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path: root/editor/node_3d_editor_gizmos.cpp
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* Fix PhysicalBone gizmo not showingPouleyKetchoupp2021-03-221-1/+1
| | | | | | The new CollisionObject gizmo used for custom shapes was used with higher priority due to alphabetical order and was preventing physical bones from being displayed in the editor.
* Fix pinned vertices in SoftBody editor gizmoPouleyKetchoupp2021-03-111-1/+7
| | | | | | The wrong vertices could be highlighted/selected due to generating a debug triangle mesh to gather points, which can modify the order of vertices.
* Adding Raycast3D custom debug shape thickness and colorjmb4622021-03-041-14/+17
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* Allow CollisionObject3D to show collision shape meshestrollodel2021-02-241-0/+51
| | | | | Add an editor gizmo to CollisionObject3D. CollisionShape3D no longer shows collision shapes directly.
* Use Vector3.UP as a default value for look_at's up vectorAaron Franke2021-02-161-2/+2
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* Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke2021-01-091-20/+18
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde2020-12-281-18/+18
|\ | | | | Rename Math::stepify to snapped
| * Rename Math::stepify to snappedMarcel Admiraal2020-12-281-18/+18
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* | Merge pull request #44183 from madmiraal/box_shape-sizeRémi Verschelde2020-12-281-12/+12
|\ \ | | | | | | Use a size Vector for adjusting the size of Rectangles and Boxes
| * | Use box size instead of extents for Shape dimensionsMarcel Admiraal2020-12-081-12/+12
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* | | Merge pull request #44434 from madmiraal/rename-camera3d-near-and-farRémi Verschelde2020-12-281-2/+2
|\ \ \ | |_|/ |/| | Rename Camera3D near and far getters and setters
| * | Rename Camera3D near and far getters and settersMarcel Admiraal2020-12-201-2/+2
| |/ | | | | | | | | | | | | | | Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far()
* / Rename empty() to is_empty()Marcel Admiraal2020-12-281-3/+3
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* Merge pull request #44091 from madmiraal/rename-cubemesh-boxmeshRémi Verschelde2020-12-051-4/+4
|\ | | | | Rename CubeMesh to BoxMesh
| * Rename CubeMesh BoxMeshMarcel Admiraal2020-12-051-4/+4
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* | Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name"Aaron Franke2020-12-041-25/+25
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* Refactored Mesh internals and formats.reduz2020-12-021-24/+24
| | | | | | | | | | | | | | | -Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-2/+0
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* Implement GPU Particle Collisionsreduz2020-10-091-0/+261
| | | | | | | | | | -Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
* Rename RayCast's `cast_to` property to `target_position`Hugo Locurcio2020-09-101-1/+1
| | | | | `cast_to` is sometimes mistaken as a method rather than a property. `target_position` makes it more obvious that it's a property.
* Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)2020-05-271-21/+22
| | | | Extra `_2d` suffixes are removed from 2D methods accoringly.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-64/+122
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+20
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-244/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* New lightmapperJuan Linietsky2020-05-101-77/+238
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Revert "Renamed plane's d to distance"Rémi Verschelde2020-05-101-6/+6
| | | | | | | This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3. This was wrong, `d` is not a distance but the `d` constant in the parametric equation `ax + by + cz = d` describing the plane.
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-24/+48
| | | | Part of #33027.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-5/+10
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Renamed plane's d to distanceMarcus Elg2020-05-101-6/+6
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* Merge pull request #37717 from qarmin/world_fixRémi Verschelde2020-05-041-1/+1
|\ | | | | Change non-existent World to World3D
| * Change non-existent World to World3Dqarmin2020-04-181-1/+1
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* | Fixed false positives in the culling system.Kiri Jolly2020-04-291-2/+3
| | | | | | | | | | | | | | | | This fixes numerous false positives coming out of the culling system. AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly. Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
* | [Core] Rename linear_interpolate to lerpAaron Franke2020-04-291-2/+2
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* | Update Joint gizmos automaticallyjfons2020-04-211-0/+15
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* Implement decalsJuan Linietsky2020-04-141-0/+137
| | | | | | Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
* Rename all gizmo classes, using the 4.0 node names.jfons2020-04-071-125/+125
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* Replace NULL with nullptrlupoDharkael2020-04-021-36/+36
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-27/+27
| | | | A few extra renames for classes which were missed in last week's PRs.
* Renaming of servers for coherency.Juan Linietsky2020-03-271-21/+21
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Rename more 2D and 3D nodes to follow conventionRémi Verschelde2020-03-271-0/+4510
Rename editor plugins to match the new node names.