Age | Commit message (Collapse) | Author |
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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
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Fixed inertia tensor computation and center of mass
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Fix the order in which additional transformations are applied
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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).
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Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.
This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
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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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Add the 'finished' signal to AnimatedSprite
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Fixes and improvementes for IPv6 implementation.
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doc improvement for get_colliding_bodies() methods
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* Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item
* Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
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This reverts commit b6eab006dbd21d25a664486809109fffa9533124.
This commit broke compatibility in an undesired way, as outlined in
https://github.com/godotengine/godot/issues/3290#issuecomment-263388003
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Do not enter _ready twice
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Add Array.front() and Array.back()
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Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well.
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Fix Keyboard Input Hangs when using modifiers
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Fixed minor typo
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Add "Never" underline mode to LinkButton
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Re-wrote nrex as a module using godot-specific parts and new
features:
* Added string substitutions.
* Named groups are now supported.
* Removed use of mutable variables in RegEx. RegExMatch is returned
instead.
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Added force_raycast_update GDScript method for RayCast[2D]
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Main input parsing loop only update actions for keyboard if the state has changed.
`InputMap::event_is_action` now ignores keyboard modifiers if the event is not pressed.
Clarify difference between `InputMap::action_has_event` and `InputMap::event_is_action` in docs.
Fixes #6388.
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Documentation of RPC-related methods and classes
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Remove speex support, it is obsoleted by opus
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As mentioned by upstream, Xiph.Org [0]:
> The Speex codec has been obsoleted by Opus. It will continue to be
> available, but since Opus is better than Speex in all aspects,
> users are encouraged to switch.
[0] http://www.speex.org/
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Remove unnecessary parentheses
[ci skip]
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Tween reset/stop/resume/remove for all object properties at once
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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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