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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.
2019-05-19Fix 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
2019-05-03Fix navmesh not finding optimal pathsBojidar Marinov
Addresses part of #17885
2019-05-02Merge pull request #27415 from aqnuep/kinematicbody_fixesRémi Verschelde
KinematicBody performance and quality improvements
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-30Merge pull request #26897 from rodolforg/fix_spatial_look_at_affecting_scaleRémi Verschelde
Spatial::look_at() now preserves its scale values
2019-04-30Merge pull request #27007 from BastiaanOlij/arvr_notificationsRémi Verschelde
Send notifications to ARVRInterfaces
2019-04-30Merge pull request #27371 from ShyRed/fixdisabled2dcollisionsRémi Verschelde
Allow adding disabled shapes
2019-04-30Merge pull request #27707 from Calinou/tweak-message-wordingRémi Verschelde
Improve wording of various messages and make casing more consistent
2019-04-29Merge pull request #18992 from aaronfranke/mono-equal-approxRémi Verschelde
[Core] [Mono] Improve and use approximate equality methods
2019-04-27Revert "Fix AudioStreams::stop possibly causing a small noise"Juan Linietsky
2019-04-26Spatial::look_at() now preserves its scale valuesRodolfo Ribeiro Gomes
It always normalized basis after look_at() computation. Now it applies previous scale back, in order to avoid distortions when global scale was different of (1,1,1). fix #10003 and #19000 Related to #17924
2019-04-27Send notifications to ARVRInterfacesBastiaan Olij
2019-04-25Use approximate equallity methods in many placesAaron Franke
2019-04-25Merge pull request #28380 from kiidmale/fix-cpuparticlesRémi Verschelde
Make multimesh invisible initially in CPUParticles
2019-04-24Make multimesh invisible initially in CPUParticlesDaeil Kim
Fixes #28252
2019-04-23Allow adding disabled shapesShyRed
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23Disable GI probe capturing lights with bake mode disabledDaniel Rakos
The bake mode property of lights previously didn't affect GI probes. This change makes the GI probe ignore lights that have their bake mode set to disabled.
2019-04-23Merge pull request #25155 from Timofffee/Timofffee-patch-vehicleHein-Pieter van Braam
Added check engine_traction
2019-04-23Merge pull request #26064 from JFonS/add_frustum_camera_modeHein-Pieter van Braam
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-22Added bindings for methods related to obtaining base an instance from ↵Juan Linietsky
VisualInstance
2019-04-22Merge pull request #26868 from NilsIrl/masterRémi Verschelde
Add Attenuation Model "NO" for AudioStreamPlayer3D
2019-04-22Merge pull request #27673 from qarmin/small_fixesRémi Verschelde
Small fixes, mostly duplicated code
2019-04-22Add Attenuation Model "DISABLED" for AudioStreamPlayer3DNils ANDRÉ-CHANG
2019-04-21Merge pull request #27219 from raphael10241024/debug_fixRémi Verschelde
Fix collider debug shape didn't changes with collider size changes
2019-04-21Improve wording of various messages and make casing more consistentHugo Locurcio
This also adds the number of selected projects to the confirmation dialog that appears before removing projects.
2019-04-16Expose localize_rests to gdscript.K. S. Ernest (iFire) Lee
2019-04-15Removed unnecessary error from _area_inoutCatThingy
The error was previously removed from _body_inout for the same reason. Fixes #28022.
2019-04-13Clean up ASSIMP import code.Juan Linietsky
2019-04-11Fix collider debug shape didn't changes with collider size changesyakun.zhang
2019-04-10Added generator audio stream, and spectrum analyzer audio effectJuan Linietsky
Made AudioFrame and Vector2 equivalent for casting. Added ability to obtain the playback object from stream players. Added ability to obtain effect instance from audio server.
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-04-08Small fixes, mostly dupicated codeqarmin
2019-04-07Merge pull request #25630 from BastiaanOlij/arvr_positional_meshRémi Verschelde
Added a mesh interface to the arvr positional trackers
2019-04-06Merge pull request #26486 from marxin/fix-Wdeprecated-copyRémi Verschelde
Fix new GCC 9 warnings: -Wdeprecated-copy.
2019-04-05Add Open Asset Import Library to Godot.K. S. Ernest (iFire) Lee
FBX support and MMD (pmx) support. Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX. Maya FBX Stingray PBS support. Importing FBX static meshes work. Importing FBX animations is a work in progress. Supports FBX 4 bone influence animations. Supports FBX blend shapes. MMDs do not have an associated animation import yet. Sponsored by IMVU Inc.
2019-04-05Fix -Wimplicit-fallthrough warnings from GCC 8Rémi Verschelde
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional. Can be replaced by `[[fallthrough]]` if/when we switch to C++17. The warning is now enabled by default for GCC on `extra` warnings level (part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet, but we could enable it manually once we switch to C++11. There's no equivalent feature in MSVC for now. Fixes #26135.
2019-03-27Merge pull request #27200 from piyushdagar/newRémi Verschelde
Fixed CollisionObject signals do not trigger on Area
2019-03-27KinematicBody performance and quality improvementsDaniel Rakos
With this change finally one can use compound collisions (like those created by Gridmaps) without serious performance issues. The previous KinematicBody code for Bullet was practically doing a whole bunch of unnecessary calculations. Gridmaps with fairly large octant sizes (in my case 32) can get up to 10000x speedup with this change (literally!). I expect the FPS demo to get a fair speedup as well. List of fixes and improvements: - Fixed a general bug in move_and_slide that affects both GodotPhysics and Bullet, where ray shapes would be ignored unless the stop_on_slope parameter is disabled. Not sure where that came from, but looking at the 2D physics code it was obvious there's a difference. - Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision tests against individual shapes of compound shapes. This is crucial to get good performance with Gridmaps and in general improves the performance whenever a KinematicBody collides with compound collision shapes. - Added code to the broadphase collision detection code used by the Bullet module for KinematicBodies to also do broadphase on the sub-shapes of compound collision shapes. This is possible thanks to the dynamic AABB tree that was previously disabled and it's the change that provides the biggest performance boost. - Now broadphase test is only done once per KinematicBody in Bullet instead of once per each of its shapes which was completely unnecessary. - Fixed the way how the ray separation results are populated in Bullet which was completely broken previously, overwriting previous results and similar non-sense. - Fixed ray shapes for good now. Previously the margin set in the editor was not respected at all, and the KinematicBody code for ray separation was complete bogus, thus all previous attempts to fix it were mislead. - Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was used in the ray result array. There are a whole set of other problems with the KinematicBody code of Bullet which cost performance and may cause unexpected behavior, but those are not addressed in this change (need to keep it "simple"). Not sure whether this fixes any outstanding Github issues but I wouldn't be surprised.
2019-03-20Ensure non-emitting particles not processed on entering treeDaeil Kim
Also removed non-active CPUParticles(3d) from render list Fixes #27066
2019-03-18Fixed CollisionObject signals do not trigger on Areapiyushdagar
2019-03-10Fix resetting of CPUParticles (2D and 3D)JFonS
2019-03-09Merge pull request #26784 from humblers/fix-cpuparticles2dRémi Verschelde
Prevent invisible/inactive cpupparticles2d to redraw