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2021-07-01Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke
Also use const more often.
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-03Disable 3D-only modules when 3D is disabledAaron Franke
2021-06-03Update documentation for Transform3DAaron Franke
2021-06-03Rename files and the exposed name for Transform3DAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-29Fix UV mapping on CSGSphereMarcel Admiraal
2021-05-11Increase icon saturation by 30% for all editor iconsHugo Locurcio
More saturated icons go better with the new editor theme. These color changes only apply when using a dark theme. The editor icon saturation can still be adjusted in the Editor Settings. Setting the editor icon saturation setting to 0.77 should roughly match the old icon saturation.
2021-05-01Change Path to Path3D in CSGPolygon3Drafallus
2021-04-30Prevent setting too big or too small Collision Mask and LayerRafał Mikrut
2021-04-29doc: Sync classref with current sourceRémi Verschelde
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-27Update CSGMesh3D's documentation to explain how vertex normals are usedMarcel Admiraal
2021-04-27Fix CSG Path Polygon cache being removed after connectJohannes Witt
fixes #30229
2021-04-26Merge pull request #48172 from madmiraal/fix-empty-csgshape-errorRémi Verschelde
Fix new `CSGMesh` errors
2021-04-25Fix CSGMesh undo not refreshing gizmoMarcel Admiraal
2021-04-25Fix empty CSGShape errorMarcel Admiraal
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-09Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke
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 🎆
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Merge pull request #44183 from madmiraal/box_shape-sizeRémi Verschelde
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-27Merge pull request #44718 from hoontee/fix-44713Rémi Verschelde
Properly handle empty CSGShapes
2020-12-27Properly handle empty CSGShapeshoontee
2020-12-08Use Vector3 instead of 3 floats for CSGBox3D dimensionsMarcel Admiraal
2020-12-04Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name"Aaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-08-31Merge pull request #40993 from Calinou/doc-collision-layer-maskRémi Verschelde
Reference the online documentation in collision layer/mask properties
2020-08-13Don't attempt to insert points into degenerate triangles.Marcel Admiraal
Use a simpler degenerate triangle check that calculates area.
2020-08-12Mark the first shape as inside, not the second shape, when CSG shapes areMarcel Admiraal
co-planer.
2020-08-11Merge pull request #40935 from hoontee/master-3Rémi Verschelde
Transform CSGShape collision when necessary
2020-08-11Merge pull request #40919 from hoontee/master-2Rémi Verschelde
Properly handle empty CSGCombiners
2020-08-03Reference the online documentation in collision layer/mask propertiesHugo Locurcio
See https://github.com/godotengine/godot-docs/pull/3863.
2020-08-01Transform CSGShape collision when necessaryhoontee
2020-07-31Properly handle empty CSGCombinershoontee
2020-07-30Ensure CSG parent's _make_dirty() is called when entering a tree.Marcel Admiraal
2020-07-10Add override keywords.Marcel Admiraal
2020-06-29Use is_equal_approx() instead of vertex_snap when checking if ray isMarcel Admiraal
colliding with equiplanar CSG faces.
2020-06-29Create degenerate triangles when inserting an edge into a CSG face.Marcel Admiraal
They will be deleted when the faces are merged, but their edges are needed for merging faces.
2020-06-21Check if point's index exists before adding it to the list of pointsMarcel Admiraal
that need to split faces when avoiding creating degenerate faces while merging CSG faces.
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html