Age | Commit message (Collapse) | Author |
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See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
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Remove all empty lines from the start of blocks defined with braces
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Removed make_binders and the old style generated binders.
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
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Renamed toplevel to be top_level
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Relates to #42479, though I don't think it would crash in the master version.
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Update all get_configuration_warning() to retrieve warnings from the parent
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`cast_to` is sometimes mistaken as a method rather than a property.
`target_position` makes it more obvious that it's a property.
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Implement CollisionShape3D.make_convex_from_siblings()
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even if nodes are no longer in the tree.
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Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
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p_one_time = true
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In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
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Fix spelling & grammar in comments, docs, and messages
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Fixes jitter.
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Add optional parameter to specify whether applying rotation to the
PathFollow3D's Transform is necessary, preventing erroneous updates.
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Refactor physics force and impulse code to use (force, position) order
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Environment: Refactor code for readability + more
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Enable raycast nodes by default
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- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
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Camera3D::is_position_behind to avoid redundant work.
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Move GI to a deferred pass
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Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
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Increase the default DirectionalLight3D and OmniLight3D shadow biases
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Normalise p_up_direction vector in move_and_slide()
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move_and_slide_with_snap() and fix tolerance in
move_and_slide_with_snap() max floor angle.
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Skeleton and Skeleton inspector low-level changes
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Changes listed below:
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
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Fixes #36372 as Path2D/Path3D's `curve` property no longer uses a Curve
instance as default value, but instead it gets a (unique) default Curve
instance when created through the editor (CreateDialog).
ClassDB gets a sanity check to ensure that we don't do the same mistake
for other properties in the future, but instead use the dedicated
property usage hint.
Fixes #36372.
Fixes #36650.
Supersedes #36644 and #36656.
Co-authored-by: Thakee Nathees <thakeenathees@gmail.com>
Co-authored-by: simpuid <utkarsh.email@yahoo.com>
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This also clarifies some parts in the DirectionalLight documentation.
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