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4.0.3
Godot with FMOD integration
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matrix3.cpp
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Author
2017-08-18
Fix incorrect workaround for pure Y (X) rotations in XYZ (YXZ) convention.
Ferenc Arn
2017-08-09
Use YXZ convention for Euler angles.
Ferenc Arn
2017-08-07
Display the Y angle properly when rotating from gizmo, partially helps #1479
Juan Linietsky
2017-07-04
Implemented environment arrays for skybox reflection and roughness, quality i...
Juan Linietsky
2017-04-24
Merge pull request #8277 from tagcup/math_checks
Rémi Verschelde
2017-04-08
Add "Godot Engine contributors" copyright line
Rémi Verschelde
2017-04-06
Added various functions basic math classes. Also enabled math checks only for...
Ferenc Arn
2017-03-24
Merge pull request #8122 from tagcup/axis_check_normalization
Rémi Verschelde
2017-03-24
Fix typos in source code using codespell
Rémi Verschelde
2017-03-23
Explicitly documented that Transform.basis is not necessarily an orthogonal m...
Ferenc Arn
2017-03-05
A Whole New World (clang-format edition)
Rémi Verschelde
2017-01-16
Overloaded basic math funcs (double and float variants). Use real_t rather th...
Ferenc Arn
2017-01-11
Type renames:
Juan Linietsky
2017-01-10
Merge pull request #7426 from m4nu3lf/bugfix/physics
Juan Linietsky
2017-01-09
Fixed inertia tensor computation and center of mass
m4nu3lf
2017-01-08
Fix the order in which additional transformations are applied in Matrix3 and ...
Ferenc Arn
2017-01-03
Use right handed coordinate system for rotation matrices and quaternions. Als...
Ferenc Arn
2017-01-01
Welcome in 2017, dear changelog reader!
Rémi Verschelde
2016-03-09
remove trailing whitespace
Hubert Jarosz
2016-01-01
Update copyright to 2016 in headers
George Marques
2015-04-18
Updated copyright year in all headers
Juan Linietsky
2014-02-09
GODOT IS OPEN SOURCE
Juan Linietsky