Age | Commit message (Collapse) | Author |
|
|
|
Also MIDIMessage
|
|
|
|
|
|
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
|
|
|
|
* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
|
|
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing
After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
|
|
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
|
|
Node.add_child Check for cyclic dependency
|
|
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
[Net] Refactor RPCs, remove RSETs
|
|
Rename GI Classes
|
|
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
|
|
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
|
|
Also _transform to _transform3d
|
|
|
|
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
|
|
HTTPRquest no longer call store_buffer/append_array when the chunk size
is 0.
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
Node Replace string addition with vformat()
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
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
```
|
|
This makes viewports visible out of the box.
|
|
|
|
|
|
InputEventWithModifiers properties/methods
|
|
The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
|
|
EricEzaM/PR/fix-viewport-not-updating-mouse-pos-on-click
|
|
The check was updated to expect a `StringName` instead of a `String` but
the error message still reported it should be a `String`.
|
|
[Net] Implement String::parse_url for parsing URLs.
|
|
|
|
Core: Drop custom `copymem`/`zeromem` defines
|
|
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.
|
|
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
|
|
Closes #47594. See further discussion there. Thanks to @Bhu1-V for the investigation which led to this fix.
|
|
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.
|
|
|
|
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
|
|
allow input echo when changing ui focus
|
|
|
|
|
|
|
|
Rename Array.invert() to Array.reverse()
|
|
|
|
|
|
Use real_t in 2D nodes
|
|
Fix translations update in window & Dialogs (AcceptDialog/ConfirmationDialog/FileDialog) (Fix 39320, 39258 & 45887)
|
|
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.
WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
|