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2020-05-14Enforce use of bool literals instead of integersRémi Verschelde
Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
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.
2020-05-12Support multiple debug protocols.Fabio Alessandrelli
2020-05-11thirdparty: Cleanup after #38386, document provenance and copyrightRémi Verschelde
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-10New lightmapperJuan Linietsky
-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)
2020-05-10Revert "Renamed plane's d to distance"Rémi Verschelde
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.
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
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.
2020-05-10Style: Add missing copyright headersRémi Verschelde
2020-05-10Renamed plane's d to distanceMarcus Elg
2020-05-09Rename Lineshapes d to distanceMarcus Elg
2020-05-08Merge pull request #38555 from ThakeeNathees/rotation-gizmo-visible-fixRémi Verschelde
rotation gizmo visible = false; when camera preview
2020-05-08rotation gizmo visible = false; when camera previewThakee Nathees
2020-05-07Keep mouse inside 3D viewport rotation widgetJFonS
Hide and keep the mouse in place when the user oribts the scene via the 3D rotation widget.
2020-05-06Merge pull request #38475 from Chaosus/vs_qualsRémi Verschelde
Added uniform qualifiers to visual shaders
2020-05-05Merge pull request #37293 from Janglee123/ctrl-click-improvementsRémi Verschelde
Improved go-to definition (Ctrl + Click)
2020-05-05Some fixes for canvas item visual shader inputsYuri Roubinsky
2020-05-05Added uniform qualifiers to visual shadersYuri Roubinsky
2020-05-05Improved go-to definition (Ctrl + Click)janglee
Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
2020-05-04Merge pull request #37717 from qarmin/world_fixRémi Verschelde
Change non-existent World to World3D
2020-05-01Fix Soft Reload Script shortcut clash with Replace in FilesDominik 'dreamsComeTrue' Jasiński
Fixes: #38362
2020-05-01Merge pull request #37939 from MrRevington/SpriteFramesEditoAtlasTextureSupportRémi Verschelde
Add AtlasTexture support in SpriteFrames Editor
2020-04-30Add AtlasTexture support in SpriteFrames Editor - Add Frames from a Sprite SheetMrRevington
2020-04-30Merge pull request #38325 from Calinou/editor-no-focus-on-align-with-viewRémi Verschelde
Don't focus the selection after using Align Transform With View
2020-04-29Fixed false positives in the culling system.Kiri Jolly
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.
2020-04-29Merge pull request #20371 from aaronfranke/vector-lerpRémi Verschelde
[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
2020-04-29Don't focus the selection after using Align Transform With ViewHugo Locurcio
It made minor adjustments difficult as the camera moved every time Align Transform With View was used. This closes #36738.
2020-04-29Merge pull request #37523 from 1abinitio1/masterRémi Verschelde
Add option for editor freelook camera sensitivity
2020-04-29[Core] Rename linear_interpolate to lerpAaron Franke
2020-04-29Merge pull request #37705 from ↵Rémi Verschelde
dreamsComeTrue/editor-animation-player-improvements Allow to rename animation just after it was duplicated in Editor
2020-04-29Add option for editor freelook camera sensitivity1abinitio1
2020-04-29Merge pull request #38235 from BigRed-118/help_tabs_shuffle_fixRémi Verschelde
Fixed shuffling editor help tabs
2020-04-28Rename InputFilter back to InputRémi Verschelde
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.
2020-04-26Fixed shuffling editor help tabsTom Evans
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.
2020-04-22Fixed output prints " Signal 'node_removed' is already connected " when the ↵dankan1890
editor settings window is closed. Close #38012
2020-04-21Update Joint gizmos automaticallyjfons
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
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.
2020-04-20Merge pull request #37989 from Calinou/add-freelook-navigation-scheme-settingsRémi Verschelde
Add editor freelook navigation scheme settings
2020-04-20Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editorRémi Verschelde
Subgroups were added in #37678 but not properly handled everywhere where PROPERTY_USAGE_GROUP is.
2020-04-18Add editor freelook navigation scheme settingsHugo Locurcio
Depending on what one is trying to achieve, a different freelook mode may be more desirable. This closes #34034.
2020-04-18Change non-existent World to World3Dqarmin
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-16Merge pull request #37012 from Calinou/reverse-builtin-script-namingRémi Verschelde
Tweak the built-in script naming for resources with custom names
2020-04-15Added selection outline to locked nodes.Eric M
2020-04-14Merge pull request #37861 from reduz/implement-decalsRémi Verschelde
Implement decals
2020-04-14Implement decalsJuan Linietsky
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
2020-04-13Merge pull request #37843 from qarmin/unitialized_crashRémi Verschelde
Fixed crash caused by uninitialised variable
2020-04-13Fixed crash caused by unitialized variableqarmin
2020-04-13Merge pull request #37823 from MCrafterzz/relativeSnapRémi Verschelde
Relative scale snapping 2D
2020-04-13Relative scale snapping 2DMarcus Elg