Age | Commit message (Collapse) | Author |
|
|
|
Add Quaternion angle_to method
|
|
Allow multiplying Transforms and Basis by numbers
|
|
Add PROPERTY_USAGE_NONE and use it
|
|
|
|
|
|
|
|
|
|
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
|
|
Method from `String`
|
|
fix url parsing with port numbers
|
|
|
|
|
|
Adding some more missing renames for Transform3D and Quaternion
|
|
|
|
Fix json dump and print of circular structure
|
|
|
|
|
|
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.
Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.
This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).
Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.
Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
|
|
[Core] Reformat structure string operators
|
|
Fix crash when using invalid index in Color.get_named_color
|
|
|
|
|
|
Consistently prefix bound virtual methods with _
|
|
Add a Time singleton
|
|
Keep support for '@' for now for compatibility.
Fixes #49535.
Fixes #49542.
|
|
|
|
Rename `Reference` to `RefCounted`
|
|
Implement lossless WebP encoding
|
|
|
|
|
|
Fix mipmaps of VRAM compressed textures
|
|
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
|
|
Core: Move DirAccess and FileAccess to `core/io`
|
|
Rename `String.is_abs_path()` to `String.is_absolute_path()`
|
|
Increased String::num default decimal precision
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
String.get_slice_count is always at least 1 or 2 for bases with a port number.
Before this change the following URL would return ERR_INVALID_PARAMETER ```ws://127.0.0.1:8000/test```
|
|
|
|
|
|
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.
This should make thread loading entirely reliable.
|
|
|
|
FileAccess: Don't err in `store_buffer` with buffer of size 0
|
|
Add API for registering native extensions
|
|
The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.
Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).
Fixes #33564.
|
|
[Net] Refactor RPCs, remove RSETs
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
|
|
* First step for GDNative to behave more like modules
* Only Object and ClassDB, the rest needs to happen on the GDNative side.
|