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2021-06-03Rename files and the exposed name for Transform3DAaron Franke
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-29Check cache_parent_physical_bone when rebuilding parent cacheHaoyu Qiu
2021-05-25SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK ↵TwistedTwigleg
nodes are used (Forward port of 3.X code for Godot 4)
2021-05-25Merge pull request #48955 from Calinou/editor-tweak-property-hintsRémi Verschelde
Tweak dozens of editor property hints for consistency
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-05-24Merge pull request #49034 from madmiraal/fix-doc-2177Rémi Verschelde
Unexpose methods and property for binding children to Bones in Skeleton3D
2021-05-24Unexpose methods and property for binding children to BonesMarcel Admiraal
2021-05-24Merge pull request #48894 from reduz/gpu-particles-2d-2Rémi Verschelde
Support for 2D particles to collide against SDF
2021-05-23Support for 2D particles to collide against SDFreduz
-Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed
2021-05-23Change frame_coords to Vector2ikobewi
2021-05-22Fix crash on debug shapes update if CollisionObject3D is not in treetrollodel
2021-05-20Merge pull request #48860 from JohnM666/fix-basis-variant-initializationRémi Verschelde
Fix RigidBody3D.get_inverse_inertia_tensor() crash
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD 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 ```
2021-05-20Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes GodotJohnM666
2021-05-19Fix ragdoll simulation when parent was readded to sceneHaoyu Qiu
2021-05-18Merge pull request #42742 from madmiraal/fix-12215Rémi Verschelde
Return RID instead of Object id in area-body_shape_entered-exited signals.
2021-05-18Area: Uncap the range for gravity and change the slider hintsAaron Franke
2021-05-16Fix accessing scene tree without checking: ↵kleonc
MeshInstance3D::create_debug_tangents, GIProbe::bake
2021-05-12Merge pull request #47348 from nekomatata/raycast-3d-collide-fixRémi Verschelde
Fix RayCast3D color in game with no collision
2021-05-11Fixes missng 2D engine bitsreduz
-Mesh2D now works -MultiMesh2D now works -Polygon2D now works -Added hooks for processing 2D particles -Skeleton2D now works 2D particles still not working, but stuff needed for it is now implemented.
2021-05-09Use the correct method in shape_owner_remove_shapetrollodel
2021-05-09Merge pull request #48175 from trollodel/collisionobject3d-no-miRémi Verschelde
Create CollisionObject3D debug shapes using RS
2021-05-08Fixes the SkeletonIK twisting issue by using the skeleton global pose ↵TwistedTwigleg
without overrides
2021-05-05Create CollisionObject3D debug shapes using RStrollodel
2021-05-01Fix documentation following implementation of particle trailsMarcel Admiraal
2021-04-30Implement Particle Trailsreduz
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
2021-04-30Prevent setting too big or too small Collision Mask and LayerRafał Mikrut
2021-04-28Merge pull request #48239 from akien-mga/goodbye-copymemRémi Verschelde
Core: Drop custom `copymem`/`zeromem` defines
2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27Fix NavigationAgent3D not emitting "target_reached" Signalsmix8
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
2021-04-27Merge pull request #38349 from asheraryam/convex-decompose-masterRémi Verschelde
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
2021-04-27Expose creating multiple-convex-collision static bodies to GDScriptasheraryam
2021-04-23Implement occlusion cullingjfons
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-23Merge pull request #47485 from rafallus/fix/rigidbody-crashRémi Verschelde
Fix crash on RigidBody _direct_state_changed
2021-04-23Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callbackRémi Verschelde
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-20Move collision layer and mask into CollisionObject.Marcel Admiraal
2021-04-20Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0Rémi Verschelde
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
2021-04-19Fix broken NavigationAgent3D collision avoidance callbacksmix8
Fix broken NavigationAgent3D collision avoidance callback
2021-04-19Use multiple threads to import.Juan Linietsky
- For now everything imports multithreaded by default (should work I guess, let's test). - Controllable per importer Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads: Importing goes down from 46 to 7 seconds. For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
2021-04-18Put physics override parameters in their own group and document that areas ↵Lightning_A
can be used to influence audio
2021-04-16Merge pull request #47923 from smix8/issue_47850_4.xRémi Verschelde
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
2021-04-15Merge pull request #47933 from ↵Rémi Verschelde
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping
2021-04-15Changed SkeletonIK3D to clear bone overrides when stoppingTwistedTwigleg
2021-04-15fix skeleton (ik) not resetting global_bone_overrides properlysmix8
fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-15Fix forgotten rename on surface material overrideBastiaan Olij
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn