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2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
Rename editor plugins to match the new node names.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-24Fixed IK rotation issueAndrea Catania
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-16Merge pull request #36491 from AndreaCatania/edit_node_anim_state_macRémi Verschelde
Added new method to edit an already added node to anim state machine
2020-03-16Added new method to replace an already added node to the animation state machineAndrea Catania
2020-03-06Removed boolean return type from majority of method in TweenYuri Roubinsky
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-23Merge pull request #36411 from Janglee123/rect2-tweenRémi Verschelde
Added tween support for Rect2
2020-02-23Added tween support for Rect2janglee
Fixes #34575
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-02-10Remove AnimationTreePlayer nodeMichael Alexsander
2020-02-09Merge pull request #35656 from ericrybick/35460-fix2Rémi Verschelde
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
2020-02-09Use a new approach to fix bone pose override not being reset when IK ↵Eric Rybicki
animation is stopped. This reverts PR #35460 & commit 551c37167b0428b1489a8a6f6233624c5f4aa628.
2020-02-06Merge pull request #35906 from muiroc/anim_node_value_bugRémi Verschelde
Pass missing args in AnimationNode script calls
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-02-04pass missing args in AnimationNode script callsmuiroc
2020-01-23Merge pull request #35460 from ↵Rémi Verschelde
ericrybick/35409-skeleton-does-not-return-to-original-pose-when-ik-playback-is-stopped Fix bone pose override not being reset when IK animation is stopped
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2020-01-23Fix bone pose override not being reset when IK animation is stoppedEric Rybicki
Fixes #35409
2020-01-22Fixed Tween::start() with pending updatesPouleyKetchoupp
Start was canceled instead of deferred in case of an update in progress. Fixes #35441
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-16Fix SkeletonIK not playing animation if more than one IK-Bone is activeEric Rybicki
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-12Provide default Tween values for transition and easing typesAndrii Doroshenko (Xrayez)
TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for interpolation and follow methods.
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-30Handle state machine travel before the start node is processedPouleyKetchoupp
This change allows travel() to be called on AnimationNodeStateMachinePlayback during _ready(), before the start node has been processed and the state machine is considered playing.
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-11-01Fix some crashes, overflows and using variables without valuesRafał Mikrut
2019-10-23Fix Tween follow_property finishing with nullMark Riedesel
2019-10-02Add missing semicolons to `BIND_ENUM_CONSTANT` macro usesHugo Locurcio
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-19Fix misc. source comment typosluz.paz
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-03Added is_inside_tree() check in both Timer and Tweenshaderbeast
Tween now throws error and doesnt even execute.
2019-08-27fix otherwise unitialized variables, found in #31694Robin Hübner
2019-08-19fix animation freeze when playing animation from another AnimationPlayerUnknown
Donated by IMVU, Inc. Fixes #31410 When we create an animation player with an animation from which we will start another AnimationPlayer's animation at the moment when that animation is already active - it will be stopped. When starting an animation with play() func all the 'outside' animations for animation player were removed (`_stop_playing_caches` func). This pr prevents this behaviour for the case when play is called for animation that's still active. This way the behaviour is the same between "Animation Playback track" and other tracks (tested with value track)
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu