Age | Commit message (Collapse) | Author |
|
|
|
|
|
Fix array out of bounds access caused by uninitialised variables
|
|
|
|
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
|
|
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
|
|
Rename editor plugins to match the new node names.
|
|
Fixes #30736.
|
|
|
|
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`.
|
|
Added new method to edit an already added node to anim state machine
|
|
|
|
|
|
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).
|
|
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.)
|
|
- 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.
|
|
Added tween support for Rect2
|
|
Fixes #34575
|
|
Also changed all relevant properties defined manually to StringName.
|
|
objects and made them default.
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
|
|
32 bits.
|
|
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
|
|
|
|
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
|
|
|
|
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
|
|
animation is stopped.
This reverts PR #35460 & commit 551c37167b0428b1489a8a6f6233624c5f4aa628.
|
|
Pass missing args in AnimationNode script calls
|
|
|
|
|
|
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
|
|
- 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`.
|
|
Fixes #35409
|
|
Start was canceled instead of deferred in case of an update in progress.
Fixes #35441
|
|
|
|
|
|
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.
|
|
TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for
interpolation and follow methods.
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
Added some obvious errors explanations
|
|
|
|
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
|
|
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 `
|