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2022-01-14Remove zero size checks from Rect2 grow methodsAaron Franke
2022-01-13Merge pull request #56740 from AnilBK/camera-pre-allocateRémi Verschelde
2022-01-13CameraMatrix: Pre-allocate Vector in get_projection_planes().Anilforextra
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-12Use List Initializations for Vectors.Anilforextra
2022-01-07Merge pull request #53618 from aaronfranke/signed-angle-vec3iRémi Verschelde
Add length and length_squared to Vector2i/3i
2022-01-07Merge pull request #55877 from aaronfranke/slerp-same-lenRémi Verschelde
2022-01-07Fix typos with codespellRémi Verschelde
Using codespell 2.1.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang ans ba curvelinear dof doubleclick fave findn gird inout leapyear lod merchantibility nd numer ois ony que readded seeked statics
2022-01-06Allow Vector2/3 slerp values to have any lengthAaron Franke
2022-01-06Add length and length_squared to Vector2i/3iAaron Franke
2022-01-05Merge pull request #53684 from TokageItLab/orthogonal-modeRémi Verschelde
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-25Fix some gizmo behavior to make more consistentSilc 'Tokage' Renew
2021-12-19Fix variable name 'max_size' to 'min_size' in aabbgreat90
2021-12-18Fix font preview text color on light backgroundHaoyu Qiu
2021-12-09align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke
2021-12-02Expose max_axis_index and max_axis_index for Vector2(i)Aaron Franke
Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
2021-12-02Merge pull request #55474 from akien-mga/copy-operators-no-referenceRémi Verschelde
2021-12-02Merge pull request #37626 from aaronfranke/rect2-warningsMax Hilbrunner
Print warnings when using a Rect2 or AABB with a negative size
2021-12-02Merge pull request #47294 from sebastian-heinz/patch-1Rémi Verschelde
2021-12-02Merge pull request #38604 from Calinou/astar-rename-get-point-idsRémi Verschelde
2021-12-02allow variant construction in expressionssebastian-heinz
2021-12-01Rename Vector parameters to be consistentRaul Santos
Renames parameters that were named differently across different scripting languages or their documentation to use the same name everywhere.
2021-11-30Warn when using an AABB or Rect2 with a negative sizeAaron Franke
2021-11-30Rename `AStar.get_points()` to `AStar.get_point_ids()` for clarityHugo Locurcio
The same has been done for AStar2D as well.
2021-11-30Don't return reference on copy assignment operatorsRémi Verschelde
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this can lead to confusing code and subtle bugs. According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++ allows any arbitrary return type, so this is standard compliant. This could be re-assessed if/when we have an actual need for a behavior more akin to that of the C++ STL, for now this PR simply changes a handful of cases which were inconsistent with the rest of the codebase (`void` return type was already the most common case prior to this commit).
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-17Merge pull request #55042 from nekomatata/fix-segment-intersectionRémi Verschelde
2021-11-17Expose `randfn` to global scopeYuri Roubinsky
2021-11-16Fix segment intersection in Geometry2DPouleyKetchoupp
Doing a multiplication to reduce the amount of tests was causing precision which lead to 2D raycast detecting false positive contacts in some cases with convex polygons.
2021-11-16Rename built-in `SGN()` macro to `SIGN()`Hugo Locurcio
This matches the name of the GDScript function (except it's uppercase here).
2021-11-15Merge pull request #43072 from KoBeWi/point_to_angleRémi Verschelde
2021-11-11Color: Bind `from_hsv` as static methodRémi Verschelde
2021-11-09Merge pull request #53819 from TokageItLab/re-implement-ping-pongRémi Verschelde
Reimplement ping-pong animation and reverse playback
2021-11-09Fix Vector2.angle_to_point() being reversedTomasz Chabora
2021-11-05Rename AABB `get_area` to `get_volume`Brian Semrau
2021-11-04Fix Quaternion multiplication operatorAaron Franke
2021-11-03reimplement ping-pongSilc 'Tokage' Renew
2021-10-28clang-format: Enable `BreakBeforeTernaryOperators`Rémi Verschelde
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25Merge pull request #54050 from reduz/animation-compressionRémi Verschelde
2021-10-21Implement Animation Compressionreduz
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different). * Implement bitwidth based animation compression (see animation.h for format). * Can compress imported animations up to 10 times. * Compression format opens the door to streaming. * Works transparently (happens all inside animation.h)
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-15Swap args of Plane(point, normal) constructormennomax
Now (normal, point)
2021-10-11Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and ↵Juan Linietsky
NodeAnimation"
2021-10-09implement ping-pong loop in animationTokage
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-07Replace references to VisualServer in code comments with RenderingServerHugo Locurcio
VisualServer no longer exists in the `master` branch.