Age | Commit message (Collapse) | Author |
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Correct the Pool*Array documentation
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Change Color.to_32() to Color.to_rgba32() and lowercase other functions
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-Added Array.duplicate() method, needed to fix above
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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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Additionaly changed values names for 2D version to more descriptive ones.
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- Fix a wrong call in PoolByteArray::compress
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- grow_individual
- grow_margin
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this might cause bugs I haven't found yet..
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Added various functions basic math classes. Also enabled math checks …
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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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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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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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This saves typing and is a step towards fixing #56
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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advanced string format
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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String.get_basename()
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naming
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
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Fixed inertia tensor computation and center of mass
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renamed to PoolVector
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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Fixes and improvementes for IPv6 implementation.
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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Adds Vector.angle_to(Vector other), fixes #3912
[ci skip]
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(Array) .pop_front, .pop_back & .remove return values instead of void
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Needed this and wondered that there's no built-in function for it.
So I wanted to implement it and saw that it's actually already there, just wasn't bound ^^
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pop_front, pop_back now return values instead of `void`. Things
I didn't know how to properly implement:
1. pop_front & pop_back shows in the help menu Object as return value.
I know this is incorrect but if not Object than what? Cause it
can't be void. It needs to be a generic type that includes all the
Array types
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