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2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-06Merge pull request #66951 from rburing/restore_recovery_as_collisionRémi Verschelde
Revert "Turn on recovery as collisions only for floor snapping"
2022-10-05Revert "Turn on recovery as collisions only for floor snapping as this leads ↵Ricardo Buring
to unwanted behaviour for other surface than the floor." This reverts commit 10395f5df2a1cac6ed83e674c084e62a88fcdde9.
2022-10-05Merge pull request #66720 from qarmin/unintialized_memoryRémi Verschelde
Remove usage of unitialized variables
2022-10-05Merge pull request #66839 from aaronfranke/editor-prop-hide-sliderRémi Verschelde
Fix `hide_slider` vs `no_slider` inconsistency in editor property code
2022-10-03Move "Create Debug Tangents" into an editor pluginbad
Instead of exporting the "create_debug_tangents" function via METHOD_FLAG_EDITOR it gets executed by an editor plugin. This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
2022-10-03Fix hide_slider vs no_slider inconsistency in editor property codeAaron Franke
2022-10-03Remove NO_THREADS fallback code, Godot 4 requires thread supportRémi Verschelde
This also removes `OS::can_use_threads` from the public API since it's always true.
2022-10-01Remove usage of unitialized variablesRafał Mikrut
2022-09-29Merge pull request #66592 from KoBeWi/look_at_me_I_am_the_captain_nowRémi Verschelde
Fail `look_at()` if not inside tree
2022-09-29Merge pull request #66143 from DarkKilauea/nav-queries-agentRémi Verschelde
Update NavigationAgent to use query_path
2022-09-29Fail look_at() if not inside treekobewi
2022-09-29Merge pull request #65807 from clayjohn/light-units-bugRémi Verschelde
Validate physical light units in GI classes.
2022-09-28Update NavigationAgent to use query_pathJosh Jones
This paves the way for having agents respond to link traversal.
2022-09-22Merge pull request #64679 from DarkKilauea/nav-region-propsRémi Verschelde
Improve consistency of NavigationRegion setters
2022-09-22Merge pull request #66110 from Zylann/reference_get_countRémi Verschelde
get_reference_count()`
2022-09-21Improve consistancy of NavigationRegion settersJosh Jones
2022-09-21Rename and expose `RefCounted::get_reference_count()`Marc Gilleron
2022-09-21Merge pull request #65828 from rburing/body_state_sync_callableRémi Verschelde
make `body_set_state_sync_callback` take a `Callable`
2022-09-20Merge pull request #66064 from kleonc/sprite3d-fix-drawing-with-vertical-marginsRémi Verschelde
`Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D
2022-09-19Merge pull request #66112 from Zylann/get_configuration_warnings_psaRémi Verschelde
Change return type of `get_configuration_warnings` to `PackedStringArray`
2022-09-19Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron
2022-09-19Increases the number of maximum detected collisionsfabriceci
2022-09-19Merge pull request #64728 from fabriceci/only-report-recovery-for-floor-snappingRémi Verschelde
Turn on recovery as collisions only for floor snapping
2022-09-19Expose `NOTIFICATION_LOCAL_TRANSFORM_CHANGED`Marc Gilleron
2022-09-18Turn on recovery as collisions only for floor snapping as this leads to ↵fabriceci
unwanted behaviour for other surface than the floor.
2022-09-18`SpriteBase3D` Fix drawing AtlasTextures with vertical margins differently ↵kleonc
than in 2D
2022-09-18Move duplicated drawing code from `Sprite3D`/`AnimatedSprite3D` to ↵kleonc
`SpriteBase3D`
2022-09-18Merge pull request #44143 from KoBeWi/callable_multiplayerRémi Verschelde
2022-09-18Port remaining connections to callable_mpTomasz Chabora
2022-09-18Merge pull request #65931 from ↵Rémi Verschelde
fabriceci/add-recovery-as-collision-in-low-level-methods Add recovery_as_collision in move_and_collide/test_move
2022-09-17Add recovery_as_collision in move_and_collide/test_movefabriceci
2022-09-16Tweak LightmapGI defaults to be closer to the CPU lightmapperHugo Locurcio
- Use 3 bounces by default. - Enable environment lighting from the scene by default. - This is not done in `3.x` for compatibility with existing projects, but it makes sense to do this by default since pretty much all outdoor scenes benefit from this. - Set the custom environment color to white (like ReflectionProbe). - Its default energy is still 0, so it's invisible by default. - Enable the generation of dynamic object probes by default. - Tweak the `max_texture_size` property hint for better usability. - Improve error messages when passing invalid sizes to `LightmapGI.set_max_texture_size()`.
2022-09-16Merge pull request #65148 from Mickeon/animated-sprite-negative-speed-scaleRémi Verschelde
Allow negative `speed_scale` in AnimatedSprite2D & 3D
2022-09-15PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take ↵Ricardo Buring
a Callable Prefer Callable to a C-style callback. This is helpful for GDExtension.
2022-09-14Validate physical light units in GI classes.clayjohn
Add checks for physical light units in a few more places to ensure they aren't used when disabled.
2022-09-13Allow negative `speed_scale` in AnimatedSprite2D & 3DMicky
If the `speed_scale` is set to a negative value, the animation plays in reverse. The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward. Also updates the documentation to better describe the pausing and playing behaviour.
2022-09-13Merge pull request #65591 from MewPurPur/area-overlapping-functionRémi Verschelde
Implement `Area[2D/3D].has_overlapping_[bodies/areas]`
2022-09-12Don't store frame of playing AnimatedSpritekobewi
2022-09-12Merge pull request #64155 from Mickeon/sprite-3d-backwards-speed-scaleRémi Verschelde
2022-09-10Implement Area.has_overlapping_*VolTer
2022-09-09Harmonise AnimatedSprite3D and its 2D counterpartMicky
Add the following properties to AnimatedSprite3D: - `backwards` parameter in `play()`; - `speed_scale`. Both classes' internals are more similar, down to the line spacings. They've also been updated to be clearer and less inconsistent (e.g. `!frames.is_valid()` -> `frames.is_null()`, use SceneStringNames instead of CoreStringNames, rename the internal _queue_update to _queue_redraw)
2022-09-09Merge pull request #64394 from smix8/navigation_obstacles_reparent_4.xRémi Verschelde
Fix NavigationObstacle 2D/3D (re)parent issues
2022-09-07Remove / Replace old Navigation Debug Visualizationsmix8
- removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-05Fix AudioStreamPlayer not resuming after returning to SceneTreeMicky
2022-09-05Merge pull request #65292 from ↵Rémi Verschelde
AlmightyLaxz/prevent-shapecast3d-debug-without-debugcollisions
2022-09-04Fix crash when executing `LightmapGIData._set_light_textures_data`Haoyu Qiu
2022-09-04Stop ShapeCast3D drawing when debug collisions offAlmighty Laxz
2022-09-02Rename `or_lesser` range property hint to `or_less`Hugo Locurcio
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
2022-09-02Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde