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path: root/scene/3d/gpu_particles_collision_3d.cpp
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* Revert "Update Node::get_configuration_warnings signature"Rémi Verschelde2024-02-171-2/+2
| | | | This reverts commit d3852deaa450d77edb30df2bb1c77bd7bc45befc.
* Update Node::get_configuration_warnings signatureRedMser2024-02-081-2/+2
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* Fix editor lock on sdf collision bake on errorSamuele Panzeri2023-04-191-2/+7
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* Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-311-47/+137
| | | | | | | | | | | GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | 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".
* Add safety-checks before some servers `free()`Adam Scott2022-12-291-0/+2
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* GPUParticlesCollisionSDF3D add null `bake_step_function` checkdzil1232022-11-281-1/+3
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* Make some Image methods statickobewi2022-10-141-3/+1
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* Remove invalid suffix hint for enum propertyHaoyu Qiu2022-10-081-1/+1
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* Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-22/+22
| | | | change warnings=all to use /W4.
* Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron2022-09-191-2/+2
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* Rename `or_lesser` range property hint to `or_less`Hugo Locurcio2022-09-021-1/+1
| | | | | | | "less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
* Merge pull request #62571 from Calinou/gpuparticlescollisionsdf3d-add-bake-maskRémi Verschelde2022-08-081-1/+46
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| * Add a Bake Mask property to GPUParticlesCollisionSDF3DHugo Locurcio2022-06-301-1/+46
| | | | | | | | | | | | | | | | This allows not accounting for certain visible meshes during baking (such as foliage and thin fixtures). This also adds a clarification about transparent materials always being excluded in the OccluderInstance3D documentation.
* | Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky2022-07-251-7/+5
|/ | | | | The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
* Add suffixes to all nodes and resourcesFireForge2022-06-111-1/+1
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* Use suffixes for units in nodes and resourcesAaron Franke2022-05-191-8/+8
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* Remove unused `GPUParticlesCollisionHeightField3D.follow_camera_push_ratio` ↵Hugo Locurcio2022-05-131-20/+7
| | | | | | | | | property - Rename setter/getter methods for consistency. - Remove section in the inspector as there is now only 1 property within the section. - Add performance hints to property hints.
* Rename Basis get_axis to get_column, remove redundant methodsAaron Franke2022-05-031-2/+2
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* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-33/+35
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename GPUParticles attractor and collision nodes to have a 3D suffixHugo Locurcio2021-12-081-100/+100
| | | | | | GPUParticles attractors and collision are currently only available in 3D. Their 2D counterparts haven't been implemented yet, but they will use separate nodes.
* Rename built-in `SGN()` macro to `SIGN()`Hugo Locurcio2021-11-161-3/+3
| | | | | This matches the name of the GDScript function (except it's uppercase here).
* clang-format: Enable `BreakBeforeTernaryOperators`Rémi Verschelde2021-10-281-9/+6
| | | | | clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
* Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke2021-10-121-1/+1
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* Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra2021-09-211-2/+2
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* Fix some unnecessary includesAaron Franke2021-08-131-1/+0
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* Use real_t and double where appropriate in ParticlesAaron Franke2021-08-121-11/+11
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-3/+1
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* Node3D gizmo improvementsjfons2021-07-231-10/+10
| | | | | | | | * Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
* add viewport.get_camera_2d()Josh Chandler2021-07-031-1/+1
| | | | | | * there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Rename Transform to Transform3D in coreAaron Franke2021-06-031-5/+5
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* Fix typos with codespellRémi Verschelde2021-05-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Use multiple threads to import.Juan Linietsky2021-04-191-1/+1
| | | | | | | | | | - For now everything imports multithreaded by default (should work I guess, let's test). - Controllable per importer Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads: Importing goes down from 46 to 7 seconds. For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
* CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-2/+2
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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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* doc: Sync classref with current sourceRémi Verschelde2020-10-121-0/+4
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* Implement GPU Particle Collisionsreduz2020-10-091-0/+897
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider