Age | Commit message (Collapse) | Author |
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Also change the <tutorials> structure to make use of individual <link> tags
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This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
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Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
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GridMapEditorPlgn: fix a leak
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Fix basic function and interference of touch pad pan with mesh tile delete (shift + right click on touch pad) in grid map editor (fix 16524)
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It has no practical use case and just generates noise for each alpha, beta, etc.
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Instead of gridmap editor calling grid as floor irrespective of the
orientation, it now calls the grid plane if it's vertical and floor
if horizontal.
Resolves: #14611
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Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
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Added tutorial display in doc.
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[ci skip]
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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Added layer and mask in the gridmap node
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Happy new year to the wonderful Godot community!
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Not sure if this is the same problem, as reported, please test.
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Renamed navmesh_create to navmesh_add since no navmesh is created.
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#14629
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Fixes #12973.
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Several improvements to GridMap.
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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Fixed crash when undoing.
More ergonomic shortcuts.
Fixed freelook navigation.
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Closes #11856.
Also fixes GridMap::set_cell_scale() not visually updating the grid meshes
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[ci skip]
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Ensure that s/fixed_process/physics_process/ is handled properly.
[ci skip]
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possible to save module files in module directories and the build system will
recognize them.
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Fixes setting visibility on GridMap, issue #907
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Basically, `GridMap` wasn't reacting to the
`NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and
walks over the set of `Octants` and all of their `MultiMeshInstances` to
set their visibility on the `VisualServer`.
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grid map loading and editing
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#9935, closes #10135
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