summaryrefslogtreecommitdiff
path: root/scene/3d/camera.cpp
AgeCommit message (Collapse)Author
2018-08-10Merge pull request #20072 from RandomShaper/fix-camera-offsetsJuan Linietsky
Fix camera offsets not applied always
2018-07-29Add extra functions to toggle bits in visualinstance and camera, same as ↵Juan Linietsky
physics. Helps with #6685
2018-07-18Ability to disable scale in nodes, closes #19927Juan Linietsky
2018-07-09Fix camera offsets not applied alwaysPedro 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.
2018-05-16Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky
2018-03-17a way to ensure that camera is disabledJakub Grzesik
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Merge pull request #14977 from volzhs/fix-crash-groupJuan Linietsky
Fix crash & error at saving scene
2017-12-25Fix error if scene has Camera at saving scenevolzhs
2017-12-22Fixes 3d camera keep aspect.Daniel J. Ramirez
2017-12-11[DOCS] Camera property changesWill Nations
2017-12-07Added some clean up in camera/viewport management. Fixes #12279, Fixes #12774Juan Linietsky
2017-11-25Tweak the default camera node settingsHugo Locurcio
- Increase FOV to 70 - Put the Z-near plane at 0.05 meters
2017-10-21Refactor Fixed to PhysicsPoommetee Ketson
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-15Lots 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.
2017-06-16Increase the default perspective camera FOVHugo Locurcio
This does not affect existing projects, but will affect newly-created editor settings and Camera nodes.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A 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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-13Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵Juan Linietsky
naming
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-02ObjectTypeDB 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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-10-05fix #6012 exposed setters and getters of Camera H/V offset to GDScriptAdham Zahran
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-31-Fix crash opening and closing the scene, closes #3491Juan Linietsky
2016-01-02Properly clear/restore current camera when switching scenes. Fixes #2137Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-04-28-fix forced texture repeat in Polygon2D, now depends on texture.Juan Linietsky
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-22added spatial and node2d helper methodsJuan Linietsky
to perform operations such as translaiton, rotation, etc directly on nodes.
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
2015-01-31fixed math in Camera::project_positionjaromirhribal
2015-01-03-fixed issue with denormals in half precission, closes #1073Juan Linietsky
-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
2014-12-08Small FixesJuan Linietsky
-=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-16-added custom metadata to physics shapes (2D only for now)Juan Linietsky
-gizmos are not displayed in camera preview
2014-10-12Little BitsJuan Linietsky
-=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found