Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-06-03 | Merge pull request #38430 from aaronfranke/transform3d | Rémi Verschelde | |
2021-06-03 | Merge pull request #38224 from Calinou/increase-audiostreamplayer3d-unit-size | Rémi Verschelde | |
Increase the default AudioStreamPlayer3D unit size to 10 | |||
2021-06-03 | Rename files and the exposed name for Transform3D | Aaron Franke | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-05-29 | Check cache_parent_physical_bone when rebuilding parent cache | Haoyu Qiu | |
2021-05-25 | SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK ↵ | TwistedTwigleg | |
nodes are used (Forward port of 3.X code for Godot 4) | |||
2021-05-25 | Merge pull request #48955 from Calinou/editor-tweak-property-hints | Rémi Verschelde | |
Tweak dozens of editor property hints for consistency | |||
2021-05-25 | Tweak dozens of editor property hints for consistency | Hugo Locurcio | |
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints. | |||
2021-05-24 | Merge pull request #49034 from madmiraal/fix-doc-2177 | Rémi Verschelde | |
Unexpose methods and property for binding children to Bones in Skeleton3D | |||
2021-05-24 | Unexpose methods and property for binding children to Bones | Marcel Admiraal | |
2021-05-24 | Merge pull request #48894 from reduz/gpu-particles-2d-2 | Rémi Verschelde | |
Support for 2D particles to collide against SDF | |||
2021-05-23 | Support for 2D particles to collide against SDF | reduz | |
-Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed | |||
2021-05-23 | Change frame_coords to Vector2i | kobewi | |
2021-05-22 | Fix crash on debug shapes update if CollisionObject3D is not in tree | trollodel | |
2021-05-20 | Merge pull request #48860 from JohnM666/fix-basis-variant-initialization | Rémi Verschelde | |
Fix RigidBody3D.get_inverse_inertia_tensor() crash | |||
2021-05-20 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD 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 ``` | |||
2021-05-20 | Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot | JohnM666 | |
2021-05-19 | Fix ragdoll simulation when parent was readded to scene | Haoyu Qiu | |
2021-05-18 | Merge pull request #42742 from madmiraal/fix-12215 | Rémi Verschelde | |
Return RID instead of Object id in area-body_shape_entered-exited signals. | |||
2021-05-18 | Area: Uncap the range for gravity and change the slider hints | Aaron Franke | |
2021-05-16 | Fix accessing scene tree without checking: ↵ | kleonc | |
MeshInstance3D::create_debug_tangents, GIProbe::bake | |||
2021-05-12 | Merge pull request #47348 from nekomatata/raycast-3d-collide-fix | Rémi Verschelde | |
Fix RayCast3D color in game with no collision | |||
2021-05-11 | Fixes missng 2D engine bits | reduz | |
-Mesh2D now works -MultiMesh2D now works -Polygon2D now works -Added hooks for processing 2D particles -Skeleton2D now works 2D particles still not working, but stuff needed for it is now implemented. | |||
2021-05-09 | Use the correct method in shape_owner_remove_shape | trollodel | |
2021-05-09 | Merge pull request #48175 from trollodel/collisionobject3d-no-mi | Rémi Verschelde | |
Create CollisionObject3D debug shapes using RS | |||
2021-05-08 | Fixes the SkeletonIK twisting issue by using the skeleton global pose ↵ | TwistedTwigleg | |
without overrides | |||
2021-05-06 | Increase the default AudioStreamPlayer3D unit size to 10 | Hugo Locurcio | |
This makes it easier to hear sound while setting up the node. Since this changes the default value, this may break existing projects slightly. This also tweaks the Unit Size editor property hint for better usability. See discussion in #25468. | |||
2021-05-05 | Create CollisionObject3D debug shapes using RS | trollodel | |
2021-05-01 | Fix documentation following implementation of particle trails | Marcel Admiraal | |
2021-04-30 | Implement Particle Trails | reduz | |
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next) | |||
2021-04-30 | Prevent setting too big or too small Collision Mask and Layer | Rafał Mikrut | |
2021-04-28 | Merge pull request #48239 from akien-mga/goodbye-copymem | Rémi Verschelde | |
Core: Drop custom `copymem`/`zeromem` defines | |||
2021-04-27 | Merge pull request #48050 from JFonS/occlusion_culling | Rémi Verschelde | |
2021-04-27 | Core: Drop custom `copymem`/`zeromem` defines | Rémi Verschelde | |
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore. | |||
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 | Implement occlusion culling | jfons | |
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin. | |||
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 | |