Age | Commit message (Collapse) | Author |
|
Fixes #29777.
Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
|
|
When there is no collision with a floor the get_floor_normal() function
should return the zero vector to be consistent with get_floor_velocity().
Renames floor_normal to up_direction in all bindings.
Updates the documentation of get_floor_normal() and get_floor_velocity()
to make it clear when the values are valid. Updates the documentation for
move_and_slide() and move_and_slide_with_snap() to use the new up_direction
parameter name.
|
|
Triggers errors in `Transform2D::affine_invert()`.
Fixes #26510.
Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
|
|
velocity.
This work has been kindly sponsored by IMVU.
|
|
|
|
Fixed antialiasing option for Polygon2D with concave/hollow shapes
|
|
|
|
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.
Fixes #34568
|
|
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.
|
|
This closes #34505.
|
|
texture had zero area
|
|
Removed unused variables, add some constants numbers
|
|
|
|
Fixed antialiased option for Polygon2D
|
|
In the 3D version:
- Partially revert #20908 that was reverted in the 2D version as part
of #21653. This ensures that the Vector returned is always perpendicular
to the surface collided with; and not the floor_normal Vector passed to
the function when on a floor.
- Include an update of the floor velocity before multiplying by the time
delta, which was added to the 2D version as part of commit 13a8014.
In the 2D version:
- Use the Vector2.slide() function instead of Vector2.tangent() to adjust
the amount of motion the stop_on_slope undoes to ensure that it is in the
right direction. This is a implementation of the 3D approach from #30588.
- Combine the !found_collision and motion == Vector2() checks for break.
- Other minor formating changes to make the functions look identical.
Also renamed some variables to align with their use.
|
|
|
|
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.
Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.
Fixes #26823
|
|
fix kinematicBody2D jitters when sync_to_physics is turned on
|
|
|
|
This reverts commit 127c2d75ad109fe4a905f9061fcbc25d1e8b0ca9.
This was a misunderstanding as #32725 is not a bug but expected
behavior.
Reverts #32927.
Supersedes and closes #33436.
|
|
Make is_equal_approx separate and make == exact again
|
|
Fix 2D scale gizmo placement
|
|
|
|
Fixes Reverse Animation Starting on First Frame
|
|
Fix draw_rect
|
|
Fixes uninitialized variable caused by PR #32921
|
|
Auto-increment frame_coords when keying
|
|
Draw arcs to indicate angles being measured by ruler
|
|
|
|
|
|
Fixed TouchScreenButton::shape_centered having no effect
|
|
Fixed delay when CPUParticles & CPUParticles2D start being emitted
|
|
Properly reset collision exception when releasing Joint2D
|
|
Particles were processed only on the next frame after the emission started, causing a one frame delay in rendering. Now the first process cycle is started during the same frame, which makes them consistent with Particles & Particles2D.
Fixes #32890
|
|
The problem was that the shape_centered depended on TouchScreenButton::texture having a Texture
|
|
|
|
Now using joint_disable_collisions_between_bodies() to reset the exception, because body_remove_collision_exception() was doing only a part of the work.
Fixes #32733
|
|
When playing an animation in reverse, the animation initially starts on frame 0. If it loops, it'll play normally by going to the last frame of the animation, but if it does not... it prematurely stops, since it is already on the last frame (for reversed animation) by starting on frame 0.
|
|
|
|
Internal changes only
|
|
|
|
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
|
|
|
|
Update TextureRect when its Texture is modified directly
|
|
Modified Sprite to use "changed" signal instead of _changed_callback to make it work when tool is disabled (change receptors are editor only).
Fixes #32349
|
|
|
|
|
|
Fixes CPUParticles2D not making use of AtlasTextures
|
|
Fixes CPUParticles2D not making use of AtlasTextures #2
|
|
|