Age | Commit message (Collapse) | Author |
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TwistedTwigleg/Godot_Master_SkeletonModificationIK_FixPoseChange
Fix for SkeletonModification3Ds to work with the new bone pose changes.
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fixed global_pose_to_local_pose function
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* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
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Now (normal, point)
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Improve area/body_shape_entered/exited signals parameter names and doc
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Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
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* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
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* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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Fix Camera3D::get_pyramid_shape_rid() crash when not in scene
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tree. fixes #53564
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While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
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Replace references to VisualServer in code comments with RenderingServer
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VisualServer no longer exists in the `master` branch.
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Re-prepare RenderingServer if SoftDynamicBody mesh changed
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Implement Skeleton Editor Gizmo
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Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.
Same changes made in 3D for consistency, and handling potential similar
cases.
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-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
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* Usage was always confusing for users
* The ability to generate a pyramid shape was moved to Camera3D
* SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
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Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
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Now matches the class names to be consistent between 2D and 3D and with
other node types.
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Remove scene code in physics servers
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Remove editor code in PhysicalBone3D
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Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
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_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the
editor plugin call can be done directly there.
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Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
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Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
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Fix motion direction in slope for CharacterBody3D
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- More accurate sliding in slopes to keep input direction correct
- More accurate constant speed calculation
- Renamed linear_velocity to motion_velocity for clarity
- General code cleaning and simplifications
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