Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-10-13 | Remove REST transform influence in skeleton bones | reduz | |
* 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). | |||
2021-10-13 | Merge pull request #53578 from RedHeadphone/patch-1 | Rémi Verschelde | |
2021-10-13 | Merge pull request #53689 from reduz/remove-animation-transform3d-track | Rémi Verschelde | |
2021-10-12 | Remove 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. | |||
2021-10-12 | Merge pull request #53676 from Klowner/camera-get-pyramid-rid-shape-crash | Rémi Verschelde | |
Fix Camera3D::get_pyramid_shape_rid() crash when not in scene | |||
2021-10-12 | Fix some LGTM errors of "Multiplication result converted to larger type" | Aaron Franke | |
2021-10-11 | add failure condition for get_pyramid_shape_rid() when camera3d is not in ↵ | Mark Riedesel | |
tree. fixes #53564 | |||
2021-10-10 | Allow AudioStreamPlayer(2D) to provide `pitch_scale` on playback | Douglas Leão | |
2021-10-09 | Fix missing argument names in bindings | Rémi Verschelde | |
While at it, tweak some boolean setters to use `p_enabled` for the bool. Also renames `draw_minimap()` to `set_draw_minimap()`. | |||
2021-10-08 | no limit of negative value for engine_force (VehicleBody class) | Red Headphone | |
2021-10-07 | Merge pull request #53525 from Calinou/comments-replace-visual-server | Rémi Verschelde | |
Replace references to VisualServer in code comments with RenderingServer | |||
2021-10-07 | Replace references to VisualServer in code comments with RenderingServer | Hugo Locurcio | |
VisualServer no longer exists in the `master` branch. | |||
2021-10-07 | Remove debugging print from the VoxelGI baker | Hugo Locurcio | |
2021-10-07 | Use loop instead of recursion when clearing proximity groups | Haoyu Qiu | |
2021-10-06 | Merge pull request #53482 from timothyqiu/soft-body-ready | Camille Mohr-Daurat | |
Re-prepare RenderingServer if SoftDynamicBody mesh changed | |||
2021-10-06 | Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmo | Rémi Verschelde | |
Implement Skeleton Editor Gizmo | |||
2021-10-07 | Implemented SkeletonEditorGizmo | Silc Renew | |
Co-authored-by: Lyuma <xn.lyuma@gmail.com> | |||
2021-10-06 | Re-prepare RenderingServer if SoftDynamicBody mesh changed | Haoyu Qiu | |
2021-10-05 | Merge pull request #53051 from kleonc/animated-sprites-centered-rendering | Rémi Verschelde | |
2021-10-04 | Fix physics glitch with TileMap moving platforms | PouleyKetchoupp | |
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. | |||
2021-10-04 | Merge pull request #53280 from nekomatata/test-body-motion-parameters | Rémi Verschelde | |
2021-10-04 | Merge pull request #53394 from TwistedTwigleg/Godot4_SkeletonIK_RegressionFix | Rémi Verschelde | |
2021-10-04 | Script interface improvements for test body motion | PouleyKetchoupp | |
-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) | |||
2021-10-04 | Merge pull request #53354 from reduz/remove-clipped-camera | Rémi Verschelde | |
2021-10-04 | Fixed SkeletonIK not rotating correctly when solving | TwistedTwigleg | |
2021-10-04 | Remove ClippedCamera3D | reduz | |
* 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. | |||
2021-10-03 | GLTF 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. | |||
2021-10-03 | Fix rendering centered odd-size texture in AnimatedSprite2D/AnimatedSprite3D | kleonc | |
2021-10-01 | Rename Joint2D and Joint3D files for consistency | PouleyKetchoupp | |
Now matches the class names to be consistent between 2D and 3D and with other node types. | |||
2021-10-01 | Merge pull request #53311 from nekomatata/soft-body-remove-mesh-reference | Camille Mohr-Daurat | |
Remove scene code in physics servers | |||
2021-10-01 | Merge pull request #53302 from nekomatata/physics-bone-remove-editor-code | Camille Mohr-Daurat | |
Remove editor code in PhysicalBone3D | |||
2021-10-01 | Remove scene code in physics servers | PouleyKetchoupp | |
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet. | |||
2021-10-01 | Remove editor code in PhysicalBone3D | PouleyKetchoupp | |
_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the editor plugin call can be done directly there. | |||
2021-10-01 | Merge pull request #53208 from timothyqiu/headless-crash | Rémi Verschelde | |
2021-09-30 | Merge pull request #53272 from fabriceci/bug-platform-ceiling | Camille Mohr-Daurat | |
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D | |||
2021-09-30 | Fix body stuck on descending platform | fabriceci | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-30 | Remove shape metadata from 2D physics server | PouleyKetchoupp | |
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. | |||
2021-09-30 | Merge pull request #53197 from nekomatata/fix-motion-direction-in-slope | Camille Mohr-Daurat | |
Fix motion direction in slope for CharacterBody3D | |||
2021-09-30 | Fix motion direction in slope for CharacterBody3D | PouleyKetchoupp | |
- 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 | |||
2021-09-30 | Merge pull request #53239 from nekomatata/fix-animatable-body-initial-state | Rémi Verschelde | |
2021-09-29 | Fix AnimatableBody moving and colliding during the first frame | PouleyKetchoupp | |
_update_kinematic_motion() shouldn't be called in the constructor It's too early and causes a first call to set the body position to 0. Then the second call to set the actual position triggers kinematic motion, colliding with objects on the path to the initial position. Side effect of sync to physics now enabled by default. | |||
2021-09-29 | Fix crash in headless mode | Haoyu Qiu | |
2021-09-29 | Merge pull request #53189 from AnilBK/use-class-specific-funcs | Rémi Verschelde | |
2021-09-29 | Use functions defined in the their classes. | Anilforextra | |
2021-09-28 | Merge pull request #52754 from nekomatata/dynamic-body-modes | Camille Mohr-Daurat | |
Clarify RigidDynamicBody modes | |||
2021-09-28 | Set stop on slope on by default on CharacterBody. | fabriceci | |
2021-09-28 | Merge pull request #53174 from fabriceci/apply-delta-move-and-collide | Camille Mohr-Daurat | |
Physic API change: apply the delta in move and collide like move and slide | |||
2021-09-28 | Sync to physics true by default for AnimatableBody | fabriceci | |
2021-09-28 | Apply delta in move and collide | fabriceci | |