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path: root/scene/3d/camera.h
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* Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky2018-08-211-0/+8
| | | | ability to choose between bodies and areas when colliding.
* Clipped camera implementation, a camera that avoids going into geometry.Juan Linietsky2018-08-211-0/+52
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* Add extra functions to toggle bits in visualinstance and camera, same as ↵Juan Linietsky2018-07-291-0/+3
| | | | physics. Helps with #6685
* Camera::project_local_ray_normal needs to be virtual so that ↵Brian Richardson2018-05-031-2/+2
| | | | ARVRCamera::project_local_ray_normal gets called.
* a way to ensure that camera is disabledJakub Grzesik2018-03-171-1/+1
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes 3d camera keep aspect.Daniel J. Ramirez2017-12-221-2/+0
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* [DOCS] Camera property changesWill Nations2017-12-111-3/+10
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* Made a few tweaks to the interfaceBastiaanOlij2017-10-061-4/+4
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-3/+3
| | | | Fixes #10244.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+16
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-27/+19
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-3/+3
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-3/+3
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* remove trailing whitespaceHubert Jarosz2016-03-091-8/+8
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* Properly clear/restore current camera when switching scenes. Fixes #2137Juan Linietsky2016-01-021-4/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -fix forced texture repeat in Polygon2D, now depends on texture.Juan Linietsky2015-04-281-0/+1
| | | | -added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-2/+0
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* -fixed issue with denormals in half precission, closes #1073Juan Linietsky2015-01-031-0/+8
| | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
* Little BitsJuan Linietsky2014-10-121-0/+3
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* Camera FixesJuan Linietsky2014-09-151-3/+9
| | | | | | | | | | | -=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+144