summaryrefslogtreecommitdiff
path: root/modules
AgeCommit message (Collapse)Author
2021-10-18Merge pull request #53760 from V-Sekai/import-postRémi Verschelde
2021-10-18Merge pull request #53946 from BenjaminNavarro/fix_dbg_checkRémi Verschelde
2021-10-18Merge pull request #53943 from raulsntos/fixup-53581Rémi Verschelde
2021-10-18Fix incorrect debug check for settersBenjamin Navarro
the check read the return type of the setter, which doesn't exist and lead to a segmentation fault. Now we check the first function parameter. Probably a bad copy/paste of the getter case
2021-10-18Fix marshaling generic Godot.Object in C#Raul Santos
2021-10-18Remove unused imports in .py, SCsub and SConstruct filesAnutrix
2021-10-17Fix name used instead of doc for GDScript signalsopl-
2021-10-16Merge pull request #53865 from reduz/implement-blend-shape-tracksRémi Verschelde
2021-10-16SCons: Fix missing mono `.gen.cpp` sources after #53860Rémi Verschelde
2021-10-16Implement Animation Blend Shape Tracksreduz
* New track type BLEND_SHAPE * Blend shapes are imported via this new track type * Processing is more optimized (no longer relies on variants) * Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes) * Promo: Fixed a small bug in gizmo updating in Node3D that affected performance Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-15Merge pull request #53856 from vnen/gdscript-setter-crashRémi Verschelde
2021-10-15GDScript: Avoid crash if missing setter signatureGeorge Marques
2021-10-15Fix hint_string for C# enum arraysRaul Santos
2021-10-15Merge pull request #53849 from bruvzg/ts_index_checksRémi Verschelde
2021-10-15[TextServer] Add texture index, offsets array size and Unicode char validation.bruvzg
2021-10-15Merge pull request #53627 from raulsntos/fix-list-marshalRémi Verschelde
2021-10-15Merge pull request #53581 from raulsntos/mono-marshal-genericsRémi Verschelde
2021-10-15Merge pull request #53576 from raulsntos/fix-mono-to-variant-arrayRémi Verschelde
2021-10-15Merge pull request #53833 from akien-mga/remove-webm-supportRémi Verschelde
2021-10-15Merge pull request #53843 from vnen/gdscript-typed-array-subscript-constantRémi Verschelde
Fix inferred typed array marked as constant
2021-10-15Merge pull request #53844 from ↵Rémi Verschelde
williamd67/GPULightmapper-increase-ray-triangle-hit-rate
2021-10-15GDScript: Fix inferred typed array marked as constantGeorge Marques
2021-10-15GPULightmapper: increase ray triangle hit rateWilliam Deurwaarder
Currently the method ray_hits_triangle determines triangles not to be hit by a ray due to an epsilon that is too big. In practice those triangles are hit by those rays. This is fixed by introducing a smaller epsilon.
2021-10-15Add scene Post-Import Plugin support.reduz
* New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15Remove WebM support (and deps libvpx and opus)Rémi Verschelde
We've had many issues with WebM support and specifically the libvpx library over the years, mostly due to its poor integration in Godot's buildsystem, but without anyone really interested in improving this state. With the new GDExtensions in Godot 4.0, we intend to move video decoding to first-party extensions, and this would likely be done using something like libvlc to expose more codecs. Removing the `webm` module means we can remove libsimplewebm, libvpx and opus, which we were only used for that purpose. Both libvpx and opus were fairly complex pieces of the buildsystem, so this is a nice cleanup. This also removes the compile-time dependency on `yasm`. Fixes lots of compilation or non-working WebM issues which will be linked in the PR.
2021-10-15Merge pull request #53822 from vnen/gdscript-await-issuesRémi Verschelde
Fix a few issues with await in GDScript
2021-10-14GDScript: Fix typing for await expressionGeorge Marques
Don't grab the type of the awaited value unless it's constant (which makes it synchronous) or call (which always use the proper return type).
2021-10-14GDScript: Remove error when coroutine is called without awaitGeorge Marques
In the case the call happens as a statement, since the return value isn't used in this case.
2021-10-14GDScript: Properly return value with await on non-coroutineGeorge Marques
If the keyword `await` is used without a coroutine, it should still return the value synchronally.
2021-10-14GDScript: Make sure calls don't use return when not neededGeorge Marques
2021-10-14Fix specific warnings issues by ClangK. S. Ernest (iFire) Lee
Found by `scons dev=yes` on llvm-mingw.
2021-10-14Merge pull request #53807 from vnen/dont-share-arrays-and-dictsRémi Verschelde
2021-10-14Zero Dictionary and Array variants when changing type with resetGeorge Marques
So they don't reference to the old values anymore and instead refer to a new value.
2021-10-14Merge pull request #53726 from briansemrau/gd-outer-classGeorge Marques
GDScript 2.0: Access outer scope classes
2021-10-13GDScript: Access outer scope classesBrian Semrau
2021-10-13Restore gltf animation export after split.K. S. Ernest (iFire) Lee
2021-10-13Remove REST transform influence in skeleton bonesreduz
* Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13Merge pull request #53689 from reduz/remove-animation-transform3d-trackRémi Verschelde
2021-10-13Error check GLTFDocumentExtensionConvertImporterMesh::import_post.K. S. Ernest (iFire) Lee
2021-10-13Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loopRémi Verschelde
2021-10-13Merge pull request #53743 from williamd67/GPULightmapper-process-rays-to-skyRémi Verschelde
2021-10-13Merge pull request #53322 from ↵Rémi Verschelde
williamd67/GPULightmapper-skip-smoothen-positions-flat-triangle
2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `Animation.TYPE_TRANSFORM3D` track is gone. * Added POSITION_3D, ROTATION_3D, SCALE_3D tracks. * GLTF2, Collada, FBX importers will only import the track types found. * Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed. * AnimationPlayer and AnimationTree animate these tracks separately, only when found. * Removed BakeReset code, is useless with these changes. This is the first in a series of commits designed to make the animation system in Godot more useful, which includes: * Better compatibility with Autodesk products * Better reusability of animations across models (including retargeting). * Proper animation compression. * etc. *Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12GPULightmapper: prevent loop with max iterationsWilliam Deurwaarder
In case the calculation of the delta contained infinity values (division by zero), than later the calculation of the next cell failed as the infinity value was multiplied by zero which resulted in a nan. The nan-value caused that the next cell was equal to the current cell which resulted in an end-less loop, which only terminates by the maximum iterations protection. This is solved by replacing infinity with grid_size which acts as infinity.
2021-10-12GPULightmapper: process rays to sky in all bounces as activeWilliam Deurwaarder
Before this change only rays to the sky (RAY_MISS) in the first bounce were processed as active rays. This caused artifacts, areas were too light, when more than one bounce were processed. Now rays to the sky are processed as active rays for all bounces.
2021-10-12Merge pull request #53712 from CakHuri/nullptrRémi Verschelde
Replace NULL with nullptr
2021-10-12GPULightmapper: skip smoothen positions for flat trianglesWilliam Deurwaarder
Smoothening positions for flat, non-smoothened, triangles is unnecessary and caused positions to move outside their triangle which caused side-effects as rays from those positions intersected with triangles which could not be reached from the original triangle. This is solved by skipping smoothening of positions for flat triangles. A triangle is determined to be flas as its vertex normals are equal.
2021-10-12Merge pull request #53720 from vnen/gdscript-typed-array-custom-classRémi Verschelde
2021-10-12GDScript: Fix typed array with custom classesGeorge Marques
2021-10-12Replaced NULL with nullptrM. Huri