Age | Commit message (Collapse) | Author |
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Prevent `Theme` resource from emitting changes during bulk operations
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Consistently prefix bound virtual methods with _
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Add a Time singleton
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Previously, the wrong tooltip was shown.
This also tweaks the tooltips' texts to be clearer and remove
references to "game" (since Godot is used for more than just games).
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Use "Delete" in FileSystemDock on all platforms
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Rename `Reference` to `RefCounted`
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The consensus is that the per-platform strings are not so useful in the
first place, so it's better to revert back to "Delete" for every platform.
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Implement lossless WebP encoding
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Core: Move DirAccess and FileAccess to `core/io`
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Rename `String.is_abs_path()` to `String.is_absolute_path()`
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Fix property editor to make changes if popup closed (remake)
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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Move FindReplaceBar out of CodeTextEditor
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update property selector's icon list
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Fix out of sync ScriptEditor distraction mode when `Separate Distraction Mode` is Enabled
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Continuation of work on visual particles system
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Fix font preview text for CJKV ideographs
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When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
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Make several actions in the Inspector dock more obvious
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Improve axis awareness and visibility for Position2D and Position3D
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EditorSettings: Look for binding while filtering too
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
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Rename GI Classes
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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.
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* 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.
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Replace "Invert" import option with more useful "Normal Map Invert Y"
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Rename Quat to Quaternion
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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.
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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.
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Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
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