Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-25 | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. | Juan Linietsky | |
- 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. | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-11 | Fixed 2D and 3D CPU Particles | Juan Linietsky | |
2020-02-11 | More GIProbe work and fixes | Juan Linietsky | |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-01-16 | Validate input in (CPU)Particles set_emission_shape() | Rémi Verschelde | |
Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com> | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
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. | |||
2019-10-29 | Fixed disconnecting not connected signal | Mikolaj Kaczmarek | |
2019-10-24 | Fixed emitting not initialized correctly in cpu particles 2d/3d | PouleyKetchoupp | |
Fixes uninitialized variable caused by PR #32921 | |||
2019-10-20 | Fixed delay when CPUParticles & CPUParticles2D start being emitted | PouleyKetchoupp | |
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 | |||
2019-09-25 | Merge pull request #32051 from qarmin/some_error_explanation | Rémi Verschelde | |
Added some obvious errors explanations | |||
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-09-24 | fix particles scale randomization | clayjohn | |
2019-07-20 | Merge pull request #30576 from qarmin/lgtm_coverage | Rémi Verschelde | |
Changed some code reported by LGTM and Coverity | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-14 | added individual particle random lifetime | clayjohn | |
2019-07-06 | cpu_particles: Return uniform density spheres. | Simon Puchert | |
The current implementation normalizes points from a uniform distribution on a cube. This creates a non-uniform distribution on the sphere. | |||
2019-07-02 | Merge pull request #26613 from KoBeWi/direction_of_particles | Rémi Verschelde | |
Add a Direction property to ParticlesMaterial | |||
2019-06-27 | Merge pull request #29937 from clayjohn/particles-one-shot-bug | Rémi Verschelde | |
Update emitting status on one-shot particles | |||
2019-06-26 | Add a Direction property to ParticlesMaterial | Tomasz Chabora | |
2019-06-25 | update emitting status on one-shot particles | clayjohn | |
2019-06-24 | Merge pull request #29974 from clayjohn/particles_restart | Rémi Verschelde | |
Properly set emitting when particles restart | |||
2019-06-21 | properly set emitting when particles restart | clayjohn | |
2019-06-21 | CPUParticles: Set linear velocity to 0, like GPU Particles | Rémi Verschelde | |
2019-06-21 | Particles: Properly initialize angular velocity parameter | Rémi Verschelde | |
Right now it would take garbage values when loading scenes, which could end up written to the scene file. | |||
2019-06-16 | Merge pull request #29700 from clayjohn/cpuparticles_transform_bug | Rémi Verschelde | |
Fix CPU particles bug with local_coords and transform | |||
2019-06-14 | fix CPU particles bug with local_coords and transform | clayjohn | |
2019-06-13 | Implement missing orbit velocity for CPUParticles and CPUParticles2D | Rémi Verschelde | |
The relevant code was copied from (GPU) ParticlesMaterial but commented out initially, and never ported. Closes #29580. | |||
2019-06-12 | Merge pull request #29696 from akien-mga/cpuparticles-randomness | Rémi Verschelde | |
CPUParticles: Do randomness ratio computations in phase instead of time | |||
2019-06-11 | CPUParticles: Do randomness ratio computations in phase instead of time | Rémi Verschelde | |
The original shader code uses a phase (ratio from 0 to 1 for the particle lifetime) for the randomness ratio computations, and this code was ported over but converted to time computations. The seeding/cycle logic was thus invalid, so we're going back to phase for these computations, thus fixing the previous non-working time/emission randomness property. Part of #29692. Follow-up to #26859. | |||
2019-06-11 | CPUParticles: Fix inconsistent tangential acceleration | Rémi Verschelde | |
The tangential acceleration for both CPUParticles2D and CPUParticles had been badly converted from their GPU counterpart (ParticlesMaterial). This fixes it and ensures that both GPU and CPU particles behave the same with regard to tangential acceleration. | |||
2019-05-25 | Tweak the particle animation node configuration warning message | Hugo Locurcio | |
2019-04-24 | Make multimesh invisible initially in CPUParticles | Daeil Kim | |
Fixes #28252 | |||
2019-03-20 | Ensure non-emitting particles not processed on entering tree | Daeil Kim | |
Also removed non-active CPUParticles(3d) from render list Fixes #27066 | |||
2019-03-10 | Fix resetting of CPUParticles (2D and 3D) | JFonS | |
2019-03-09 | Prevent invisible/inactive cpuparticles to redraw(3d) | Daeil Kim | |
2019-02-18 | allowing setting particles lifetime greater than 600 | clayjohn | |
2019-01-16 | Appease some CppCheck warns for files in the "scene" directory | Michael Alexsander Silva Dias | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-03 | Merge pull request #24051 from Omicron666/patch-1 | Rémi Verschelde | |
Fixes typo in source string sent to translation. | |||
2018-12-02 | Merge pull request #24007 from JFonS/fix_cpuparticles_scale | Rémi Verschelde | |
Fix "scale" property collision in CPUParticles | |||
2018-11-30 | Fix "scale" property collision in CPUParticles | JFonS | |
2018-11-29 | Fixes typo in source string sent to translation. | Omicron | |
no mesh has ~~not~~ been assigned | |||
2018-11-28 | Fix many errors found by PVS-Studio | Aaron Franke | |
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15. | |||
2018-11-23 | Fixing wrong type hint on CPUParticles and CPUParticles2D's color ramp | Italo Vieira | |
Fixes #22795 | |||
2018-11-19 | Tweak the Hue Variation property hint to allow finer adjustments | Hugo Locurcio | |
2018-11-13 | Make 2D particles work OOTB (again) | JFonS | |
2018-11-10 | Fix wrong editor hints for angular_velocity properties | Kanabenki | |