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2021-06-09Fix out of sync separate distraction-free modedaniel-mcclintock
2021-06-07Merge pull request #49383 from madmiraal/android-ci-remove-ndkRémi Verschelde
Don't install Android NDK in CI
2021-06-07Merge pull request #49379 from madmiraal/fix-android-deprecatedRémi Verschelde
Update Gradle archiveName and destinationDir properties
2021-06-07Merge pull request #49384 from madmiraal/rename-collisionobject3d-input_eventRémi Verschelde
Rename CollisionObject3D input_event signal position and normal parameters
2021-06-07Don't install Android NDK in CIMarcel Admiraal
2021-06-07Rename CollisionObject3D input_event signal position and normal parametersMarcel Admiraal
2021-06-07Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07Merge pull request #49349 from SirQuartz/patch-5Rémi Verschelde
Amend the quit() method description in `SceneTree` to include an exception for iOS
2021-06-07Merge pull request #49372 from KoBeWi/do_not_save_do_not_save_do_not_saveRémi Verschelde
2021-06-07Update Gradle archiveName and destinationDir propertiesMarcel Admiraal
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-07Merge pull request #49360 from Chaosus/fix_shader_crashYuri Roubinsky
2021-06-06Don't save built-in script when adding methodkobewi
2021-06-06Merge pull request #49365 from Chaosus/fix_visual_scripts_header_colorYuri Roubinsky
2021-06-06Fixed color for node headers in visual scriptsYuri Roubinsky
2021-06-06Prevent shader crash when returning array when return type is scalarYuri Roubinsky
2021-06-06Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde
Rename GI Classes
2021-06-05Edit "quit()" method description in `SceneTree`Nick Huelin
Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically. Update Popup.xml
2021-06-06Merge pull request #47872 from ↵Rémi Verschelde
TwistedTwigleg/GSOC_2020_Working_Branch_2D_IK_SQUISHED New and improved IK system for Skeleton2D - Squished
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #39202 from Calinou/editor-import-invert-green-channelRémi Verschelde
Replace "Invert" import option with more useful "Normal Map Invert Y"
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
2021-06-05Merge pull request #49319 from madmiraal/add-missing-mono-overridesRémi Verschelde
Add missing override keyword to CSharpLanguage::is_control_flow_keyword()
2021-06-05Merge pull request #42282 from andriyDev/DeleteYSortRémi Verschelde
Remove YSort node, move its functionality into Node2D
2021-06-05Deleted YSort, moved its functionality directly into Node2D.andriyDev
YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc.
2021-06-05Merge pull request #48908 from nekomatata/physics-nodes-reorganizationRémi Verschelde
Physics nodes reorganization
2021-06-04Linear velocity cleanupPouleyKetchoupp
CharacterBody has a linear_velocity property to replace the argument in move_and_slide. StaticBody handles reporting linear/angular velocity correctly when kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04Safe margin cleanupPouleyKetchoupp
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
2021-06-04Support for kinematic_motion in StaticBodyPouleyKetchoupp
Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-04Properties for move_and_slide and remove move_and_slide_with_snapPouleyKetchoupp
- snap property to replace move_and_slide_with_snap() - floor_max_angle, stop_on_slope, infinite_inertia, max_slides, up_direction properties to replace arguments from move_and_slide() - up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-04Add missing override keyword to CSharpLanguage::is_control_flow_keyword()Marcel Admiraal
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-04Replace "Invert" import option with more useful "Normal Map Invert Y"Hugo Locurcio
This can be used to invert a normal map's direction. The "Invert" import option is no longer useful in Godot 4.0 since it uses height maps instead of depth maps in StandardMaterial3D. This closes https://github.com/godotengine/godot-proposals/issues/785.
2021-06-04Merge pull request #48920 from aaronfranke/acceptRémi Verschelde
2021-06-04Merge pull request #47124 from aaronfranke/disable-skeleton3dRémi Verschelde
Disable Skeleton3D when compiling without 3D
2021-06-04Merge pull request #49304 from aaronfranke/tr3d-tr-compat-vpRémi Verschelde
Add "Transform" compatibility name for "Transform3D" in VariantParser
2021-06-04Disable Skeleton3D when compiling without 3DAaron Franke
Make animation code not depend on Skeleton3D or even Node3D
2021-06-04Merge pull request #49297 from aaronfranke/anim-type-tr3dRémi Verschelde
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
2021-06-04Add "Transform" compatibility name for "Transform3D" in VariantParserAaron Franke
2021-06-04Merge pull request #49303 from BastiaanOlij/gdnative_variant_transform_renameRémi Verschelde
Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3D
2021-06-04Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3DBastiaan Olij
2021-06-04doc: Sync classref after merge of #47336Rémi Verschelde
2021-06-04Merge pull request #48902 from pycbouh/editor-improve-template-downloaderRémi Verschelde
Improve the UI/UX of the Export Template Manager dialog
2021-06-04Merge pull request #44198 from madmiraal/rename-translation-positionRémi Verschelde
Rename Node3D's property translation to position
2021-06-04Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde
Rename the `.shader` file extension to `.gdshader`
2021-06-04Rename Node3D's property translation to positionMarcel Admiraal
2021-06-04Merge pull request #47871 from aaronfranke/assetlib-pmRémi Verschelde
Rename tabs in the project manager