| Commit message (Collapse) | Author | Age | Files | Lines |
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FileAccess: Don't err in `store_buffer` with buffer of size 0
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The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.
Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).
Fixes #33564.
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Make several actions in the Inspector dock more obvious
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Fix uninitialized members in physics query results
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Add API for registering native extensions
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* First step for GDNative to behave more like modules
* Only Object and ClassDB, the rest needs to happen on the GDNative side.
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Allow clang-format 12 in the pre-commit hook
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clang-format 12's formatting is identical to clang-format 11's.
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Improve axis awareness and visibility for Position2D and Position3D
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EditorSettings: Look for binding while filtering too
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Highlight annotations in the GDScript syntax highlighter
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By default, a orange color is used to highlight annotations in the
script editor.
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[Net] Refactor RPCs, remove RSETs
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In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
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Make sure `Tabs` reflect theme changes
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Fix `Theme` overriding existing theme types with empty
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Don't remap resources belonging to instance
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Style: Cleanup uses of double spaces between words
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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Don't install Android NDK in CI
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Update Gradle archiveName and destinationDir properties
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Rename CollisionObject3D input_event signal position and normal parameters
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Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
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Amend the quit() method description in `SceneTree` to include an exception for iOS
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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
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Rename GI Classes
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* 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.
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TwistedTwigleg/GSOC_2020_Working_Branch_2D_IK_SQUISHED
New and improved IK system for Skeleton2D - Squished
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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.
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Replace "Invert" import option with more useful "Normal Map Invert Y"
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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.
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Rename Quat to Quaternion
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