summaryrefslogtreecommitdiff
path: root/scene/3d/particles.cpp
AgeCommit message (Collapse)Author
2019-02-18allowing setting particles lifetime greater than 600clayjohn
2019-02-09Warn when using GPU particles with GLES2Rémi Verschelde
Closes #25733.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-13Make 2D particles work OOTB (again)JFonS
2018-09-04Move ParticlesMaterial code to its own resource fileRémi Verschelde
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense to have as a common resource. It also allowed to disable compilation of Particles (3D) when using 'disable_3d'. Also cleaned up includes in SpatialEditorGizmos and some other places, as well as dropped dead code in material_editor_plugin.cpp.
2018-08-24Particles: Allow speed_scale at 0 in property hint, equivalent to pauseRémi Verschelde
Supersedes and closes #21193.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-06-10updated some particlematerial propertiesclayjohn
2018-05-16Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky
2018-05-03Merge pull request #16359 from Noshyaar/convertRémi Verschelde
Particles: fix corrupted scene when saved after convert
2018-04-21Fixes logically dead code (Coverity)Crazy-P
Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
2018-03-20Particles 2D and 3D - fix hue variation not working by transposing the hue ↵brendor
matrix The hue variation matrix is hardcoded as transposed and thus the multiplication always yielded the original color value. I wanted to keep the matrix and get the same result by switching the operands (getting a result as if the matrix was transposed).
2018-02-24Particles: fix corrupted scene when saved after convert (2nd try)Poommetee Ketson
2018-01-11solved particle memory leak, fixes #15591Juan Linietsky
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-23Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK
enabled
2017-12-15particles spread/flatness fixes, pi factorizationmatrem
2017-12-10Style: Re-apply clang-format over recent invalid additionsRémi Verschelde
2017-12-07Implement orbit velocity in particles (this is for 2D only, like in 2.1), ↵Juan Linietsky
closes #12764 Fixed tangential velocity (was broken)
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-06-Fix particles with size==0, closes #13931Juan Linietsky
-Fixed material previews (dont show sphere unless for spatial)
2017-11-19Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865Tom Beckmann
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-10Fix particles' tangential acceleration randomnessMrCdK
2017-11-06Fix randomisation of initial particle velocityMillionOstrich
2017-10-20Merge pull request #12052 from hi-ogawa/particle-material-conversion-pluginRémi Verschelde
Create ParticlesMaterialConversionPlugin
2017-10-13Remove junk outputRuslan Mustakov
Remove several prints that were added for engine debugging, but are of no use to the end user, and only pollute the editor and game logs.
2017-10-12Create ParticlesMaterialConversionPlugin and format generated shader codeHiroshi Ogawa
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-16Merge pull request #10309 from H4kor/particlesRémi Verschelde
Fixing blinking particles at 0 initial velocity.
2017-08-16Checking vecs before normalization. Fixes #10183Niko Abeler
2017-08-15Merge pull request #10170 from ISylvox/trail-divisor__editor-glitchJuan Linietsky
Trail Divisor: Fixed Editor Glitch
2017-08-12Disabling Particles::one_shot restarts emissionZher Huei Lee
Fixes #10181
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-08trail divisor is now works properlyIndah Sylvia
2017-08-07Ability to pause particles, closes #3675Juan Linietsky
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-26Curve featuresMarc Gilleron
- Ability to set tangents as linear - Indicative min and max values - CurveTexture doesn't need min and max anymore
2017-06-25Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky
compatibility.
2017-06-25Ability to restart particle system with a function callJuan Linietsky
2017-06-24Added Curve resourceMarc Gilleron
- New resource for curves in y(x) form - CurveTexture now has a Curve - Curve and CurveTexture share the same editor
2017-06-23Small fixes required to get platformer to work.Juan Linietsky
Added back CanvasItemMaterial
2017-06-22Properly exposed material types everywhere.Juan Linietsky
2017-06-212D GPU Particles working..Juan Linietsky
2017-05-16Particles potential crash fix 2honix
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky