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2019-07-01Remove unnecessary code and add some error explanationsqarmin
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-24Merge pull request #29940 from jonri/fix-vehicle-contactRémi Verschelde
Prevent VehicleBody contact damping from exceeding the baseline value…
2019-06-24Merge pull request #30031 from qarmin/prevent_setting_bad_index_enumsRémi Verschelde
Set to enum variables, only correct values
2019-06-24Set to enum variables, only correct valuesqarmin
2019-06-24Merge pull request #29974 from clayjohn/particles_restartRémi Verschelde
Properly set emitting when particles restart
2019-06-21properly set emitting when particles restartclayjohn
2019-06-21CPUParticles: Set linear velocity to 0, like GPU ParticlesRémi Verschelde
2019-06-21Particles: Properly initialize angular velocity parameterRémi Verschelde
Right now it would take garbage values when loading scenes, which could end up written to the scene file.
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-19Merge pull request #27310 from KoBeWi/angular_dankRémi Verschelde
Make angular_damp of new Area nodes match the global default
2019-06-18Prevent VehicleBody contact damping from exceeding the baseline value when ↵Jon Ring
roll influence is very small. When contact damping exceeds 1.0, the wheels will lose grip when the vehicle is not moving.
2019-06-16Tweak some editor property hints to be more flexible and consistentHugo Locurcio
This partially addresses #19242.
2019-06-16Merge pull request #29700 from clayjohn/cpuparticles_transform_bugRémi Verschelde
Fix CPU particles bug with local_coords and transform
2019-06-14fix CPU particles bug with local_coords and transformclayjohn
2019-06-14Merge pull request #29782 from JFonS/expose_camera_clip_offsetRémi Verschelde
Expose ClippedCamera clip_offset
2019-06-14Expose ClippedCamera clip_offsetjfons
2019-06-13Implement missing orbit velocity for CPUParticles and CPUParticles2DRémi Verschelde
The relevant code was copied from (GPU) ParticlesMaterial but commented out initially, and never ported. Closes #29580.
2019-06-12Merge pull request #29589 from kbajno/masterRémi Verschelde
Add in missing 'FLAG_DRAW_NEXT_FRAME_IF_VISIBLE' to Flag enun
2019-06-12Merge pull request #29696 from akien-mga/cpuparticles-randomnessRémi Verschelde
CPUParticles: Do randomness ratio computations in phase instead of time
2019-06-12Merge pull request #29685 from akien-mga/cpuparticles-tangential-accelRémi Verschelde
CPUParticles: Fix inconsistent tangential acceleration
2019-06-11CPUParticles: Do randomness ratio computations in phase instead of timeRémi Verschelde
The original shader code uses a phase (ratio from 0 to 1 for the particle lifetime) for the randomness ratio computations, and this code was ported over but converted to time computations. The seeding/cycle logic was thus invalid, so we're going back to phase for these computations, thus fixing the previous non-working time/emission randomness property. Part of #29692. Follow-up to #26859.
2019-06-11Merge pull request #29678 from akien-mga/err-macros-semicolonRémi Verschelde
Fix error macro calls not ending with semicolon
2019-06-11CPUParticles: Fix inconsistent tangential accelerationRémi Verschelde
The tangential acceleration for both CPUParticles2D and CPUParticles had been badly converted from their GPU counterpart (ParticlesMaterial). This fixes it and ensures that both GPU and CPU particles behave the same with regard to tangential acceleration.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-06-07Add in missing 'FLAG_DRAW_NEXT_FRAME_IF_VISIBLE' to Flag enunkbajno
2019-06-06Fix ARVRAnchor and ARVRController error spamqarmin
2019-05-31Merge pull request #29299 from creikey/masterRémi Verschelde
Check if parent is null before updating transform
2019-05-30Merge pull request #26942 from RandomShaper/fix-vp-issuesRémi Verschelde
Fix Viewport and Camera issues
2019-05-29Check if parent is null before updating trasnformCameron Reikes
- parent being null means it's not a CollisionObject
2019-05-29Merge pull request #25520 from Zylann/expose_node_custom_aabbRémi Verschelde
Exposed custom AABB setter on GeometryInstance
2019-05-28Merge pull request #29251 from qarmin/some_uninitialised_values_fixesRémi Verschelde
Fix some unintialised variables
2019-05-28Merge pull request #29248 from Cheeseness/camera_project_fixRémi Verschelde
Add a depth parameter to Camera::project_position()
2019-05-28Fix some unincialised variablesqarmin
2019-05-29Add a depth parameter to Camera::project_position()Cheeseness
2019-05-28Merge pull request #27875 from Thource/vehicle_wheel-get_rpmRémi Verschelde
Added a get_rpm() function to VehicleWheel
2019-05-27Merge pull request #29118 from JFonS/improve_navmesh_generationRémi Verschelde
Various improvements to NavigationMesh generation
2019-05-27add get_camera_rid methodJummit
2019-05-25Tweak the particle animation node configuration warning messageHugo Locurcio
2019-05-23Merge pull request #29125 from rodolforg/fix_spatial_look_at_affecting_scaleRémi Verschelde
fix un-scaling in Spatial::look_at_from_position
2019-05-23fix un-scaling in Spatial::look_at_from_positionRodolfo Ribeiro Gomes
As mentioned in https://github.com/godotengine/godot/pull/26897#issuecomment-491178089 the look-at scaling issue solved by PR #26897 happens also in another look-at method. Spatial::look_at_from_position() also does not have same input checking Spatial::look_at() has. Therefore, I fixed it too at same time.
2019-05-23Various improvements to NavigationMesh generationjfons
* Expose EditorNavigationMeshGenerator as an engine singleton so users can generate navmesehes from `tool` scripts. * Add support for generating navmeshes from static colliders. All collision shapes are supported except for Plane (since Plane is an infinite collider and navmeshes need to have finite geometry). * When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders. * Don't rely on global transform. It still should give the exact same results but allows for building navmeshes on nodes that are not in the tree (useful in `tool` scripts). * Update navigation gizmos after every new bake. This work has been kindly sponsored by IMVU.
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-05-13Merge pull request #28326 from BastiaanOlij/center_heightmapRémi Verschelde
Center shape according to logic Bullet applies
2019-05-10Allow or_greater for most properties of NavMeshBojidar Marinov
Closes #28624
2019-05-10Fixes to ClippedCameraJFonS
This work has been kindly sponsored by IMVU.
2019-05-07Add transform support to deal with Bullets centering of shapesBastiaan Olij
2019-05-05fix CollisonShape changing shape cause crash when not in a treeyakun.zhang
2019-05-03Merge pull request #28640 from bojidar-bg/17885-navmesh-entry-brokenRémi Verschelde
Fix navmesh not finding optimal paths