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path: root/modules/csg/csg_shape.h
AgeCommit message (Collapse)Author
2022-05-06Rename `CSGPrimitive3D.invert_faces` to `flip_faces`hoontee
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-03-08Properly handle CSGShape parent and visibility updates, plus some refactoringhoontee
2022-02-01Improve the default size for 3D shapes (Box, Capsule, and Cylinder)Aaron Franke
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-09-27CSGPolygon fixes and features: Angle simplification, UV tiling distance, ↵jitspoe
interval type.
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Fix multiple issues with CSGPolygonMarcel Admiraal
2021-08-09Some work on double supportAaron Franke
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-08Use Vector3 instead of 3 floats for CSGBox3D dimensionsMarcel Admiraal
2020-07-10Add override keywords.Marcel Admiraal
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-13Take CSG into account for nav-mesh generationjfons
2019-04-11CSGMesh material and CSGShape inherits from GeometryInstanceLeonard Meagher
I left the material on CSGMesh because GeometryInstance's material override prevents the normal material behaviour of the csg meshes but the material_override is useful, and now you can control the shadow, lod and other properties you get from GeometryInstance
2019-01-27Make CSG Shape work with GIProbe, fixes #20465Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-15Add support for collision layers and masks in CSG shapesmeditator
2018-12-08Reverse bitangent on everythings to ensure default normal map behavriour is ↵Bastiaan Olij
consistent
2018-11-17Adding mikkt tangent support to CSG objectsBastiaan Olij
2018-07-07Added path_local and path_continious_u properties to CSGPolygonBastiaan Olij
2018-05-16Add missing copyright headersGuilherme Felipe
2018-04-28-Changed how operators work, any shape can operate on any otherJuan Linietsky
-Added some break condition for bad poly data to avoid editor freezes
2018-04-27CSG Support for Godot!Juan Linietsky
-Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!