Age | Commit message (Collapse) | Author |
|
Rename `Reference` to `RefCounted`
|
|
Implement lossless WebP encoding
|
|
|
|
|
|
Core: Move DirAccess and FileAccess to `core/io`
|
|
Rename `String.is_abs_path()` to `String.is_absolute_path()`
|
|
Fix property editor to make changes if popup closed (remake)
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
Move FindReplaceBar out of CodeTextEditor
|
|
update property selector's icon list
|
|
|
|
Fix out of sync ScriptEditor distraction mode when `Separate Distraction Mode` is Enabled
|
|
Continuation of work on visual particles system
|
|
|
|
|
|
Fix font preview text for CJKV ideographs
|
|
|
|
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
|
|
|
|
Make several actions in the Inspector dock more obvious
|
|
|
|
Improve axis awareness and visibility for Position2D and Position3D
|
|
EditorSettings: Look for binding while filtering too
|
|
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
|
|
|
|
|
|
Rename GI Classes
|
|
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.
|
|
|
|
* 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.
|
|
Replace "Invert" import option with more useful "Normal Map Invert Y"
|
|
Rename Quat to Quaternion
|
|
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.
|
|
|
|
This can be used to invert a normal map's direction.
The "Invert" import option is no longer useful in Godot 4.0 since
it uses height maps instead of depth maps in StandardMaterial3D.
This closes https://github.com/godotengine/godot-proposals/issues/785.
|
|
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
|
|
Improve the UI/UX of the Export Template Manager dialog
|
|
Rename Node3D's property translation to position
|
|
Rename the `.shader` file extension to `.gdshader`
|
|
|
|
Rename tabs in the project manager
|
|
Rename EditorPropertyTransform to EditorPropertyTransform3D
|
|
|
|
|
|
|
|
|
|
|
|
|