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path: root/scene/3d/node_3d.cpp
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2023-01-07Merge pull request #36301 from KoBeWi/daddy_nodeRémi Verschelde
Add reparent methods to Node
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-19Restore 'rotation_degrees' properties.Juan Linietsky
By popular demand, restoring the helper properties to rotate objects in degrees. Affected are local and global rotations for: * Node2D * Node3D * Control
2022-12-10Use ObjectID as argument when referred-calling _request_gizmoHaoyu Qiu
Fixes crash on project launch.
2022-11-02Unify Node3D RotationOrder with global EulerOrderAaron Franke
2022-11-02Move EulerOrder enum to math_defs.h and global scopeAaron Franke
2022-10-21Clean up Basis from Euler codeAaron Franke
2022-10-03Fix hide_slider vs no_slider inconsistency in editor property codeAaron Franke
2022-09-29Fail look_at() if not inside treekobewi
2022-09-19Expose `NOTIFICATION_LOCAL_TRANSFORM_CHANGED`Marc Gilleron
2022-09-02Rename `or_lesser` range property hint to `or_less`Hugo Locurcio
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
2022-09-02Add `is_zero_approx` methods to `Vector2`, `3`, and `4`Jonathan Nicholl
2022-08-24Merge pull request #64691 from TokageItLab/Quaternion-editorRémi Verschelde
2022-08-24Implement Quaternion EditorSilc Renew
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-18Make `property_*_revert` methods multilevel and expose them for scriptingYuri Sizov
2022-08-16Add methods for node reparentingTomasz Chabora
2022-07-16rename translate(d) to translate(d)_local in Transform 2D/3DFabian Keller
2022-07-01Add global_position and global_rotation to Node3Dfoxydevloper
2022-06-27Merge pull request #62396 from reduz/fix-local-vector-transitions-in-node3dRémi Verschelde
Fix VECTOR/LOCAL transitions in Node3D
2022-06-27Fix VECTOR/LOCAL transitions in Node3Dreduz
Fixes #62225, supersedes #62227
2022-06-25Merge pull request #62372 from MarcusElg/nosliderrenameRémi Verschelde
Rename @export_range's noslider option to no_slider
2022-06-25Revert "Refactored `rotation_mode` in Node3D"Juan Linietsky
2022-06-25fix set_position()Silc Renew
2022-06-24Rename export_range's noslider option to no_sliderMarcus Elg
2022-06-23fix method when rotation_mode changedSilc Renew
2022-06-14Add vector value linkingkobewi
Co-authored-by: redlamp <244062+redlamp@users.noreply.github.com>
2022-05-19Use suffixes for units in nodes and resourcesAaron Franke
2022-05-18Defer group calls in Node3Dkobewi
2022-04-13Ensure gizmos are added to newly created Node3D-derivatives and silence ↵SaracenOne
error for attempting to create gizmos twice
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-01-29simplify formatting scripts, add a clang-tidy script, and run clang-tidyNathan Franke
2022-01-25Node2D/Node3D: Fix Undraggable Position Property.Anilforextra
2022-01-06Fix incorrect default transform values on foreign 3D nodesSaracenOne
2022-01-05Merge pull request #53684 from TokageItLab/orthogonal-modeRémi Verschelde
2022-01-04Minor code improvements in Node3D. Refactor Node3D::show/hide/set_visible to ↵Stijn
a shared implementation.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-25Fix some gizmo behavior to make more consistentSilc 'Tokage' Renew
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-10-28clang-format: Enable `BreakBeforeTernaryOperators`Rémi Verschelde
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-16Implement Animation Blend Shape Tracksreduz
* New track type BLEND_SHAPE * Blend shapes are imported via this new track type * Processing is more optimized (no longer relies on variants) * Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes) * Promo: Fixed a small bug in gizmo updating in Node3D that affected performance Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke