Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-12 | Merge pull request #36145 from akien-mga/remove-deprecated-friction-bounce | Rémi Verschelde | |
Remove deprecated PhysicsBody friction and bounce parameters | |||
2020-02-12 | ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵ | Juan Linietsky | |
32 bits. | |||
2020-02-12 | Remove deprecated PhysicsBody friction and bounce parameters | Rémi Verschelde | |
They were replaced in 3.1 by PhysicsMaterial properties via #12403. | |||
2020-02-12 | doc: Sync classref with current source | Rémi Verschelde | |
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer. | |||
2020-02-11 | Vulkan: Move thirdparty code out of drivers, style fixes | Rémi Verschelde | |
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator | |||
2020-02-11 | WIP CameraEffects implementation (bokeh not working for now) | Juan Linietsky | |
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde | |
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356. | |||
2020-02-11 | Improved Voxel AO settings. | Juan Linietsky | |
2020-02-11 | Fix to category in material. | Juan Linietsky | |
2020-02-11 | Several fixes to GIProbes | Juan Linietsky | |
2020-02-11 | Fixed uninitialized memory bug in voxelizer | Juan Linietsky | |
2020-02-11 | Fix export template compilation | Pedro J. Estébanez | |
2020-02-11 | AO support for GIProbe (right on time for Godot Sprint!) | Juan Linietsky | |
2020-02-11 | GIProbe now generates a distance field on bake using CPU, for better ↵ | Juan Linietsky | |
compatibility | |||
2020-02-11 | Dynamic object support for GI Probes (a bit buggy still) | Juan Linietsky | |
2020-02-11 | Fixed 2D and 3D CPU Particles | Juan Linietsky | |
2020-02-11 | More GIProbe work and fixes | Juan Linietsky | |
2020-02-11 | GIProbes working. | Juan Linietsky | |
2020-02-11 | Untested support for compute shaders | Juan Linietsky | |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-02-11 | Directional lights and shadow mapping are functional. | Juan Linietsky | |
2020-02-11 | Rewrote large part of rendering, omni and spot shadows now work. | Juan Linietsky | |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky | |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky | |
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan Linietsky | |
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | |||
2020-02-10 | Documented the new NavigationServer and all its associated nodes (2D and 3D) | Duroxxigar | |
2020-02-10 | - Integrated NavigationServer and Navigation2DServer. | Andrea Catania | |
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU. | |||
2020-02-09 | Merge pull request #36048 from AndreaCatania/SoftBodyStiff | Rémi Verschelde | |
Make softbody completelly stiff to attachment point | |||
2020-02-09 | Make softbody completelly stiff to attachment point | Andrea Catania | |
2020-02-08 | Added feature to move physical bones with skeleton when not simulating physics | Andrea Catania | |
2020-02-05 | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | |
2020-01-25 | Fixes crash in Spatial::notification | Haoyu Qiu | |
2020-01-24 | Allow greater values in unit_offset | Tomasz Chabora | |
2020-01-22 | Merge pull request #35406 from lawnjelly/ortho-shadow | Rémi Verschelde | |
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues | |||
2020-01-22 | Change CameraMatrix::get_viewport_size to get_viewport_half_extents | lawnjelly | |
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug. | |||
2020-01-22 | Incorrect joystick id was returned on an inactive ARVR controller | Bastiaan Olij | |
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2020-01-16 | Validate input in (CPU)Particles set_emission_shape() | Rémi Verschelde | |
Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com> | |||
2020-01-15 | Fixes get_floor_normal() returning the user defined floor_normal. | Marcel Admiraal | |
When there is no collision with a floor the get_floor_normal() function should return the zero vector to be consistent with get_floor_velocity(). Renames floor_normal to up_direction in all bindings. Updates the documentation of get_floor_normal() and get_floor_velocity() to make it clear when the values are valid. Updates the documentation for move_and_slide() and move_and_slide_with_snap() to use the new up_direction parameter name. | |||
2020-01-10 | Added function to expose floor normal, useful to correctly calculate player ↵ | Andrea Catania | |
velocity. This work has been kindly sponsored by IMVU. | |||
2020-01-09 | fixed camera project_position function that was still using the near ↵ | Ben Hickling | |
parameter in a few calculations | |||
2020-01-05 | Don't update the floor_velocity with the current linear_velocity. | Marcel Admiraal | |
Updating the floor velocity with the body's current linear velocity discards the velocity component provided by the body's angular rotation. Without the current contact point there is no way to calculate the current velocity component provided by the body's angular rotation therefore we need to use the velocity calculated at the time of the collision. Fixes #34807. | |||
2020-01-02 | Update Camera.project_position to not return get_global_transform().origin ↵ | SIYU FU | |
if projection mode is orthogonal | |||
2020-01-02 | Fix wrong disconnect in callback in VisibilityNotifier 3D | Александр Растриженков | |
2020-01-02 | Merge pull request #34720 from Calinou/light-gizmo-color-by-light | Rémi Verschelde | |
Tint 3D light gizmos using the light's color | |||
2020-01-01 | Merge pull request #34665 from timothyqiu/camera-fov | Rémi Verschelde | |
Clamps fov/size for Camera gizmo | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2020-01-01 | Tint 3D light gizmos using the light's color | Hugo Locurcio | |
This makes navigation more convenient in the 3D viewport, especially when using the unshaded display mode. |