Age | Commit message (Collapse) | Author |
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Use YXZ convention for Euler angles.
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As discussed in issues #1479 and #9782, choosing the up axis (which is Y in Godot) as the axis of the last (or first) rotation is helpful in practical use cases.
This also aligns Godot's convention with Unity, helping with a smoother transition for people who are used to working with Unity (issue #9905).
Internally, both XYZ and YXZ functions are kept, for potential future applications.
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AR/VR base classes and position tracker support
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Thus fixing some invalid changes that had still made it to the master branch.
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Added ArVrScriptInterface
Added ARVRCamera, ARVRController and ARVROrigin helper objects
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-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
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increase is enormous.
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Fix PathFollow rotations.
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Tried to salvage what I could of the Image and InputEvent changes.
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5.x era.
Fixes #9166.
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Add ETC1/ETC2 compression support though etc2comp.
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implemented grow(left,top,right,bottom) function
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- grow_individual
- grow_margin
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Remove rg-etc1 code. Also updated travis to use ubuntu 14.04.
Fixes #8457.
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Used parallel transport to move the object along the curve. Also introduced a few more math checks useful for debugging.
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Compiler
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-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
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Fix weigth scale of A* being applied to the whole estimation
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Attempt to fix #8584
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This is a necessary condition for finding optimal solutions.
This is achieved by simply requiring/ensuring that no weights are smaller than 1.
Fixes #8584.
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Added various functions basic math classes. Also enabled math checks …
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PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases).
Use a large default seed, and also add a shift in Math::randomize.
Fixes #8423.
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for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
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Made slide and reflect active verbs acting on itself in Vector2 and V…
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This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201.
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Added ability to change A-star cost function
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When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.
Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
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Use atan2 rather than acos in Vector3.angle_to.
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Explicitly documented that Transform.basis is not necessarily an orth…
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From https://github.com/lucasdemarchi/codespell
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Fixes #8111.
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matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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