Age | Commit message (Collapse) | Author |
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The consensus is that the per-platform strings are not so useful in the
first place, so it's better to revert back to "Delete" for every platform.
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Separate version hash from version number in editor and project manager
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Add a form GitHub issue template for bug reports
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When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
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GitHub now supports forms as issue templates (currently in private beta).
Godot has been opted into this private beta, which makes this new feature
usable on the Godot repository.
Inspired by the ImageMagick form:
https://github.com/ImageMagick/ImageMagick/blob/main/.github/ISSUE_TEMPLATE/bug-report.yml
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Removes deleted OrenNayar mode from shaders and materials
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Fixed missed IDHandler dependency in GodotFetch
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Fixed mistake in binding of Skeleton2D::execute_modifications
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FileAccess: Don't err in `store_buffer` with buffer of size 0
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Make several actions in the Inspector dock more obvious
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Fix uninitialized members in physics query results
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Add API for registering native extensions
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The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.
Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).
Fixes #33564.
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Allow clang-format 12 in the pre-commit hook
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Improve axis awareness and visibility for Position2D and Position3D
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EditorSettings: Look for binding while filtering too
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Highlight annotations in the GDScript syntax highlighter
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[Net] Refactor RPCs, remove RSETs
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clang-format 12's formatting is identical to clang-format 11's.
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Make sure `Tabs` reflect theme changes
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Fix `Theme` overriding existing theme types with empty
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Don't remap resources belonging to instance
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Style: Cleanup uses of double spaces between words
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Don't install Android NDK in CI
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Update Gradle archiveName and destinationDir properties
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Rename CollisionObject3D input_event signal position and normal parameters
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
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Amend the quit() method description in `SceneTree` to include an exception for iOS
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By default, a orange color is used to highlight annotations in the
script editor.
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Rename GI Classes
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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
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TwistedTwigleg/GSOC_2020_Working_Branch_2D_IK_SQUISHED
New and improved IK system for Skeleton2D - Squished
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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.
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* 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.
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