Age | Commit message (Collapse) | Author |
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Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
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-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
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This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
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Part of #33027.
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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rotation gizmo visible = false; when camera preview
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Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.
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Added uniform qualifiers to visual shaders
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Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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Change non-existent World to World3D
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Fixes: #38362
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Add AtlasTexture support in SpriteFrames Editor
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Don't focus the selection after using Align Transform With View
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This fixes numerous false positives coming out of the culling system.
AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.
Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
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[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
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It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes #36738.
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Add option for editor freelook camera sensitivity
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dreamsComeTrue/editor-animation-player-improvements
Allow to rename animation just after it was duplicated in Editor
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Fixed shuffling editor help tabs
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
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editor settings window is closed.
Close #38012
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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Add editor freelook navigation scheme settings
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Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
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Depending on what one is trying to achieve, a different freelook mode
may be more desirable.
This closes #34034.
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Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
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Tweak the built-in script naming for resources with custom names
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Implement decals
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Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
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Fixed crash caused by uninitialised variable
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Relative scale snapping 2D
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