Age | Commit message (Collapse) | Author |
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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More exact picking for canvas editor
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Restore the behavior of Spatial rotations recently changed in c1153f5.
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Happy new year to the wonderful Godot community!
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Fix Rect2::distance_to() not returning 0
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That change was borne out of a confusion regarding the meaning of "local" in #14569.
Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.
To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.
This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.
This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
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Inline some very common Vector2 operations
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#14569
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Rect2: add function returning same rect with positive w and h
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Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
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Fixes #12973.
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It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
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Added new Wrap functions for numbers
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Fix inertia tensor update & Generic6DOFJoint & Simplify Basis::get_euler()
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Added snapping to spatial drag and drop.
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Verbose and Platform-specific implementation for is_nan
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Add get_points() method to AStar
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Fix unused variable warnings
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
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-Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation)
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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Fix signed and unsigned comparisons
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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This new decomposition splits the basis into a rotation-reflection matrix and a positive scaling matrix, which is required for physics calculations.
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Those functions were added in #8277 but they did more harm than good. They're subtle, don't do what people think and requires users to understand the non-uniqueness of polar decomposition. They ended up confusing people.
Until we store additional information enough to make a unique polar decomposition, these functions shouldn't be a part of Basis.
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