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2021-08-16Merge pull request #51116 from Calinou/macos-fix-xbox-bluetooth-controllersRémi Verschelde
Fix Xbox controllers in Bluetooth mode on macOS
2021-08-16Fix Xbox controllers in Bluetooth mode on macOSHugo Locurcio
This prevents the D-pad up arrow from being registered as pressed when it isn't, and pressing any direction from activating the next arrow clockwise of it. Co-authored-by: Scott Wadden <scott.wadden@gmail.com>
2021-08-16Merge pull request #51645 from fabriceci/improve-physics-apiRémi Verschelde
API improvement on the physics (CharacterBody and related classes)
2021-08-16Merge pull request #50785 from jeffrey-cochran/softbody-areasRémi Verschelde
Updated softbody handling to allow for area/softbody collision detection and application of area gravity
2021-08-16Merge pull request #51731 from timothyqiu/menu-button-signalRémi Verschelde
Fix `MenuButton` not emitting `about_to_popup` signal
2021-08-16Merge pull request #51368 from ↵Rémi Verschelde
TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED New and improved IK system for Skeleton3D - Squashed!
2021-08-16Fix MenuButton not emitting about_to_popup signalHaoyu Qiu
2021-08-16Merge pull request #51673 from Vignesh1-art/masterRémi Verschelde
Fixed crash executing TextEdit.new().set_draw_control_chars(true)
2021-08-16Merge pull request #51730 from Chaosus/vs_fix_particle_accelYuri Roubinsky
Fix incorrect inheritance of `VisualShaderNodeParticleAccelerator`
2021-08-16Fix incorrect inheritance of `VisualShaderNodeParticleAccelerator`Yuri Roubinsky
2021-08-16Merge pull request #51713 from ↵Rémi Verschelde
maiself/fix-input-methods-returning-zero-strength-master Fix input methods returning zero strength when pressed status not requested (master)
2021-08-16Merge pull request #50159 from Calinou/standardmaterial3d-add-shader-commentRémi Verschelde
Add a comment at the top of generated shaders
2021-08-16Merge pull request #50181 from ↵Rémi Verschelde
Calinou/gpu-particles-improve-visibility-generation Improve visibility rect/AABB generation usability in GPUParticles
2021-08-16Merge pull request #51704 from Calinou/editor-icons-add-expressionRémi Verschelde
Add editor icons for VisualScript and VisualShader expression resources
2021-08-16Merge pull request #51702 from Calinou/port-visual-shader-iconsRémi Verschelde
Port visual shader node icons from Godot 2.1.x
2021-08-16Merge pull request #51608 from clayjohn/Vulkan-Panorama-sky-hintRémi Verschelde
Use hint_albedo in SkyMaterials
2021-08-16Fixed crash executing TextEdit.new().set_draw_control_chars(true)Vignesh1-art
Fixes #51613.
2021-08-16Merge pull request #51723 from Chaosus/fix_shader_compile_errorRémi Verschelde
Makes a clear error message if shader compilation failed
2021-08-16Merge pull request #51701 from theoway/updates_node_arranger_iconRémi Verschelde
Changes the icon of node arranger in GraphEdit & editor
2021-08-16Merge pull request #51030 from ↵Rémi Verschelde
kleonc/sprite_frames-preserve-src-atlas_texture-margins SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture
2021-08-16Merge pull request #51249 from kleonc/tab_container-fix-disconnecting-errorsRémi Verschelde
TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
2021-08-16Makes a clear error message if shader compilation failedYuri Roubinsky
2021-08-16Changes the icon of node arranger in GraphEdit/VisualScript/VisualShaderUmang Kalra
2021-08-16Merge pull request #51710 from BastiaanOlij/fix_bokeh_versionRémi Verschelde
2021-08-16Fix input methods returning zero strength when pressed status not requestedMai Lavelle
Fixes behavior of these methods: `InputMap::event_get_action_status` `InputEvent*::action_match` Previously when `p_pressed` was `nullptr`, `p_strength` would be set to `0.0f` regardless of event strength. This affected `InputEventAction` events processed by `Input.parse_input_event` for example. Regression found in afa89c9eea5c99
2021-08-16Improve visibility rect/AABB generation usability in GPUParticlesHugo Locurcio
- Don't display the time dialog if the automatically calculated generation time is short enough. - Clarify the purpose of waiting in the progress dialog.
2021-08-16Add a comment at the top of generated shadersHugo Locurcio
This comment is useful to determine the origin of ShaderMaterials converted from built-in material types (such as CanvasItemMaterial or StandardMaterial3D). The Godot version is also included in case the shader needs to be regenerated with a newer engine version.
2021-08-15Enabled softbody-area collision (intersection) and enabled area-specific ↵Jeffrey Cochran
gravity for soft bodies.
2021-08-16Moved disabling bokeh shader variants to before the version_create callBastiaan Olij
2021-08-16Add editor icons for VisualScript and VisualShader expression resourcesHugo Locurcio
2021-08-16Port visual shader node icons from Godot 2.1.xHugo Locurcio
2021-08-15Merge pull request #51694 from RicardRC/constconstconstconstconstconstRémi Verschelde
Fix compilation with float=64
2021-08-15Merge pull request #51664 from Chaosus/vs_fixesYuri Roubinsky
2021-08-15Added missed limiters for Visual Shader node enumsYuri Roubinsky
2021-08-15Add constant to vector function parameters that don't actually modify their ↵Ricard Rovira Cubeles
input. Add more overloads of vector multiplication, required by templates to compile with float=64.
2021-08-15Merge pull request #51512 from Bhu1-V/PR/cmd-fixRémi Verschelde
command palette improvements
2021-08-15API improvement on physics, mainly CharacterBodyfabriceci
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15command palette improvementsBhuvan Vemula
2021-08-15Merge pull request #51507 from BastiaanOlij/fix_screen_and_depth_textureBastiaan Olij
Fix read from screen and depth texture
2021-08-15Fix read from screen and depth textureBastiaan Olij
2021-08-14Merge pull request #48572 from Calinou/improve-animation-bezier-editorRémi Verschelde
Improve the animation bezier editor
2021-08-14Improve the animation bezier editorHugo Locurcio
- Allow snapping bezier handles to the timeline. - Allow precise snapping when holding Shift for keyframes and handles. - Previously, it was only allowed for seeking the timeline. - This change also impacts the animation track editor, not just the bezier editor. - Invert the Ctrl + mouse wheel behavior to match the zoom direction in the animation track editor. - Increase the line spacing between the "Time:" and "Value:" texts to improve readability. - Tweak box selection styling to match the animation track editor. - Adjust line widths for hiDPI displays.
2021-08-14New and improved IK system for Skeleton3DTwistedTwigleg
This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2021-08-14Merge pull request #51669 from KoBeWi/nextnextnextnextnextRémi Verschelde
Fix double Next Editor Tab
2021-08-14Merge pull request #51654 from RandomShaper/fix_spirv_msvc_debugRémi Verschelde
Upgrade spirv-reflect
2021-08-14Merge pull request #51657 from timothyqiu/view-nameRémi Verschelde
Fix i18n of 3D view name
2021-08-14Fix double Next Editor Tabkobewi
2021-08-14Upgrade spirv-reflectPedro J. Estébanez
2021-08-14Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_rasterRémi Verschelde
Rewrote raster DOF shader to using BOKEH
2021-08-14Merge pull request #51656 from AndreaCatania/paged-allocator-initializerRémi Verschelde
The `PagedAllocator` can now allocate objects with non empty constructors.