summaryrefslogtreecommitdiff
path: root/scene/3d
AgeCommit message (Collapse)Author
2017-05-22Merge pull request #8832 from Zireael07/vehicle-improvs-masterRémi Verschelde
Expose wheel's contact to GDScript and set roll influence in editor [3.0]
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-20GDScript can now tell if the wheel is in contact with the ground; change ↵Zireael07
roll influence of the wheel in editor
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-16Particles potential crash fix 2honix
2017-04-24Merge pull request #8509 from nunodonato/fixspatialmaterialRémi Verschelde
Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterial
2017-04-24Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterialNuno Donato
2017-04-24Merge pull request #8395 from 20kdc/masterRémi Verschelde
Ported move_and_slide to KinematicBody (3D)
2017-04-24Merge pull request #8102 from bd339/iss3172Rémi Verschelde
Show 3D raycasts when debugging collisions
2017-04-21Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args)20kdc
This version of the commit has the on_ceiling/on_wall fix without any explaination of that code, since apparently it wasn't complicated enough. As for the notes at the top of the function, they're still there. move_and_slide is rather useful for character-controllers, etc. It reduces the amount of boilerplate code. Not having move_and_slide makes the APIs somewhat inconsistent. (It might be nice to figure out a way to share the code between the two move_and_slide implementations, but that's for someone who knows what the policy is on shared code like that.)
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-03Fix more property names in _change_notify calls.Andreas Haas
2017-03-30Show 3D raycasts when debugging collisionsBenjamin Dahse
Represent a raycast by a line segment using the direction and magnitude of the cast_to vector. The entire line segment will become red while a collision occurs.
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-08basic contact shadows implementation, will most likely need some polishingJuan Linietsky
2017-02-06ability to adjust propagation in gi probeJuan Linietsky
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-01-20Merge pull request #7528 from tagcup/real_t_float_fixesJuan Linietsky
Use real_t rather than float or double in generic functions (core/mat…
2017-01-18Fix editor method calls to is_visible for Spatial and CanvasItem and ↵Ray Koopa
is_visible itself for Spatial
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-15Style: Cosmetic fixes to play nice with clang-formatRémi Verschelde
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-14Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky
default
2017-01-13rename monitoring functionsJuan Linietsky
2017-01-13Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵Juan Linietsky
naming
2017-01-13Rename collision layer as suggested in #5696Juan Linietsky
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-12Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky
2017-01-12Renamed most signals so they refer to:Juan Linietsky
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Merge pull request #7426 from m4nu3lf/bugfix/physicsJuan Linietsky
Fixed inertia tensor computation and center of mass
2017-01-10Merge pull request #7438 from tagcup/matrix3_rotate_fixJuan Linietsky
Fix the order in which additional transformations are applied
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10Few small fixes so tools=no and target=release compilesBastiaanOlij
2017-01-09Fixed inertia tensor computation and center of massm4nu3lf
2017-01-08Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn
Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).