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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-235/+0
| | | | Fixes #30736.
* Fixed IK rotation issueAndrea Catania2020-03-241-0/+1
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* Add support for named binds in Skin.Juan Linietsky2020-02-211-0/+5
| | | | Helps better reutilization of skeletons from Maya exported files.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-1/+1
| | | | 32 bits.
* Added feature to move physical bones with skeleton when not simulating physicsAndrea Catania2020-02-081-0/+4
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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.
* Restore bone_custom_pose in skeletonsK. S. Ernest (iFIre) Lee2019-09-261-0/+7
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* Added skin support and simplified APIs to override bone position.Juan Linietsky2019-09-181-26/+36
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* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
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* Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky2019-03-031-0/+4
| | | | fixes #26468
* 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 Linietsky2018-08-061-0/+6
| | | | issues).
* Implemented IKAndreaCatania2018-08-041-1/+3
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* Removed two skeleton parameter from compilation width no 3dAndrea Catania2018-07-021-0/+2
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* Fixes #19845 no 3d Compilation issueAndrea Catania2018-07-011-0/+7
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* Improved API to active / deactive ragdollAndrea Catania2018-05-101-2/+5
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* Implemented ragdollAndreaCatania2018-05-071-0/+32
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2018-01-181-4/+4
| | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use a different approach to update skeletons when transform changesJuan Linietsky2017-12-291-0/+2
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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.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-25/+25
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-01-021-1/+0
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1/+0
| | | | | | | | | | | | | | | | -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 Jarosz2016-03-091-19/+19
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-241-1/+7
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Much improvement to baked light bakerJuan Linietsky2014-10-271-0/+2
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Little BitsJuan Linietsky2014-08-141-0/+1
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+144