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2021-10-18Merge pull request #52773 from Calinou/audiostreamplayer3d-tweak-max-distanceRémi Verschelde
2021-10-16Merge pull request #53821 from ↵Rémi Verschelde
TwistedTwigleg/Godot_Master_SkeletonModificationIK_FixPoseChange Fix for SkeletonModification3Ds to work with the new bone pose changes.
2021-10-16Fix for SkeletonModification3Ds to work with the new bone pose changes, ↵TwistedTwigleg
fixed global_pose_to_local_pose function
2021-10-16Merge pull request #53865 from reduz/implement-blend-shape-tracksRémi Verschelde
2021-10-16Implement Animation Blend Shape Tracksreduz
* 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.
2021-10-15Swap args of Plane(point, normal) constructormennomax
Now (normal, point)
2021-10-14Merge pull request #53054 from MaxLap/doc_shape_signalsCamille Mohr-Daurat
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14Improve area/body_shape_entered/exited signals parameter names and docMaxime Lapointe
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.
2021-10-15get rid set_bone_pose and fix some function in SkeletonEditorSilc 'Tokage' Renew
2021-10-13Remove REST transform influence in skeleton bonesreduz
* 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).
2021-10-13Merge pull request #53578 from RedHeadphone/patch-1Rémi Verschelde
2021-10-13Merge pull request #53689 from reduz/remove-animation-transform3d-trackRémi Verschelde
2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `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.
2021-10-12Merge pull request #53676 from Klowner/camera-get-pyramid-rid-shape-crashRémi Verschelde
Fix Camera3D::get_pyramid_shape_rid() crash when not in scene
2021-10-12Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke
2021-10-11add failure condition for get_pyramid_shape_rid() when camera3d is not in ↵Mark Riedesel
tree. fixes #53564
2021-10-10Allow AudioStreamPlayer(2D) to provide `pitch_scale` on playbackDouglas Leão
2021-10-09Fix missing argument names in bindingsRémi Verschelde
While at it, tweak some boolean setters to use `p_enabled` for the bool. Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-08no limit of negative value for engine_force (VehicleBody class)Red Headphone
2021-10-07Merge pull request #53525 from Calinou/comments-replace-visual-serverRémi Verschelde
Replace references to VisualServer in code comments with RenderingServer
2021-10-07Replace references to VisualServer in code comments with RenderingServerHugo Locurcio
VisualServer no longer exists in the `master` branch.
2021-10-07Remove debugging print from the VoxelGI bakerHugo Locurcio
2021-10-07Use loop instead of recursion when clearing proximity groupsHaoyu Qiu
2021-10-06Merge pull request #53482 from timothyqiu/soft-body-readyCamille Mohr-Daurat
Re-prepare RenderingServer if SoftDynamicBody mesh changed
2021-10-06Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmoRémi Verschelde
Implement Skeleton Editor Gizmo
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-10-06Re-prepare RenderingServer if SoftDynamicBody mesh changedHaoyu Qiu
2021-10-05Merge pull request #53051 from kleonc/animated-sprites-centered-renderingRémi Verschelde
2021-10-04Fix physics glitch with TileMap moving platformsPouleyKetchoupp
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.
2021-10-04Merge pull request #53280 from nekomatata/test-body-motion-parametersRémi Verschelde
2021-10-04Merge pull request #53394 from TwistedTwigleg/Godot4_SkeletonIK_RegressionFixRémi Verschelde
2021-10-04Script interface improvements for test body motionPouleyKetchoupp
-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)
2021-10-04Merge pull request #53354 from reduz/remove-clipped-cameraRémi Verschelde
2021-10-04Fixed SkeletonIK not rotating correctly when solvingTwistedTwigleg
2021-10-04Remove ClippedCamera3Dreduz
* 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.
2021-10-03GLTF for game templates.K. S. Ernest (iFire) Lee
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.
2021-10-03Fix rendering centered odd-size texture in AnimatedSprite2D/AnimatedSprite3Dkleonc
2021-10-01Rename Joint2D and Joint3D files for consistencyPouleyKetchoupp
Now matches the class names to be consistent between 2D and 3D and with other node types.
2021-10-01Merge pull request #53311 from nekomatata/soft-body-remove-mesh-referenceCamille Mohr-Daurat
Remove scene code in physics servers
2021-10-01Merge pull request #53302 from nekomatata/physics-bone-remove-editor-codeCamille Mohr-Daurat
Remove editor code in PhysicalBone3D
2021-10-01Remove scene code in physics serversPouleyKetchoupp
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
2021-10-01Remove editor code in PhysicalBone3DPouleyKetchoupp
_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the editor plugin call can be done directly there.
2021-10-01Merge pull request #53208 from timothyqiu/headless-crashRémi Verschelde
2021-09-30Merge pull request #53272 from fabriceci/bug-platform-ceilingCamille Mohr-Daurat
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
2021-09-30Fix body stuck on descending platformfabriceci
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-30Remove shape metadata from 2D physics serverPouleyKetchoupp
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.
2021-09-30Merge pull request #53197 from nekomatata/fix-motion-direction-in-slopeCamille Mohr-Daurat
Fix motion direction in slope for CharacterBody3D
2021-09-30Fix motion direction in slope for CharacterBody3DPouleyKetchoupp
- 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
2021-09-30Merge pull request #53239 from nekomatata/fix-animatable-body-initial-stateRémi Verschelde