| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
|
| |
|
| |
|
|\
| |
| |
| | |
Do not commit transforms and handles if no changes were made
|
| | |
|
| | |
|
|/ |
|
| |
|
| |
|
|\
| |
| |
| | |
Fix another collision shape editor crash
|
| | |
|
|/
|
|
|
| |
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
|
| |
|
| |
|
|\
| |
| |
| |
| |
| | |
EricEzaM/71113-cancelling-node-selection-with-escape-breaks-shape-editing-undo
Fix cancelling selection (pressing escape) while gizmo editing making uncommitted changes.
|
| |
| |
| |
| |
| |
| | |
uncommitted changes.
* Pressing escape while gizmo editing will discard the changes made during that edit 'session'
|
|/ |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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".
|
| |
|
| |
|
| |
|
|\ |
|
| | |
|
|/ |
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
| |
|
| |
|
|
|
|
|
| |
Makes it clearer that it's used for special cases when picking a
collision shape.
|
|
|
|
|
| |
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).
Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.
Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
|
|
|
|
|
| |
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
|
|\
| |
| | |
Allow for easier editing of rect CollisionShape2D
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
|
|/ |
|
|
|
|
|
|
| |
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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 🎆
|
|\
| |
| | |
Use a size Vector for adjusting the size of Rectangles and Boxes
|
| | |
|
|/ |
|
|
|
|
|
|
|
|
|
|
| |
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
| |
|