Age | Commit message (Collapse) | Author |
|
This also clarifies some parts in the DirectionalLight documentation.
|
|
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
|
|
Extra `_2d` suffixes are removed from 2D methods accoringly.
|
|
Co-authored-by: Marios Staikopoulos <marios@staik.net>
|
|
|
|
|
|
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
|
|
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
|
|
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
|
|
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
|
|
Adds API changes from the new GPU lightmapper.
|
|
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
|
|
This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
|
|
Part of #33027.
|
|
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
|
|
|
|
Increase the default Camera3D field of view to 75
|
|
Applies https://github.com/godotengine/godot/commit/0c78a58b6472f704d473e0307c9ea83dfbde1811 to `AudioStreamPlayer3D::play`.
|
|
Change non-existent World to World3D
|
|
|
|
Fix custom w component being uninitialized on CPU particles.
|
|
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.
|
|
(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714)
(cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
|
|
Fixes SkeletonIK resetting other IK poses
|
|
|
|
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.
|
|
skeleton. Resolves #38026
|
|
Fix get_active_material when a material is directly set on the mesh
|
|
Makes MeshInstance3D::get_active_material consistent with the logic
in the rendering system.
Fixes #38108
|
|
|
|
Fixes #38005.
|
|
Add missing enum bindings.
|
|
|
|
Implement global and per instance shader uniforms.
|
|
Activate Physics Process in SpringArm3D.
|
|
Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
|
|
|
|
Fix texture check in decal setup
|
|
|
|
|
|
Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT
|
|
|
|
|
|
Add support for projectors in spot and omni lights.
|
|
|
|
Add PhysicalBone rotation, damping, axis lock & can sleep
|
|
Implement decals
|
|
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
|