Age | Commit message (Collapse) | Author |
|
|
|
|
|
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
|
|
Fixes #30736.
|
|
|
|
- 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.
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
|
|
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
|
|
|
|
|
|
|
|
|
|
compatibility
|
|
|
|
|
|
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.
|
|
Fixes #28508.
|
|
This makes the Inspector always display an up-to-date value
after editing properties using 3D gizmos.
|
|
|
|
This partially addresses #19242.
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
|
|
|
|
|
|
|
|
|
|
Fixes #12973.
|
|
Also fix emission_tex being invalid always due to wrong reference type.
Fixes #10534.
|
|
-Ability to use proper operator for GI Probe, closes #10534
-Closes #12938 as it's no longer needed (thanks for the work though)
|
|
|
|
|
|
|
|
Fix unused variable warnings
|
|
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
|
|
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
|
|
|
|
The second in my quest to make Godot 3.x compile with -Werror on GCC7
|
|
|
|
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
|
|
|
|
|
|
|
|
|
|
|