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path: root/scene/3d/skeleton.cpp
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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-956/+0
| | | | Fixes #30736.
* Fixed IK rotation issueAndrea Catania2020-03-241-0/+8
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* Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-2/+1
| | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* Added StringName as a variant type.Juan Linietsky2020-02-211-1/+2
| | | | Also changed all relevant properties defined manually to StringName.
* Add support for named binds in Skin.Juan Linietsky2020-02-211-2/+44
| | | | Helps better reutilization of skeletons from Maya exported files.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-1/+1
| | | | objects and made them default.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-6/+6
| | | | 32 bits.
* Untested support for compute shadersJuan Linietsky2020-02-111-1/+3
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* Added feature to move physical bones with skeleton when not simulating physicsAndrea Catania2020-02-081-10/+53
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* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Merge pull request #32380 from fire/skin_registrationRémi Verschelde2019-09-271-0/+1
|\ | | | | Update when the skeleton skin is changed.
| * Update when the skeleton skin is changed.K. S. Ernest Lee2019-09-261-0/+1
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* | Restore bone_custom_pose in skeletonsK. S. Ernest (iFIre) Lee2019-09-261-1/+26
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* Added skin support and simplified APIs to override bone position.Juan Linietsky2019-09-181-148/+155
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* Fix typos with codespellRémi Verschelde2019-05-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick 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 ```
* Expose localize_rests to gdscript.K. S. Ernest (iFire) Lee2019-04-161-0/+2
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* Clean up ASSIMP import code.Juan Linietsky2019-04-131-2/+3
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* Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky2019-03-031-28/+18
| | | | fixes #26468
* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-5/+5
| | | | Fixes #25316.
* Fix typos with codespellRémi Verschelde2019-02-131-1/+1
| | | | | | | | | | | | | | | | | | | | Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Fixed Bone Transform OrderGrant Clarke2019-01-181-1/+1
| | | | | The bone index being passed to the visual server is not using the process order and results in incorrect skin deformation if the calculated process order is different from the unordered bones Vector. Incidentally, this never showed when I exported rigged characters from blender using the Better Collada exporter. This bug only materialised when experimenting with the glTF pipeline from Maya.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Respect process order for out of order skeleton bones (fixes GLTF2 import ↵Juan Linietsky2018-08-061-9/+83
| | | | issues).
* Implemented IKAndreaCatania2018-08-041-3/+8
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-20/+20
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Fixes #19845 no 3d Compilation issueAndrea Catania2018-07-011-0/+8
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* Improved API to active / deactive ragdollAndrea Catania2018-05-101-17/+77
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* Implemented ragdollAndreaCatania2018-05-071-0/+113
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-3/+3
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* 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.
* Avoid crashes in skeletonJuan Linietsky2018-01-031-2/+2
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* avoid error on setting skeleton from transform changedJuan Linietsky2017-12-291-0/+3
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* Missing transform notification for Skeleton.Juan Linietsky2017-12-291-0/+1
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* Use a different approach to update skeletons when transform changesJuan Linietsky2017-12-291-3/+15
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* Update the skeleton on transformJuan Linietsky2017-12-291-0/+3
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* Added more hacks to GLTF2 importer to support crap exporter (MakeHuman in ↵Juan Linietsky2017-12-281-1/+0
| | | | this case), fixes #13393
* Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky2017-12-211-1/+6
| | | | many import problems from Blender, GLTF2, etc.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-3/+3
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-214/+179
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-22/+22
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56