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2020-05-10Renamed plane's d to distanceMarcus Elg
2020-05-07Merge pull request #38226 from Calinou/increase-camera3d-fovRémi Verschelde
Increase the default Camera3D field of view to 75
2020-05-07Fix bug with AudioStreamPlayer3D audio positionhoontee
Applies https://github.com/godotengine/godot/commit/0c78a58b6472f704d473e0307c9ea83dfbde1811 to `AudioStreamPlayer3D::play`.
2020-05-04Merge pull request #37717 from qarmin/world_fixRémi Verschelde
Change non-existent World to World3D
2020-05-02Added missing spring enums for generic_6dof_jointBastiaan Olij
2020-05-01Merge pull request #38346 from jitspoe/master.fix_uninitialized_particle_paramRémi Verschelde
Fix custom w component being uninitialized on CPU particles.
2020-05-01Increase the default Camera3D field of view to 75Hugo Locurcio
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree horizontal FOV on a 4:3 display (~107.51 degrees on 16:9), which is close to the typical default FOV used in PC games. Note that this doesn't apply to the in-editor camera which keeps its FOV to 70. This is because it doesn't display in fullscreen; its viewport only displays in the center of the editor (roughly). This means the viewport won't cover the viewer's eyes as much. Therefore, the editor camera FOV should be slightly lower to account for this. Since this changes the default value, this may break existing projects slightly. For the record, this was already done in https://github.com/godotengine/godot-demo-projects/pull/260 for the official demo projects.
2020-04-30Fix custom w component being uninitialized on CPU particles.jitspoe
(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714) (cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
2020-04-29Merge pull request #38203 from woollysammoth/multiple-ik-bugRémi Verschelde
Fixes SkeletonIK resetting other IK poses
2020-04-29[Core] Rename linear_interpolate to lerpAaron Franke
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-25Resets global pose of IK chain bones being solved, rather than the whole ↵Sam
skeleton. Resolves #38026
2020-04-23Merge pull request #38109 from nekomatata/mesh-instance-active-materialRémi Verschelde
Fix get_active_material when a material is directly set on the mesh
2020-04-22Fix get_active_material when a material is directly set on the meshPouleyKetchoupp
Makes MeshInstance3D::get_active_material consistent with the logic in the rendering system. Fixes #38108
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-20Fix more GCC -Wmaybe-uninitialized warningsRémi Verschelde
Fixes #38005.
2020-04-20doc: Sync classref with current sourceRémi Verschelde
Add missing enum bindings.
2020-04-18Change non-existent World to World3Dqarmin
2020-04-17Merge pull request #37949 from reduz/implement-global-shader-uniformsRémi Verschelde
Implement global and per instance shader uniforms.
2020-04-17Merge pull request #37964 from AndreaCatania/AndreaCatania-patch-2Rémi Verschelde
Activate Physics Process in SpringArm3D.
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-17Activate Physics Process in SpringArm3D.Andrea Catania
2020-04-15Merge pull request #37914 from clayjohn/VULKAN-decal-fixRémi Verschelde
Fix texture check in decal setup
2020-04-15Fix texture check in decal setupclayjohn
2020-04-15Run SpringArm3D's process within physics.Marcel Admiraal
2020-04-15Merge pull request #37896 from NutmegStudio/decal-enum-constant-fixRémi Verschelde
Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT
2020-04-15Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANTNutmegStudio
2020-04-15Fix typo in light3d (Texture -> Texture2D)NutmegStudio
2020-04-14Merge pull request #37887 from reduz/implement-projectorsRémi Verschelde
Add support for projectors in spot and omni lights.
2020-04-14Add support for projectors in spot and omni lights.Juan Linietsky
2020-04-14Merge pull request #37316 from nekomatata/physical-bone-settingsRémi Verschelde
Add PhysicalBone rotation, damping, axis lock & can sleep
2020-04-14Merge pull request #37861 from reduz/implement-decalsRémi Verschelde
Implement decals
2020-04-14Implement decalsJuan Linietsky
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
2020-04-14Add PhysicalBone rotation, damping, axis lock & can sleepPouleyKetchoupp
2020-04-13Handle huge offset values in Path2D and Path3D set_offsetMickeMakaron
2020-04-13Merge pull request #37749 from clayjohn/Vulkan-improved-ssRémi Verschelde
Add vogel filter and settings to soft shadows
2020-04-10Add proper quality settings to soft shadowsclayjohn
2020-04-10Merge pull request #37722 from reduz/implement-softshadowsRémi Verschelde
Support light size and soft shadows
2020-04-09Support light size and soft shadowsJuan Linietsky
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij
2020-04-08Refactored shadowmapping.Juan Linietsky
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
2020-04-02Replace more occurrences of NULL with nullptrRémi Verschelde
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-02Merge pull request #37504 from qarmin/out_of_bound_cursorRémi Verschelde
Fix array out of bounds access caused by uninitialised variables
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
2020-03-30Add a method to retrieve active material from MeshInstanceclayjohn
2020-03-30Merge pull request #37436 from akien-mga/doc-node-renamesRémi Verschelde
doc: Update classref with node renames
2020-03-30Fix another batch of -Wmaybe-uninitialized warningsRémi Verschelde
And simplify code in CSGShape.
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.