summaryrefslogtreecommitdiff
path: root/scene/3d/gpu_particles_collision_3d.h
AgeCommit message (Collapse)Author
2022-09-19Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron
2022-06-30Add a Bake Mask property to GPUParticlesCollisionSDF3DHugo Locurcio
This allows not accounting for certain visible meshes during baking (such as foliage and thin fixtures). This also adds a clarification about transparent materials always being excluded in the OccluderInstance3D documentation.
2022-05-13Remove unused `GPUParticlesCollisionHeightField3D.follow_camera_push_ratio` ↵Hugo Locurcio
property - Rename setter/getter methods for consistency. - Remove section in the inspector as there is now only 1 property within the section. - Add performance hints to property hints.
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!
2021-12-08Rename GPUParticles attractor and collision nodes to have a 3D suffixHugo Locurcio
GPUParticles attractors and collision are currently only available in 3D. Their 2D counterparts haven't been implemented yet, but they will use separate nodes.
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
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