Age | Commit message (Collapse) | Author |
|
|
|
|
|
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.
|
|
This matches the name of the GDScript function (except it's uppercase
here).
|
|
|
|
|
|
Reimplement ping-pong animation and reverse playback
|
|
|
|
|
|
|
|
|
|
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.
|
|
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
|
|
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`.
|
|
* 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).
|
|
|
|
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)
|
|
|
|
Now (normal, point)
|
|
NodeAnimation"
|
|
Co-authored-by: Chaosus <chaosus89@gmail.com>
|
|
VisualServer no longer exists in the `master` branch.
|
|
|
|
Auto LOD fixes and improvements
|
|
Some areas of code were missed and assumed Vector3.
|
|
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
meshes that were previously left untouched. The angle difference at
wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
doubling (approximately) the number of triangles from there. This
makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
various LODs. Right now only normals are taken into account,
but it could be expanded to other attributes in the future.
|
|
Use correct overload of Math::random(from, to) to return floating point values within the correct range.
|
|
|
|
|
|
|
|
|
|
|
|
Expose set_scale and set_skew for transform2d
Replacing float by real_t
Adding const parameters
Updated transform2d doc
|
|
|
|
`AStar` Add error messages
|
|
Remove unnecessary conversion between triangle data and vertex data
whenever possible.
|
|
|
|
Improve Basis::get_quaternion error message
|
|
Fix emitting duplicate edges for convex hulls
|
|
.
|
|
|
|
|
|
The previous error message incorrectly suggested that any Basis could be fixed by calling get_rotation_quation() or orthonormalize(). This PR points out that only a valid rotation Basis can be fixed in this way.
|
|
Segment collision results could be different depending on the direction
when they exactly touch (order of the points in segments). This was due
to the way parallelism was checked, using different logic based on
positive or negative sign of cross products.
Now the results are the same whatever the direction, without changing
the current design, which is that parallel or colinear segments are
not considered colinear.
Fixes inconsistencies with raycasts exactly on edges of convex shapes
depending on the direction.
|
|
Identical to https://github.com/godotengine/godot/pull/52059
|
|
|
|
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
|
|
|
|
TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
|
|
input.
Add more overloads of vector multiplication, required by templates to compile with float=64.
|