| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes a lot of bugs, please help me fill the list.
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Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to`
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Core: Allow methods of built-in `Variant` types to be used as Callables
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Add `is_conformal` method to Basis and Transform2D
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This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility.
* Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets.
* Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector.
The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
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This reverts commit 0b7fd664c1ba372a77f78764b4ff9acfeb1f8052.
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Add API for HSL conversion
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Math ported pretty much 1:1 from https://en.wikipedia.org/wiki/HSL_and_HSV
Style doesn't match the existing HSV code exactly, but should be close enough.
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Add `naturalcasecmp_to` function to `String`
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Functions as a complement to `naturalnocasecmp_to`
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Reimplement `String.erase()` as immutable method
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* is_equal_approx
* normalize
* length_squared
* posmod
* posmodv
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Handle gltf binary images
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[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]
Enable compressed mip maps from Basis Universal for faster compressions.
Increase the quality of Basis to avoid corruption.
To keep compatibility use the first mip of the previous internal Godot format.
Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
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* Fix potential crash when using bind in `Variant::get_callable_error_text()`
* Properly compute bound arguments so they can be properly shown.
* Add a function to obtain the actual bound arguments.
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Properly report Callable bound arguments
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Fixes #63213
Adds a function: Callable::get_amount_of_arguments_bound() to query this in callables. Exposed to the engine API.
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Allow binding Callable arguments from an array
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Restores 3.x functionality that was removed in the Signal/Callable refactor of 4.0.
Fixes #64668.
Implements https://github.com/godotengine/godot-proposals/issues/6034
Usage:
```GDScript
callable.bindv([arg1,arg2,arg3])
```
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Fixes #62706.
Code is commented instead of removed to clarify why they should not be re-added.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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This also makes built-in method calls empty the return value when the
method is void, to avoid keeping returning a garbage value in such case.
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Implement snappedi, snappedf, and Vector[2/3/4]i.snapped
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The main change is to caculate tangent directly from bezier curve, without going
through discretized polyline, avoiding pitfalls of discretization.
Other changes are:
1. Add an bezier_derivative() method for Vector3, Vector2, and Math;
2. Add an tesselate_even_length() method to Curve3D, which tesselate bezier curve to even length segments adaptively;
3. Cache the tangent vectors in baked_tangent_vector_cache;
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