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path: root/scene/3d/gpu_particles_collision_3d.cpp
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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