Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-04-24 | Unify descriptions of vector methods | Haoyu Qiu | |
* is_equal_approx * normalize * length_squared * posmod * posmodv (cherry picked from commit 6cd8e706fae5dacc908efd1a823e3447e01bfa56) | |||
2023-04-07 | C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion | kleonc | |
(cherry picked from commit f53d3382af3ce04c924e6f92bb4c81ba349cfd8f) | |||
2022-11-24 | Merge pull request #68386 from MewPurPur/snappedi-snappedf | RĂ©mi 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 | |
2022-10-27 | Document the Vector3 and Vector4i classes | Hugo Locurcio | |
2022-09-03 | Document Vector4i | MJacred | |
2022-08-08 | Rename the argument tag to param in XML documentation | Yuri Sizov | |
2022-07-29 | Fix Vector4 serialization | 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. |