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2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `Animation.TYPE_TRANSFORM3D` track is gone. * Added POSITION_3D, ROTATION_3D, SCALE_3D tracks. * GLTF2, Collada, FBX importers will only import the track types found. * Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed. * AnimationPlayer and AnimationTree animate these tracks separately, only when found. * Removed BakeReset code, is useless with these changes. This is the first in a series of commits designed to make the animation system in Godot more useful, which includes: * Better compatibility with Autodesk products * Better reusability of animations across models (including retargeting). * Proper animation compression. * etc. *Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and ↵Juan Linietsky
NodeAnimation"
2021-10-09implement ping-pong loop in animationTokage
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-09-30Improved breakpoint gutter for CodeEdit.Eric M
Added preview of breakpoint placement on hover. Added override of icon for the Editor to use an SVG so it is no longer blurry.
2021-09-16Rename Listener2D/Listener3D to AudioListener2D/AudioListener3DWilson E. Alvarez
2021-09-16Merge pull request #52681 from nekomatata/rename-rigid-bodyCamille Mohr-Daurat
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-09-16Merge pull request #49266 from Calinou/remove-unused-editor-iconsRémi Verschelde
Remove unused editor icons
2021-09-16Display a editor gizmo icon for Listener3DHugo Locurcio
The icon was present in `editor/icons/`, but it was never implemented in the editor gizmos code. This also removes some unused gizmo drawing code (overridden methods that are no longer called anywhere).
2021-09-15Merge pull request #52679 from nekomatata/world-boundary-shapeCamille Mohr-Daurat
Rename WorldMarginShape to WorldBoundaryShape
2021-09-14Rename WorldMarginShape to WorldBoundaryShapePouleyKetchoupp
2021-09-09Merge pull request #44844 from KoBeWi/hey_listen!_but_2dJuan Linietsky
Add Listener2D
2021-09-07Merge pull request #52277 from groud/implement_array_property_hintJuan Linietsky
Implement properties arrays in the Inspector.
2021-09-07Implement properties arrays in the Inspector.Gilles Roudière
2021-09-06Merge pull request #52286 from nekomatata/restore-kinematic-bodyCamille Mohr-Daurat
Add AnimatableBody inherited from StaticBody for moving platforms
2021-09-05Apply set_read_only() to child classes of EditorProperty elementsSilc 'Tokage' Renew
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-08-31Add Listener2Dkobewi
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-18Merge pull request #50752 from Phischermen/indeterminate_checkmark_apiRémi Verschelde
Added icons and API for indeterminate checkmarks for the Tree class.
2021-08-18Fix missing and incorrectly named visual shader texture uniform iconsHugo Locurcio
2021-08-16Added icons and API for indeterminate checkmarks for the Tree class.Kevin Fischer
2021-08-16Merge pull request #51704 from Calinou/editor-icons-add-expressionRémi Verschelde
Add editor icons for VisualScript and VisualShader expression resources
2021-08-16Merge pull request #51702 from Calinou/port-visual-shader-iconsRémi Verschelde
Port visual shader node icons from Godot 2.1.x
2021-08-16Changes the icon of node arranger in GraphEdit/VisualScript/VisualShaderUmang Kalra
2021-08-16Add editor icons for VisualScript and VisualShader expression resourcesHugo Locurcio
2021-08-16Port visual shader node icons from Godot 2.1.xHugo Locurcio
2021-08-14Rename LineShape2D to WorldMarginShape2DHugo Locurcio
The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-11Merge pull request #51490 from nekomatata/clean-character-bodyRémi Verschelde
Remove infinite inertia and ray shapes from CharacterBody
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-11Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-09Change PrismMesh editor icon to look like a prism.John Wigg
2021-08-02Implements TileMap layers and move TileSetPlugins's functions to the TileMap ↵Gilles Roudière
node instead
2021-07-27Merge pull request #50355 from Calinou/immediategeometry3d-remove-remainsK. S. Ernest (iFire) Lee
Remove the remains of ImmediateGeometry3D
2021-07-15Merge pull request #47538 from LightningAA/inspector-reorder-array-4.0Rémi Verschelde
Add the ability to reorder array elements from the inspector
2021-07-12Merge pull request #50356 from Calinou/ormmaterial3d-tweak-editor-iconRémi Verschelde
Tweak the ORMMaterial3D editor icon to follow the Godot design guidelines
2021-07-11Add the ability to reorder arrays from the inspectorLightning_A
2021-07-11Add an editor icon for the ImmediateMesh resourceHugo Locurcio
2021-07-11Tweak the ORMMaterial3D editor icon to follow the Godot design guidelinesHugo Locurcio
2021-07-11Remove the remains of ImmediateGeometry3DHugo Locurcio
ImmediateGeometry3D was recently removed in favor of the ImmediateMesh resource.
2021-06-29Implement painting properties over TileSetsGilles Roudière
2021-06-16Rename VisibilityNotifierXD to VisibleOnScreenNotifierXDreduz
* Renames for 2D and 3D * Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility. * New name makes it clear that this is about visibility on screen.
2021-06-15Adding some more missing renames for Transform3D and QuaternionBastiaan Olij
2021-06-09update property selector's icon list and rename Quat.svg to Quaternion.svgSilc 'Tokage' Renew
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.
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-03Flip 2D icon to match Godot's handednessAaron Franke