Age | Commit message (Collapse) | Author |
|
added a check to detect this case in the future
|
|
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.
|
|
support is implemented.
|
|
|
|
|
|
String.get_basename()
|
|
naming
|
|
|
|
It outputs a single Dictionary with all relevant information as
keys, that will less bloat the documentation and provide all details
in one function call.
|
|
|
|
|
|
|
|
to it.
|
|
|
|
|
|
|
|
|
|
Add named colors to GDScript/Visual Script/core.
|
|
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
|
Fixed inertia tensor computation and center of mass
|
|
Various corrections in 2D math.
|
|
Fix the order in which additional transformations are applied
|
|
|
|
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.
Affected code in the Godot code base is also fixed in this commit.
The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
|
|
Few small fixes so tools=no and target=release compiles
|
|
Remove deprecated Vector2.floorf method
|
|
expose OS.set_exit_code and OS.get_exit_code to ClassDB
|
|
|
|
|
|
being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
|
|
poups when translation is changed.
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
|
|
-Changed clip to a property in Control which can be set by the user
|
|
|
|
|
|
|
|
|
|
As advised by @reduz, as tests depend on other libs.
|
|
bugs related to assigning an empty variant to a string, and expecting it to be not empty!
|
|
|
|
|
|
Transform.
This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too.
Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion.
Also replaced the few instances of float with real_t in Matrix3 and Transform.
Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition.
Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
|
|
Fixes #6931.
|
|
|
|
-Added ability to request nodes using $Name in GDScript :)
|
|
renamed to PoolVector
|
|
|
|
aligned to 16
-Changed Vector<> template to fit this.
|
|
categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
|
|
-Added code lookup and code completion support for properties too
|
|
|