Age | Commit message (Collapse) | Author |
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Implemented interface for bullet linear motors
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Ragdoll - Physical bone node
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Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
a
Implemented implicit hierarchy.
Improved
Added some physics properties
Added bone offset to preserve COM, partially fixed scaling
work in progress
WIP
wip
Implemented Joint Gizmos
Implemented pin joint joint
Implemented all joints
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Particles: fix corrupted scene when saved after convert
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Fix for ARVRCamera::project_local_ray_normal not getting called.
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ARVRCamera::project_local_ray_normal gets called.
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API hash fixes
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Fixes logically dead code (Coverity)
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
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Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.
Added various missing functions and constructors.
Should close #17968.
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Fix Sprite3D's incorrect behavior when using AtlasTextures.
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Particles 2D and 3D - fix hue variation not working
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Warn about WorldEnvironment being ignored
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matrix
The hue variation matrix is hardcoded as transposed and thus the multiplication always yielded the original color value.
I wanted to keep the matrix and get the same result by switching the operands (getting a result as if the matrix was transposed).
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It is possible to try to add an invalid object as a navmesh through
GDScript which results in an engine crash. This creates a debug message
that should help the user figure out what's wrong.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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Improved kinematic body, Now can move rigid body
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Exposed apply_torque_impulse to gdscript
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Also RTR "Time Left:"
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apply_torque_impulse method
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attached to a joint with bullet physics bullet
Fixes #16424
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Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
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Fix crash on deleted rigidbodies without contact monitor (issue 15904)
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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anything).
Seen too many users misunderstanding the edit rect is the shape.
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'name' default param should not be used since there is problem with name shadowing
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Update collision shapes data on tree entered
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Reset collider on ray node
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of tree notification.
Updated doc accordingly.
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