Age | Commit message (Collapse) | Author |
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Somehow that PR didn't run the CI checks.
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Fix debug shape of `ShapeCast3D` not updating on `Shape` change
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Calinou/particles-tweak-animation-offset-property-hint
Tweak particles animation offset property hint to allow more precise values
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* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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[4.x] Rework const on NavigationServer methods
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Fix VisibleOnScreenEnabler disabling in editor
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`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
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Add reparent methods to Node
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`AnimatedSprite{2D,3D}` improvements
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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".
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* Add support for individual frame duration to `SpriteFrames`.
* Various minor improvements.
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Allow to apply the angular velocity of a moving platform
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Add safety-checks before some servers `free()`
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Fix usages of mesh simplification functions in float=64 builds
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Values above 1.0 (or below 0.0) are no longer allowed, as these make
no visual difference whatsoever (and may cause particles not to appear
at all if looping is disabled).
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Added options for sorting transparent objects (port of PR #63040)
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Stop NavigationAgents without a target from moving to world origin
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Added signal to NavigationAgent when entering a link
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[4.x] Fix typo and ensure backwards compatibility for changed property names
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Show warning when having a WorldBoundaryShape3D as a child of a RigidBody3D
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Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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By popular demand, restoring the helper properties to rotate objects in degrees.
Affected are local and global rotations for:
* Node2D
* Node3D
* Control
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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Expose GeometryInstance3D.custom_aabb property
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Index override surface name starting from 1 to match surface name
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Fix Navigation agent callback wild pointer crash
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Fixes crash in sanitizer builds when callback agent or object are already freed.
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Use ObjectID as argument when referred-calling `_request_gizmo`
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This allows users of the server APIs to get back the nodes that created certain regions and links.
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Fixes crash on project launch.
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Make Camera3D gizmo the same aspect ratio as its viewport
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Stops NavigationAgents moving to the world origin without anyone telling them to do so.
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- Increase DirectionalLight3D normal bias to 2.0 to reduce shadow acne
at grazing angles.
- Decrease OmniLight3D bias to 0.1 to reduce shadow peter-panning.
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Fix recurrence issue with setting current origin node
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