Age | Commit message (Collapse) | Author |
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Although destructor call was missing, it still doesn't heal #36537 memory leaks. Further description how that might be overcome - on GitHub
Partialy covers #36537
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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Also changed all relevant properties defined manually to StringName.
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objects and made them default.
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- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Remove deprecated PhysicsBody friction and bounce parameters
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32 bits.
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They were replaced in 3.1 by PhysicsMaterial properties via #12403.
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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Modified polygon management to make it more compatible with MoltenVK
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Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
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Removes antialiased flag for draw_* methods.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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Fixes broken CPUParticles2D AtlasTextures usage
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Updates Path2D in debugging if navigation is visible
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- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
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Fixes #29777.
Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
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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.
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Triggers errors in `Transform2D::affine_invert()`.
Fixes #26510.
Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
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velocity.
This work has been kindly sponsored by IMVU.
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
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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
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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.
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This closes #34505.
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texture had zero area
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Removed unused variables, add some constants numbers
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Fixed antialiased option for Polygon2D
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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.
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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
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fix kinematicBody2D jitters when sync_to_physics is turned on
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