Age | Commit message (Collapse) | Author |
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Removes a leftover variable and uses constants instead of magic numbers.
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Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.
Fixes #4511.
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It was already under the MIT as the rest of the engine,
but some users seemed not convinced about it.
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InverseKinematics node, basic features
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Part of #4196.
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Also connect the signal from script, as it makes it easier to understand
than by having to check the connected signals via the GUI.
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I don't already know how the fuck it works, but it is.
A bit slow currently, but hope to improve it soon.
The current limitations:
1. No constraints. At all.
2. Used simplest CCD algorithm, I just can't believe
in jacobian construction from code.
3. Slow to get to target.
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Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
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To make the demos lighter
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It is obsoleted by the easier NavigationPolygon API and the feature will likely be dropped in the future (see #3740)
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Correct the offset introduced by the fix #3204
[ci skip]
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-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
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Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
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The scripts were streamlined using more or less the following conventions:
- space after a comma in lists of arguments
- spaces around weak operators (+, -), no spaces around strong operators (*, /)
- spaces around comparison operators and compound assignment operators
- space after a comment start (#)
- removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
- function blocks separate by two newlines
- comment sentences start with an upper-case letter
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The scripts were streamlined using more or less the following conventions:
- space after a comma in lists of arguments
- space around weak operators (+, -), no space around strong operators (*, /)
- space after a comment start (#)
- removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
- function blocks separate by two newlines
The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
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Canvas Clipping fix
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Since the engine development is now independent.
Fixes #2836.
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Godot does not seem to like 8-bit colormaps.
Fixes #2874.
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small fix to bug causing viewport clipping to be inverted.
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Added project icon to some demos
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Updated nrex with new features
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Properly free enemies after death in 3d platformer demo.
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Disable filters for tilemap in 2D Platformer demo
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-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
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Fixes #2452
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
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-Better template handling
-Voice support
-Stream support
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Previously, they stuck around as invisible physics objects. This fix is much
cleaner than my previous attempts, as it uses the ability to call a function
from an animation as is done in the 2d platformer demo.
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
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