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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-207/+0
| | | | Fixes #30736.
* 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.
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add a function to force transform update, fixes #17628Juan Linietsky2018-09-061-0/+2
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* Fix selection of instanced scenes in 3DJFonS2018-09-021-1/+0
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* New gizmo structure and new gizmo disabling menuJFonS2018-08-091-0/+1
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* Ability to disable scale in nodes, closes #19927Juan Linietsky2018-07-181-0/+4
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* Implemented ragdollAndreaCatania2018-05-071-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 binding some core API methods only in tools buildsIgnacio Etcheverry2018-04-291-2/+0
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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.
* Merge pull request #15083 from tagcup/spatial_rot_fixJuan Linietsky2018-01-021-7/+13
|\ | | | | Restore the behavior of Spatial rotations recently changed in c1153f5.
| * Restore the behavior of Spatial rotations recently changed in c1153f5.tagcup2017-12-271-7/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | That change was borne out of a confusion regarding the meaning of "local" in #14569. Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system. This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself. To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs. This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale. This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Unify degree members and propertiesletheed2017-11-101-2/+2
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* Remove deprecated rotation methodsletheed2017-11-101-4/+0
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-0/+1
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Add .to_local/.to_global methods on Node2D and SpatialBojidar Marinov2017-07-231-0/+3
| | | | | Those are just helpers around get_global_transform().affine_inverse().xform() and get_global_transform().xform(). Closes #6087
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+1
| | | | -Fixded BackBuffercopy object
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-6/+0
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-46/+35
| | | | | | | | | | | | | | | | | | | | | | | | 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
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-5/+3
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+4
| | | | NOTIFICATION_TRANSFORM_CHANGED
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-2/+2
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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()
* 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!
* Rotation APIs: Better exposure for degrees methodsRémi Verschelde2016-05-061-2/+5
| | | | | | | | Made public the various set/getters for rotations in degrees. For consistency, renamed the exposed method names to remove the leading underscore, and kept the old names with a deprecation warning. Fixes #4511.
* remove trailing whitespaceHubert Jarosz2016-03-091-7/+7
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Added set_hidden method to Spatial and CanvasItemromulox_x2015-11-261-0/+1
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* Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-151-0/+5
| | | | | | | | | | Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* gui in 3D demo now uses area for inputJuan Linietsky2015-03-221-0/+1
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-0/+14
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Fixing Issues...Juan Linietsky2014-09-191-0/+1
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* Little BitsJuan Linietsky2014-08-141-1/+13
| | | | | | | | -=-=-=-=-=- -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
* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-0/+6
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+166