Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-27 | Fix NavigationAgent3D not emitting "target_reached" Signal | smix8 | |
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target. | |||
2021-04-27 | Merge pull request #38349 from asheraryam/convex-decompose-master | Rémi Verschelde | |
Create GDScript bindings for creating multiple-convex collision bodies [4.0] | |||
2021-04-27 | Expose creating multiple-convex-collision static bodies to GDScript | asheraryam | |
2021-04-23 | Merge pull request #47485 from rafallus/fix/rigidbody-crash | Rémi Verschelde | |
Fix crash on RigidBody _direct_state_changed | |||
2021-04-23 | Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callback | Rémi Verschelde | |
2021-04-22 | Unexpose _direct_state_changed in PhysicsBody | rafallus | |
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly | |||
2021-04-20 | Move collision layer and mask into CollisionObject. | Marcel Admiraal | |
2021-04-20 | Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0 | Rémi Verschelde | |
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio | |||
2021-04-19 | Fix broken NavigationAgent3D collision avoidance callback | smix8 | |
Fix broken NavigationAgent3D collision avoidance callback | |||
2021-04-19 | Use 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. | |||
2021-04-18 | Put physics override parameters in their own group and document that areas ↵ | Lightning_A | |
can be used to influence audio | |||
2021-04-16 | Merge pull request #47923 from smix8/issue_47850_4.x | Rémi Verschelde | |
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly | |||
2021-04-15 | Merge pull request #47933 from ↵ | Rémi Verschelde | |
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping | |||
2021-04-15 | Changed SkeletonIK3D to clear bone overrides when stopping | TwistedTwigleg | |
2021-04-15 | fix skeleton (ik) not resetting global_bone_overrides properly | smix8 | |
fix skeleton (ik) not resetting global_bone_overrides properly | |||
2021-04-15 | Fix forgotten rename on surface material override | Bastiaan Olij | |
2021-04-14 | Rename get_surface_material to get_surface_override_material | clayjohn | |
2021-04-12 | Fix crashes with CollisionObject debug shapes | PouleyKetchoupp | |
MeshInstance added as child nodes for CollisionObject debug shapes can be invalidated while deleting the collision object (child nodes are deleted first), which caused accesses to invalid memory in shape_owner_remove_shape that lead to random crashes. Also optimized accesses to shapes to avoid copy-on-write on each iteration. | |||
2021-04-11 | Use Array for node configuration warnings | Nathan Franke | |
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation. | |||
2021-04-07 | Merge pull request #47441 from ↵ | Rémi Verschelde | |
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation | |||
2021-04-05 | Style: Apply clang-tidy's `modernize-use-bool-literals` | Rémi Verschelde | |
2021-04-03 | Merge pull request #47452 from BastiaanOlij/xr_positional_tracker_ref | Rémi Verschelde | |
Change XRPositionalTracker to a reference (master) | |||
2021-04-02 | Fix for SkeletonIK not working correctly with 0 interpolation and ↵ | TwistedTwigleg | |
incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes. | |||
2021-04-01 | Merge pull request #42827 from lyuma/rename_bones_blendshapes | Rémi Verschelde | |
Allow renaming bones and blendshapes. | |||
2021-03-29 | Change XRPositionalTracker to a reference and better expose it to GDNative | Bastiaan Olij | |
2021-03-28 | Rename Texture.get_data() to get_image() | Marcel Admiraal | |
2021-03-20 | Merge pull request #46937 from nekomatata/soft-body-support | Rémi Verschelde | |
SoftBody support in GodotPhysics 3D | |||
2021-03-20 | Merge pull request #47001 from madmiraal/rename-sprite_2d-region_enabled | Rémi Verschelde | |
Rename Sprite.region_enabled getter and setter methods to match properties | |||
2021-03-19 | Merge pull request #47151 from nekomatata/soft-body-attachment-error | Rémi Verschelde | |
Fix spamming errors when SoftBody pinned nodes have no attachment | |||
2021-03-18 | Fix spamming errors when SoftBody pinned nodes have no attachment | PouleyKetchoupp | |
There was a specific case where the node path wasn't checked for validity before trying to access the attachment node. It could cause lots of error log noise in both editor and game. | |||
2021-03-18 | Fix for regression in SkeletonIK code | TwistedTwigleg | |
2021-03-18 | SoftBody support in GodotPhysics 3D | PouleyKetchoupp | |
- Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly | |||
2021-03-17 | Merge pull request #47081 from nekomatata/collision-debug-shape-game-only | Rémi Verschelde | |
Disable debug collision shapes in the editor | |||
2021-03-16 | Disable debug collision shapes in the editor | PouleyKetchoupp | |
If the editor was started with --debug-collisions, 3d shapes were displayed twice, both with the gizmo and debug shapes. Some shapes could also persist after being removed due to the usage of queue_free() to destroy the debug shapes. | |||
2021-03-16 | Move SpriteFrames to its own file in the resources folder | Aaron Franke | |
2021-03-14 | Rename Sprite.region_enabled getter and setter to match properties | Marcel Admiraal | |
Also renames Sprite2D.region_filter_clip property and its setter to region_filter_clip_enabled and set_region_filter_clip_enabled. | |||
2021-03-12 | Fixes small typos and grammar correction | Anshul7sp1 | |
2021-03-12 | Merge pull request #40774 from TwistedTwigleg/SkeletonIK_Godot_4_0_Fixes | Rémi Verschelde | |
SkeletonIK changes and bug fixes | |||
2021-03-10 | Implement Navigation layers | Gilles Roudière | |
2021-03-10 | Remove Navigation2D/3D nodes, and move the navigation map to the world resource | Gilles Roudière | |
2021-03-08 | use collision mask in vehicle raycast | Angad Kambli | |
2021-03-07 | Merge pull request #46643 from YeldhamDev/hide_all_the_things | Rémi Verschelde | |
Hide more options of disabled properties | |||
2021-03-04 | Adding Raycast3D custom debug shape thickness and color | jmb462 | |
2021-03-03 | Hide more options of disabled properties | Michael Alexsander | |
2021-03-03 | Merge pull request #46616 from sps1112/fix-bakedlightmap-crash | Rémi Verschelde | |
Add size check in BakedLightmapData::_set_user_data() | |||
2021-03-03 | Merge pull request #46578 from nekomatata/fix-joint-remove-body-regression | Rémi Verschelde | |
Fix Joint2D/Joint3D node path reset on scene switch | |||
2021-03-03 | Add size<=0 check in BakedLighmapData._get_user_data() | sps1112 | |
2021-03-02 | Fix Joint2D/Joint3D node path reset on scene switch | PouleyKetchoupp | |
When one of the bodies exited the tree, the corresponding node path was reset instead of just resetting the joint from the physics server. That was causing the node path to be reset on scene switch when one of the bodies is under the joint in the scene tree. | |||
2021-03-02 | Hide extra options from various nodes if they're not enabled | Michael Alexsander | |
2021-02-28 | Fix crash in GIProbe::bake | Pedro Rodrigues | |
The problem happened when the passed from_node was null and the GIProbe node had no parent node. Fixes #45978 |