "Transform" compatibility name for "Transform3D" in VariantParser
| * | | Add "Transform" compatibility name for "Transform3D" in VariantParserAaron Franke2021-06-041-1/+1
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* | | | Merge pull request #49297 from aaronfranke/anim-type-tr3dRémi Verschelde2021-06-0413-70/+70
|\ \ \ \ | |/ / / |/| | | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
| * | | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke2021-06-0313-70/+70
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* | | Merge pull request #49303 from BastiaanOlij/gdnative_variant_transform_renameRémi Verschelde2021-06-041-1/+1
|\ \ \ | | | | | | | | Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3D
| * | | Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3DBastiaan Olij2021-06-041-1/+1
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* | | doc: Sync classref after merge of #47336Rémi Verschelde2021-06-041-1/+1
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* | | Merge pull request #48902 from pycbouh/editor-improve-template-downloaderRémi Verschelde2021-06-042-366/+669
|\ \ \ | | | | | | | | Improve the UI/UX of the Export Template Manager dialog
| * | | Improve the UI/UX of the Export Template Manager dialogYuri Sizov2021-06-032-366/+669
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* | | | Merge pull request #44198 from madmiraal/rename-translation-positionRémi Verschelde2021-06-045-16/+16
|\ \ \ \ | | | | | | | | | | Rename Node3D's property translation to position
| * | | | Rename Node3D's property translation to positionMarcel Admiraal2021-06-045-16/+16
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* | | | | Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde2021-06-045-6/+12
|\ \ \ \ \ | |/ / / / |/| | | | Rename the `.shader` file extension to `.gdshader`
| * | | | Rename the `.shader` file extension to `.gdshader`Hugo Locurcio2021-03-245-6/+12
| | | | | | | | | | | | | | | | | | | | | | | | | This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
* | | | | Merge pull request #47871 from aaronfranke/assetlib-pmRémi Verschelde2021-06-041-2/+2
|\ \ \ \ \ | | | | | | | | | | | | Rename tabs in the project manager
| * | | | | Rename tabs in the project managerAaron Franke2021-06-031-2/+2
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* | | | | Merge pull request #49300 from aaronfranke/editor-prop-tr3dRémi Verschelde2021-06-046-17/+17
|\ \ \ \ \ | | | | | | | | | | | | Rename EditorPropertyTransform to EditorPropertyTransform3D