Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-12-10 | Rename `float=64` SCons option to `precision=double` | Hugo Locurcio | |
This avoids confusion with the old `bits=64` option and building for 64-bit CPUs in general. | |||
2022-11-24 | Merge pull request #68386 from MewPurPur/snappedi-snappedf | Rémi Verschelde | |
Implement snappedi, snappedf, and Vector[2/3/4]i.snapped | |||
2022-11-19 | Implement snappedi, snappedf, and Vector[2/3/4]i.snapped | VolTer | |
2022-11-12 | Document that Vector classes are 32-bit | Jonathan Nicholl | |
2022-10-08 | Add `is_finite` method for checking built-in types | Haoyu Qiu | |
2022-09-03 | Document Vector4i | MJacred | |
2022-09-02 | Add `is_zero_approx` methods to `Vector2`, `3`, and `4` | Jonathan Nicholl | |
2022-08-19 | Make `cubic_interpolate()` consider key time in animation | Silc Renew | |
2022-08-09 | [doc] Use "param" instead of "code" to refer to parameters #3 | Andy Maloney | |
2022-08-10 | Merge pull request #64108 from antonWetzel/csharp-update | Rémi Verschelde | |
2022-08-09 | [doc] Use "param" instead of "code" to refer to parameters | Andy Maloney | |
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> | |||
2022-08-09 | vector4 distance_squared_to and update csharp | antonWetzel | |
2022-08-08 | Rename the argument tag to param in XML documentation | Yuri Sizov | |
2022-08-07 | Vector4/Vector4i: Add missing methods, tests and fix change of sign operator | Hendrik Brucker | |
2022-07-29 | Fix Vector4 serialization | kobewi | |
2022-07-26 | Add Vector4 documentation | kobewi | |
2022-07-26 | Add some missing Vector4 methods | kobewi | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. |