Age | Commit message (Collapse) | Author |
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It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.
Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
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And don't save physics_material_override if null.
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It now behaves the same as RayCast (3D).
Fixed documentation accordingly and documented new configuration options.
Supersedes and closes #20567.
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Without this change any new PhysicsBody would show deprecation warnings
due to default values for friction and bounce being defined.
It also enforced a physics material override even when using default
values.
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Fixes #16038.
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Supersedes and closes #21193.
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Particles2D: fix editing Visibility Rect from new inspector
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use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
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This reverts commit 4839e5f6d9ed1c0afee933009ab44b9913310d27.
Fixes #21289.
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#17671
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Fixes #20459.
Co-authored-by: Tiago José Sousa Magalhães <crakylps@gmail.com>
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Take CanvasLayer transform into account for 2D physics
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ability to choose between bodies and areas when colliding.
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So it takes advantage of the `get_global_transform` cached data.
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Fixes #18073.
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This average is not a proper approximation of a grayscale value,
get_v() is better suited for that.
If we want a real to_grayscale() conversion, it's somewhat more
involved: https://en.wikipedia.org/wiki/Grayscale
Remove the deprecated Gray() from C# bindings as it conflicts
with new named color constants.
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Added stop_on_slope on 2d part
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+ renamed generate_aabb to generate_visibility_rect to prevent future confusions
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Fixes #15947.
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[Core] Split up math_2d.h
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Fixes bugs on the 2D editor scrollable area
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Improved Physics material
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parameter to material. Fixed 'change' signal connection
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Fixes #20483.
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Fix various missing arguments in bindings.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
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Fix CanvasItem's search for a CanvasLayer
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respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
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Physics material
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This fixes #20323.
#11077 is now technically re-broken,
but you can now call update_dirty_quadrants as workaround.
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This fixes the situation where a `CanvasItem` descendant of a `Viewport` which in turn is a descendant of a `CanvasLayer` prefers the more outer `CanvasLayer` rather than the `Vierport`'s.
Because of that, `CanvasItem`s inside a `Viewport` inside a `CanvasLayer` were being rendered to the main `Viewport` instead of the render target of the innermost one.
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SpriteFrames: expose method to get array containing animation names
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Line2D texture stretch mode
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