Age | Commit message (Collapse) | Author |
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Replaced by 'step_decimals' in 3.2 via #21425.
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
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Fix bug where canvas culls things at origin with size 0
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Make a new method instead to make the code more elegant
Move Function down a bit
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- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
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Fixes #26637.
Fixes #19900.
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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The ord() function was recently added in GDScript and VisualScript,
but was missed in the Expression class.
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We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.
Follow-up to #34293.
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Removed unused variables, add some constants numbers
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Underscaled arc tolerance produced very small values so that changes
to this parameter were negligible when scaled internally, hence significant
performance drop (lots of intermediate points inserted in an arc). Now the
performance is mostly the same compared to other types of offsetting
(SQUARE, MITER).
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Fix some overflows and unitialized variables
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s * edge0 = -d / a * edge0 = -edge0⋅v0 / (edge0⋅edge0) * edge0 = vector projection of -v0 onto edge0
By incorrectly using -e/c instead of -d/a, Face3::get_closest_point_to was returning the wrong point in certain cases. Specifically, I noticed it returning vertex[0] when it should have been returning vertex[1].
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Make is_equal_approx separate and make == exact again
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Improve support for directed graphs in A*; docs update included
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This commit changes behavior for GDScript and C#.
Also did some organizing of the order to logically group related methods, mostly for Rect2 and AABB.
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Internal changes only
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This commit adds exposed behavior for C#
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Make Rect2.encloses return true on same size
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Add option to consider disable points
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Previously, disabled points will not be considered when performing
get_closest_point. This commit changes that by introducing an additional
flag for this behavior. Related issue: #31814
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Added some obvious errors explanations
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
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a faster function to transform aabb
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