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path: root/scene/3d/camera.h
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2019-11-10Camera: Don't set default value for project_positionRémi 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.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-14Expose ClippedCamera clip_offsetjfons
2019-05-30Merge pull request #26942 from RandomShaper/fix-vp-issuesRémi Verschelde
Fix Viewport and Camera issues
2019-05-29Add a depth parameter to Camera::project_position()Cheeseness
2019-03-30Fix Viewport and Camera issuesPedro 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.
2019-02-19Add FRUSTUM camera mode, allowing tilted frustumsJFonS
This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-08-21Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky
ability to choose between bodies and areas when colliding.
2018-08-21Clipped camera implementation, a camera that avoids going into geometry.Juan Linietsky
2018-07-29Add extra functions to toggle bits in visualinstance and camera, same as ↵Juan Linietsky
physics. Helps with #6685
2018-05-03Camera::project_local_ray_normal needs to be virtual so that ↵Brian Richardson
ARVRCamera::project_local_ray_normal gets called.
2018-03-17a way to ensure that camera is disabledJakub Grzesik
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
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!
2017-12-22Fixes 3d camera keep aspect.Daniel J. Ramirez
2017-12-11[DOCS] Camera property changesWill Nations
2017-10-06Made a few tweaks to the interfaceBastiaanOlij
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
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.
2017-04-08Add "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
2017-01-02ObjectTypeDB 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!
2016-10-03Begining 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
2016-01-02Properly 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.
2015-01-03-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
2014-10-12Little 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
2014-09-15Camera FixesJuan Linietsky
-=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky