Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-10 | Camera: Don't set default value for project_position | Rémi Verschelde | |
A z_depth of 0 returns the camera position, which is not really useful. This also makes the API breakage from 3.1 clearer as 3.1 code will now fail to compile, so users will have to adapt and use the new parameter. For the reference, in 3.1, the z_depth was hardcoded to the near plane. Closes #33493. | |||
2019-10-02 | Add missing semicolons to `BIND_ENUM_CONSTANT` macro uses | Hugo Locurcio | |
2019-08-09 | Remove ERR_EXPLAIN from scene/* code | Tomasz Chabora | |
2019-06-14 | Expose ClippedCamera clip_offset | jfons | |
2019-05-30 | Merge pull request #26942 from RandomShaper/fix-vp-issues | Rémi Verschelde | |
Fix Viewport and Camera issues | |||
2019-05-29 | Add a depth parameter to Camera::project_position() | Cheeseness | |
2019-05-27 | add get_camera_rid method | Jummit | |
2019-05-10 | Fixes to ClippedCamera | JFonS | |
This work has been kindly sponsored by IMVU. | |||
2019-04-23 | Merge pull request #26064 from JFonS/add_frustum_camera_mode | Hein-Pieter van Braam | |
Add FRUSTUM camera mode, allowing tilted frustums | |||
2019-03-30 | Fix Viewport and Camera issues | Pedro J. Estébanez | |
1. Consider 'own_world' as well as 'world' to stop propagating enter/exit world notifications. 2. Clean & fix handling of camera currency. This fixes some random crashes and error logs in the editor; namely - when enabling/disabling own world in a Viewport; - when switching back from a subscene displayed into a main scene's Viewport; - when exiting the editor after any of them; - memory corruption (can that explain certain other seemingly unrelated crash reports?). This also fixes situations where a Viewport and its main Camera get out of sync about which World is relevant to them. | |||
2019-02-26 | Remove setting that caused is_inside_tree() errors on doppler tracking enabled. | Juan Linietsky | |
2019-02-19 | Add FRUSTUM camera mode, allowing tilted frustums | JFonS | |
This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU. | |||
2019-01-28 | binding for get_frustum() of camera class | Yusuf | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-09-06 | Update FOV if edited in gizmo, fixes #16400 | Juan Linietsky | |
2018-08-23 | Add missing BIND_ENUM_CONSTANT to ClippedCamera | Marcelo Fernandez | |
2018-08-21 | Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵ | Juan Linietsky | |
ability to choose between bodies and areas when colliding. | |||
2018-08-21 | Clipped camera implementation, a camera that avoids going into geometry. | Juan Linietsky | |
2018-08-10 | Merge pull request #20072 from RandomShaper/fix-camera-offsets | Juan Linietsky | |
Fix camera offsets not applied always | |||
2018-07-29 | Add extra functions to toggle bits in visualinstance and camera, same as ↵ | Juan Linietsky | |
physics. Helps with #6685 | |||
2018-07-18 | Ability to disable scale in nodes, closes #19927 | Juan Linietsky | |
2018-07-09 | Fix camera offsets not applied always | Pedro J. Estébanez | |
Specifically, project/unproject methods weren't taking them into account. Frustum computation may be affected as well. This commit considers them for the camera matrix at all times. | |||
2018-05-16 | Allow editing of some unbound properties when hinted (or no range hinted) | Juan Linietsky | |
2018-03-17 | a way to ensure that camera is disabled | Jakub Grzesik | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Merge pull request #14977 from volzhs/fix-crash-group | Juan Linietsky | |
Fix crash & error at saving scene | |||
2017-12-25 | Fix error if scene has Camera at saving scene | volzhs | |
2017-12-22 | Fixes 3d camera keep aspect. | Daniel J. Ramirez | |
2017-12-11 | [DOCS] Camera property changes | Will Nations | |
2017-12-07 | Added some clean up in camera/viewport management. Fixes #12279, Fixes #12774 | Juan Linietsky | |
2017-11-25 | Tweak the default camera node settings | Hugo Locurcio | |
- Increase FOV to 70 - Put the Z-near plane at 0.05 meters | |||
2017-10-21 | Refactor Fixed to Physics | Poommetee Ketson | |
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-15 | Lots of work on Audio & Physics engine: | Juan Linietsky | |
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D. | |||
2017-06-16 | Increase the default perspective camera FOV | Hugo Locurcio | |
This does not affect existing projects, but will affect newly-created editor settings and Camera nodes. | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-13 | Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵ | Juan Linietsky | |
naming | |||
2017-01-12 | Must now register with set_transform_notify() to get ↵ | Juan Linietsky | |
NOTIFICATION_TRANSFORM_CHANGED | |||
2017-01-10 | It is now possible to name layers of different kinds! | Juan Linietsky | |
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() |