Age | Commit message (Collapse) | Author |
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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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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene.
Fixes #13835.
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Fixed crash on duplicate GIProbe baking
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