Age | Commit message (Collapse) | Author |
|
TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
|
|
Fixed crash executing TextEdit.new().set_draw_control_chars(true)
|
|
Fix incorrect inheritance of `VisualShaderNodeParticleAccelerator`
|
|
|
|
maiself/fix-input-methods-returning-zero-strength-master
Fix input methods returning zero strength when pressed status not requested (master)
|
|
Add a comment at the top of generated shaders
|
|
Calinou/gpu-particles-improve-visibility-generation
Improve visibility rect/AABB generation usability in GPUParticles
|
|
Add editor icons for VisualScript and VisualShader expression resources
|
|
Port visual shader node icons from Godot 2.1.x
|
|
Use hint_albedo in SkyMaterials
|
|
Fixes #51613.
|
|
Makes a clear error message if shader compilation failed
|
|
Changes the icon of node arranger in GraphEdit & editor
|
|
kleonc/sprite_frames-preserve-src-atlas_texture-margins
SpriteFramesEditor: preserve source texture margins when creating frames from AtlasTexture
|
|
TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
|
|
|
|
|
|
|
|
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
|
|
- Don't display the time dialog if the automatically calculated
generation time is short enough.
- Clarify the purpose of waiting in the progress dialog.
|
|
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.
|
|
|
|
|
|
|
|
Fix compilation with float=64
|
|
|
|
|
|
input.
Add more overloads of vector multiplication, required by templates to compile with float=64.
|
|
command palette improvements
|
|
|
|
Fix read from screen and depth texture
|
|
|
|
Improve the animation bezier editor
|
|
- 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.
|
|
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
|
|
Fix double Next Editor Tab
|
|
Upgrade spirv-reflect
|
|
Fix i18n of 3D view name
|
|
|
|
|
|
Rewrote raster DOF shader to using BOKEH
|
|
The `PagedAllocator` can now allocate objects with non empty constructors.
|
|
Use get_global_* functions instead of using transforms.
|
|
Disable Node3D when compiling without 3D and fix disable_3d option
|
|
|
|
Rename LineShape2D to WorldMarginShape2D
|
|
Make the full view name translatable as a whole instead of combining
from sub-strings.
|
|
It uses the (`const T &&... p_args`) forward reference, to avoid copying the
memory in case it's an rvalue, or pass a reference in case it's an lvalue.
This is an example:
```c++
PagedAllocator<btShapeBox> box_allocator;
btShapeBox* box = box_allocator.alloc( btVector3(1.0, 1.0, 1.0) );
```
|
|
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
|
|
Fix minor code style issues in the RST generator
|