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path: root/scene/3d/gpu_particles_3d.h
AgeCommit message (Collapse)Author
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-03-10Discern between virtual and abstract class bindingsreduz
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-08-09Use doubles for time in many other placesAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-23Support for 2D particles to collide against SDFreduz
-Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed
2021-04-30Implement Particle Trailsreduz
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-09Implement GPU Particle Collisionsreduz
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
2020-09-06Implement manual particle emission and particle sub emitters.reduz
2020-07-10Add override keywords.Marcel Admiraal
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.