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path: root/scene/3d/spring_arm_3d.cpp
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* Split monolithic physics class filessmix82024-02-271-202/+0
| | | | Splits monolithic physics class files.
* Move 3D-only resources to their own folderAaron Franke2024-02-261-1/+1
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* 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".
* Use a more specific type for Mesh create_(convex|trimesh)_shapeAaron Franke2022-11-251-0/+1
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* Use suffixes for units in nodes and resourcesAaron Franke2022-05-191-2/+2
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* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-6/+9
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* Fix typos with codespellRémi Verschelde2022-02-101-4/+4
| | | | | | | Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use parameter classes instead of arguments for all physics queriesPouleyKetchoupp2021-11-041-3/+24
| | | | | | | | Same as what is already done for shape queries, applied to point and ray queries. Easier to document and more flexible to add more parameters. Also expose intersect_point method to script in 3D. Remove intersect_point_on_canvas in 2D, replaced with a parameter.
* Remove ClippedCamera3Dreduz2021-10-041-8/+24
| | | | | | * Usage was always confusing for users * The ability to generate a pyramid shape was moved to Camera3D * SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
* Fix some unnecessary includesAaron Franke2021-08-131-5/+0
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* Node3D gizmo improvementsjfons2021-07-231-1/+1
| | | | | | | | * 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.
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-1/+1
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* Use real_t in physics nodesAaron Franke2021-01-291-6/+6
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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
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-2/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-7/+1
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Change non-existent World to World3Dqarmin2020-04-181-2/+2
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* Merge pull request #37964 from AndreaCatania/AndreaCatania-patch-2Rémi Verschelde2020-04-171-2/+2
|\ | | | | Activate Physics Process in SpringArm3D.
| * Activate Physics Process in SpringArm3D.Andrea Catania2020-04-171-2/+2
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* | Run SpringArm3D's process within physics.Marcel Admiraal2020-04-151-1/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-2/+2
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-0/+173
Fixes #30736.