Age | Commit message (Collapse) | Author |
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CPUParticles: Do randomness ratio computations in phase instead of time
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CPUParticles: Fix inconsistent tangential acceleration
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The original shader code uses a phase (ratio from 0 to 1 for the particle
lifetime) for the randomness ratio computations, and this code was ported
over but converted to time computations.
The seeding/cycle logic was thus invalid, so we're going back to phase
for these computations, thus fixing the previous non-working time/emission
randomness property.
Part of #29692. Follow-up to #26859.
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Fix error macro calls not ending with semicolon
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The tangential acceleration for both CPUParticles2D and CPUParticles had been
badly converted from their GPU counterpart (ParticlesMaterial).
This fixes it and ensures that both GPU and CPU particles behave the same with
regard to tangential acceleration.
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Check if parent is null before updating transform
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Fix Viewport and Camera issues
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- parent being null means it's not a CollisionObject
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Exposed custom AABB setter on GeometryInstance
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Fix some unintialised variables
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Add a depth parameter to Camera::project_position()
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Added a get_rpm() function to VehicleWheel
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Various improvements to NavigationMesh generation
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fix un-scaling in Spatial::look_at_from_position
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As mentioned in
https://github.com/godotengine/godot/pull/26897#issuecomment-491178089
the look-at scaling issue solved by PR #26897 happens also in another
look-at method.
Spatial::look_at_from_position() also does not have same input checking
Spatial::look_at() has. Therefore, I fixed it too at same time.
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* Expose EditorNavigationMeshGenerator as an engine singleton so users
can generate navmesehes from `tool` scripts.
* Add support for generating navmeshes from static colliders. All
collision shapes are supported except for Plane (since Plane is an
infinite collider and navmeshes need to have finite geometry).
* When using static colliders as a geometry source, a layer mask can be
specified to ignore certain colliders.
* Don't rely on global transform. It still should give the exact same
results but allows for building navmeshes on nodes that are not in the
tree (useful in `tool` scripts).
* Update navigation gizmos after every new bake.
This work has been kindly sponsored by IMVU.
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Center shape according to logic Bullet applies
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Closes #28624
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This work has been kindly sponsored by IMVU.
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Fix navmesh not finding optimal paths
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Addresses part of #17885
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KinematicBody performance and quality improvements
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Disable GI probe capturing lights with bake mode disabled
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Spatial::look_at() now preserves its scale values
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Send notifications to ARVRInterfaces
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Allow adding disabled shapes
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Improve wording of various messages and make casing more consistent
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[Core] [Mono] Improve and use approximate equality methods
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It always normalized basis after look_at() computation.
Now it applies previous scale back, in order to avoid
distortions when global scale was different of (1,1,1).
fix #10003 and #19000
Related to #17924
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Make multimesh invisible initially in CPUParticles
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Fixes #28252
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Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
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The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
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Added check engine_traction
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Add FRUSTUM camera mode, allowing tilted frustums
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VisualInstance
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Add Attenuation Model "NO" for AudioStreamPlayer3D
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Small fixes, mostly duplicated code
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