Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-02-06 | Add missing SNAME macro optimization in some function calls | jmb462 | |
2022-02-04 | String: Add contains(). | Anilforextra | |
2022-02-01 | Merge pull request #57355 from akien-mga/method-bindings-clearer-types | Rémi Verschelde | |
2022-01-29 | simplify formatting scripts, add a clang-tidy script, and run clang-tidy | Nathan Franke | |
2022-01-28 | Merge pull request #56601 from Scony/fix-navigation-obstacle-errors | Rémi Verschelde | |
2022-01-28 | Improve some method bindings to use specific `Object` subtypes | Rémi Verschelde | |
This was made possible by changes to `VariantCaster` which now make it possible to pass any `Object`-derived type as pointer. | |||
2022-01-26 | Revert #53174 (applying the delta in move and collide), rename rec_vel to ↵ | fabriceci | |
distance and improve the doc description | |||
2022-01-25 | Store ObjectID instead of raw pointer for Shape Owners | Haoyu Qiu | |
2022-01-24 | Merge pull request #57144 from AnilBK/fix-pos-dragging | Rémi Verschelde | |
2022-01-25 | Node2D/Node3D: Fix Undraggable Position Property. | Anilforextra | |
2022-01-24 | rename free mode to floating mode | fabriceci | |
2022-01-20 | Merge pull request #55360 from Calinou/rename-bake-mode-properties | Rémi Verschelde | |
2022-01-13 | Merge pull request #56740 from AnilBK/camera-pre-allocate | Rémi Verschelde | |
2022-01-13 | CameraMatrix: Pre-allocate Vector in get_projection_planes(). | Anilforextra | |
2022-01-12 | Merge pull request #55446 from Calinou/spritebase3d-remove-opacity | Rémi Verschelde | |
2022-01-12 | Merge pull request #56492 from akien-mga/remove-author-docstrings | Rémi Verschelde | |
2022-01-11 | Fixed incorrect property types | Arnav Vijaywargiya | |
2022-01-08 | Use fill() to fill an entire image instead of setting pixels individually. | Anilforextra | |
2022-01-07 | Fix NavigationObstacle errors | Pawel Lampe | |
* `NavigationObstacle2D` premature radius estimation (before entering the tree) * `NavigationObstacle3D` premature radius estimation (before entering the tree) | |||
2022-01-06 | Fix incorrect default transform values on foreign 3D nodes | SaracenOne | |
2022-01-05 | Merge pull request #53684 from TokageItLab/orthogonal-mode | Rémi Verschelde | |
2022-01-05 | Added material_overlay property to MeshInstance3D | Fernando Cosentino | |
Applying overlay materials into multi-surface meshes currently requires adding a next pass material to all the surfaces, which might be cumbersome when the material is to be applied to a range of different geometries. This also makes it not trivial to use AnimationPlayer to control the material in case of visual effects. The material_override property is not an option as it works replacing the active material for the surfaces, not adding a new pass. This commit adds the material_overlay property to GeometryInstance3D (and therefore MeshInstance3D), having the same reach as material_override (that is, all surfaces) but adding a new material pass on top of the active materials, instead of replacing them. | |||
2022-01-05 | Merge pull request #56491 from hinlopen/n3d-minor-improvement | Rémi Verschelde | |
Minor code improvements in Node3D | |||
2022-01-04 | Minor code improvements in Node3D. Refactor Node3D::show/hide/set_visible to ↵ | Stijn | |
a shared implementation. | |||
2022-01-04 | Style: Remove inconsistently used `@author` docstrings | Rémi Verschelde | |
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information. | |||
2022-01-04 | Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range | Rémi Verschelde | |
Decrease the default dynamic range in VoxelGIData to 2.0 | |||
2022-01-04 | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | |
2022-01-04 | Merge pull request #55370 from ↵ | JFonS | |
Calinou/geometryinstance3d-lod-fade-node-configuration-warning Emit node configuration warnings for GeometryInstance3D distance fade | |||
2022-01-04 | Merge pull request #55331 from Calinou/voxelgidata-fix-dynamic-range-property | Rémi Verschelde | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-29 | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | |
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | |||
2021-12-25 | Fix some gizmo behavior to make more consistent | Silc 'Tokage' Renew | |
2021-12-14 | Rename and reorder bake mode properties for consistency | Hugo Locurcio | |
The order now goes from least to most computationally expensive: - Disabled - Static - Dynamic | |||
2021-12-11 | GPULightMapper: convert colors of lights to linear | William Deurwaarder | |
To make baked colors of lights equal to dynamic colors of lights they have to be converted to linear as the colors of dynamic lights are converted to linear by RendererSceneRenderRD. | |||
2021-12-10 | Improve RigidDynamicBody force and torque API | PouleyKetchoupp | |
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers. | |||
2021-12-10 | VehicleWheel can now return the surface it's colliding with. | Steve Szilágyi | |
Fixed PR issues. Update vehicle_body_3d.cpp Apply suggestions from code review Co-authored-by: Camille Mohr-Daurat <pouleyKetchoup@gmail.com> | |||
2021-12-10 | Merge pull request #55263 from RPicster/ParticleMaterial-random-start-color | Rémi Verschelde | |
2021-12-10 | Merge pull request #55572 from aaronfranke/ci-double | Rémi Verschelde | |
2021-12-09 | Add a double-precision editor build to CI | Aaron Franke | |
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-12-08 | Fix _validate_property on AnimatedSprite 2D and 3D | Jonathan Gollnick | |
2021-12-08 | Decrease the default dynamic range in VoxelGIData to 2.0 | Hugo Locurcio | |
This reduces visible banding in indirect lighting and reflections. Sharp reflections now match more closely the original scene. The downside of this change is that clipping may appear in reflections in extremely bright scenes, but this should not be a concern in most scenes. | |||
2021-12-08 | Rename GPUParticles attractor and collision nodes to have a 3D suffix | Hugo Locurcio | |
GPUParticles attractors and collision are currently only available in 3D. Their 2D counterparts haven't been implemented yet, but they will use separate nodes. | |||
2021-12-06 | Remove ProximityGroup3D node | kobewi | |
2021-12-06 | Merge pull request #55544 from V-Sekai/audio_camera_null_mitigation | Rémi Verschelde | |
2021-12-03 | Fix WorldEnvironment node warning about unset resources | Pedro J. Estébanez | |
2021-12-03 | Random initial color parameter for ParticleMaterial | Raffaele Picca | |
Works with 2D and 3D GPU Particles | |||
2021-12-02 | Merge pull request #55474 from akien-mga/copy-operators-no-reference | Rémi Verschelde | |
2021-12-02 | Merge pull request #53287 from Chaosus/sprite3d_fix | Rémi Verschelde | |
2021-11-30 | Don't return reference on copy assignment operators | Rémi Verschelde | |
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this can lead to confusing code and subtle bugs. According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++ allows any arbitrary return type, so this is standard compliant. This could be re-assessed if/when we have an actual need for a behavior more akin to that of the C++ STL, for now this PR simply changes a handful of cases which were inconsistent with the rest of the codebase (`void` return type was already the most common case prior to this commit). |