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path: root/scene/3d/spatial.cpp
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2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26-Massive clean up to gizmosJuan Linietsky
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
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/
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-11Merge pull request #10202 from neikeq/how-do-you-turn-this-onRémi Verschelde
Improves method bind's detecting of signarute types
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-09Gizmos properly follow the edited object, closes #7837Juan Linietsky
2017-07-24Merge pull request #9791 from bojidar-bg/6087-add-global-local-convRémi Verschelde
Add .to_local/.to_global methods on Node2D and Spatial
2017-07-23Add object type hint for docsPoommetee Ketson
2017-07-23Add .to_local/.to_global methods on Node2D and SpatialBojidar Marinov
Those are just helpers around get_global_transform().affine_inverse().xform() and get_global_transform().xform(). Closes #6087
2017-07-03Update visibility icon properlyvolzhs
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-03Fix more property names in _change_notify calls.Andreas Haas
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-18Fix editor method calls to is_visible for Spatial and CanvasItem and ↵Ray Koopa
is_visible itself for Spatial
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-14Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky
default
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn
Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-06-11better rewordingJuan Linietsky
2016-06-11Show descriptive errors when look_at is improperly used, closes #5131Juan Linietsky
2016-05-06Rotation APIs: Better exposure for degrees methodsRémi Verschelde
Made public the various set/getters for rotations in degrees. For consistency, renamed the exposed method names to remove the leading underscore, and kept the old names with a deprecation warning. Fixes #4511.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-11-26Added set_hidden method to Spatial and CanvasItemromulox_x
2015-09-15Ability to keep collisionshapes and collisionpolygons when running the game.reduz
Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-06new file dialog!Juan Linietsky
-ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-22gui in 3D demo now uses area for inputJuan Linietsky
2015-03-22added spatial and node2d helper methodsJuan Linietsky
to perform operations such as translaiton, rotation, etc directly on nodes.
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-09-19Fixing Issues...Juan Linietsky
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-08-14Little BitsJuan Linietsky
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
2014-06-19Import 3D Scene ImprovementsJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky