summaryrefslogtreecommitdiff
path: root/doc/classes
AgeCommit message (Collapse)Author
2021-06-14Merge pull request #48287 from aaronfranke/camera-is-frustumRémi Verschelde
2021-06-14Merge pull request #49458 from JFonS/fix_unwrap_xformRémi Verschelde
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14Add is_position_in_frustum to Camera3DAaron Franke
2021-06-14Rename get_parent_spatial() to get_parent_node3d()jfons
Renames get_parent_spatial() to get_parent_node3d() and changes its implementation. Before it was not returning a correct pointer if the node wasn't added to a SceneTree. Now it uses the same implementation as CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-14Implement visibility range and dependencies.jfons
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`, `visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`. Together they define a range in which the GeometryInstance3D will be visible from the camera, taking hysteresis into account for state changes. A begin or end value of 0 will be ignored, so the visibility range can be open-ended in both directions. This commit also adds the `visibility_parent` property to 'Node3D'. Which defines the visibility parents of the node and its subtree (until another parent is defined). Visual instances with a visibility parent will only be visible when the parent, and all of its ancestors recursively, are hidden because they are closer to the camera than their respective `visibility_range_begin` thresholds. Combining visibility ranges and visibility parents users can set-up a quick HLOD system that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes for far away groups (i.e. cities, woods).
2021-06-13Merge pull request #48207 from BastiaanOlij/multiview_stereoscopicRémi Verschelde
Add stereoscopic rendering through multiview
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-13Merge pull request #49526 from Chaosus/fix_textureregion_errorsRémi Verschelde
2021-06-13Fix some virtual methodskobewi
2021-06-12Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibilityRémi Verschelde
Consistently prefix bound virtual methods with _
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-12Fix duplicate paragraph in `ArrayMesh.add_surface_from_arrays()` descriptionHugo Locurcio
2021-06-12Fixed a bunch of connection errors in TextureEditorPluginYuri Roubinsky
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-06-11Merge pull request #47242 from sygi/bitmap-opaque-polygonsRémi Verschelde
Bitmap opaque_to_polygons documentation
2021-06-11Merge pull request #49515 from ↵Rémi Verschelde
Calinou/doc-projectsettings-vram-compression-change Document applying VRAM compression setting changes retroactively
2021-06-11Document applying VRAM compression setting changes retroactivelyHugo Locurcio
2021-06-11Merge pull request #49312 from RandomShaper/reference_to_ref_countRémi Verschelde
Rename `Reference` to `RefCounted`
2021-06-11Merge pull request #47835 from mortarroad/master-lossless-webpRémi Verschelde
Implement lossless WebP encoding
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-11Implement lossless WebP encodingMorris Tabor
2021-06-11Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11Merge pull request #34566 from Heikki00/34541_to_json_precisionRémi Verschelde
Increased String::num default decimal precision
2021-06-11Add Time singletonAaron Franke
2021-06-11Add documentation to Bitmaps opaque_to_polygons.sygi
2021-06-11Merge pull request #47584 from HaSa1002/docs-lang-7Rémi Verschelde
2021-06-11Port code examples to C# (V)Johannes
Includes: * Variant * Viewport and two fixes in Array that were pointed out in #40978 VisualScript classes are skipped on purpose. That is the final commit of the inital code porting to C#. :)
2021-06-10Let var2str display StringName with correct sigilJonathan Gollnick
2021-06-10Add OS.get_external_data_dir() to get Android external directoryMarcel Admiraal
2021-06-09Refactor CommandQueueMTreduz
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
2021-06-09Merge pull request #42248 from Chaosus/vs_particles_shaderRémi Verschelde
Continuation of work on visual particles system
2021-06-09Merge pull request #49395 from nekomatata/floor-max-angle-degreesRémi Verschelde
Use degrees instead of rad for floor_max_angle property in CharacterBody
2021-06-08Use degrees instead of rad for floor_max_angle property in CharacterBodyPouleyKetchoupp
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-08Merge pull request #49378 from BastiaanOlij/fix_execute_modifications_bindRémi Verschelde
Fixed mistake in binding of Skeleton2D::execute_modifications
2021-06-08Fixed mistake in binding of Skeleton2D::execute_modificationsBastiaan Olij
2021-06-07Continuation of work on visual particles systemYuri Roubinsky
2021-06-07Merge pull request #49221 from Faless/mp/4.x_rpc_refactorRémi Verschelde
[Net] Refactor RPCs, remove RSETs
2021-06-07Merge pull request #49382 from akien-mga/misc-cleanupRémi Verschelde
Style: Cleanup uses of double spaces between words
2021-06-07Merge pull request #49384 from madmiraal/rename-collisionobject3d-input_eventRémi Verschelde
Rename CollisionObject3D input_event signal position and normal parameters
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-07Rename CollisionObject3D input_event signal position and normal parametersMarcel Admiraal
2021-06-07Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07Merge pull request #49349 from SirQuartz/patch-5Rémi Verschelde
Amend the quit() method description in `SceneTree` to include an exception for iOS
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-06Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde
Rename GI Classes
2021-06-05Edit "quit()" method description in `SceneTree`Nick Huelin
Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically. Update Popup.xml
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion