summaryrefslogtreecommitdiff
path: root/scene
AgeCommit message (Collapse)Author
2018-07-27Fix PhysicsBody build with deprecated=noRémi Verschelde
Fixes #20483.
2018-07-27Rename flag to better nameJuan Linietsky
2018-07-27Merge pull request #20498 from Calinou/caret-width-hidpiRémi Verschelde
Make the caret thicker in TextEdit and scale it with the editor scale
2018-07-26Multiply TextEdit line spacing by the editor scaleHugo Locurcio
This makes sure the default line spacing in the script editor is consistent with the editor scale in use.
2018-07-26Make the caret thicker in TextEdit and scale it with the editor scaleHugo Locurcio
The caret in LineEdit is still 1 pixel thick, but it will become 2 pixels thick at editor scales higher than or equal to 150%.
2018-07-26Merge pull request #15967 from Gamblify/AudioRecordingModuleRémi Verschelde
Audio Recording from godot
2018-07-26AudioStreamSample can now be saved to a WAV fileGustav Lund
8 and 16 bit sample saving has been implemented.
2018-07-26Audio Recording moduleGustav Lund
Implements an Audio bus effect that outputs the audio from the bus into a wav file Now channels audio recording into an AudioStreamSample instead of saving to wav
2018-07-26doc: Sync classref with current sourceRémi Verschelde
Fix various missing arguments in bindings.
2018-07-26Merge pull request #18955 from tagcup/fix_set_scaleRémi Verschelde
Removed incorrect Basis::set_scale().
2018-07-26Merge pull request #19464 from bojidar-bg/19448-fix-subproperty-handlingRémi Verschelde
Fix bug in animationplayer editor not using subproperties properly
2018-07-26Added keep scale flag to billboard materialsJFonS
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25Merge pull request #20440 from Chaosus/fixtexturecrashMax Hilbrunner
Fix game crash when you pass invalid or null parameter to ImageTexture.set_data
2018-07-25Fix crash when you pass invalid parameter to ImageTexture.set_dataChaosus
2018-07-25Merge pull request #20404 from TigerCaldwell/masterRémi Verschelde
Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
2018-07-25Merge pull request #20133 from ibrahn/fix-tree-uninit-branchRémi Verschelde
fixed a branch on uninitialised data in gui/tree
2018-07-25Merge pull request #19726 from guilhermefelipecgs/feature_add_menu_hoverRémi Verschelde
Opens the menu with the same parent on mouse focus
2018-07-24Opens the menu with the same parent on mouse focusGuilherme Felipe
2018-07-24Merge pull request #18867 from fire/better_vx_us_rebase_02Juan Linietsky
Improve VisualScript UX
2018-07-24Improve VisualScript UXK. S. Ernest (iFire) Lee
* Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
2018-07-24Merge pull request #20252 from RandomShaper/fix-canvas-searchRémi Verschelde
Fix CanvasItem's search for a CanvasLayer
2018-07-24Merge pull request #18806 from Calinou/bilinear-textureprogressRémi Verschelde
Add support for bilinear bars in TextureProgress
2018-07-24Merge pull request #19225 from Paulb23/open_all_files_in_script_editorMax Hilbrunner
Open all files in script editor
2018-07-24Merge pull request #19781 from razcore-art/fix-tweenRémi Verschelde
Fix and make Tween node less confusing
2018-07-24Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their ↵Tiger Caldwell
respective 2D counterparts to be more consistent and to include more useful methods. RigidBody: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse RigidBody2D: - Added add_central_force - Added add_torque - Added apply_central_impulse - Added apply_torque_impulse PhysicsDirectBodyState: - Added apply_central_impulse Physics2DDirectBodyState: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse - Added apply_impulse - Added apply_torque_impulse PhysicsServer: - Added body_add_force - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse Physics2DServer: - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse - Added body_apply_torque_impulse Also fixed some small bugs along the way
2018-07-24Merge pull request #20391 from YeldhamDev/expose_tileset_modulateRémi Verschelde
Expose 'modulate' set/get in TileSet resource
2018-07-24Removed unnecessary assignmentsWilson E. Alvarez
2018-07-23Expose 'modulate' set/get in TileSet resourceMichael Alexsander Silva Dias
2018-07-23Merge pull request #12678 from AndreaCatania/softJuan Linietsky
Soft body
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-23Fix issues with CPUParticles and related conversion from Particles. Closes ↵Juan Linietsky
#20126
2018-07-23Merge pull request #12403 from AndreaCatania/phymatJuan Linietsky
Physics material
2018-07-23Merge pull request #19888 from AndreaCatania/pryJuan Linietsky
Implemented proceses priority
2018-07-23Implemented proceses priorityAndrea Catania
2018-07-22Defer TileMap::update_dirty_quadrants once again.Pieter-Jan Briers
This fixes #20323. #11077 is now technically re-broken, but you can now call update_dirty_quadrants as workaround.
2018-07-22Allow opening and editing of any utf_8 file in script editorPaulb23
2018-07-21Merge pull request #19264 from vnen/typed-gdscript-finalRémi Verschelde
Typed GDScript
2018-07-21-Fix disable_3d flagJuan Linietsky
-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-20Add editor highlight for type-safe linesGeorge Marques
The line number is hightlighted to indicate that the line contains only type-safe code.
2018-07-20-Fix tooltips in inspector, now they show as rich text.Juan Linietsky
2018-07-18Print an error when calling an invalid method on an AnimationMarcelo Fernandez
2018-07-18Several improvements to editor inspector usability and styleJuan Linietsky
2018-07-18Fix CanvasItem search for a CanvasLayerPedro J. Estébanez
This fixes the situation where a `CanvasItem` descendant of a `Viewport` which in turn is a descendant of a `CanvasLayer` prefers the more outer `CanvasLayer` rather than the `Vierport`'s. Because of that, `CanvasItem`s inside a `Viewport` inside a `CanvasLayer` were being rendered to the main `Viewport` instead of the render target of the innermost one.
2018-07-18Ability to disable scale in nodes, closes #19927Juan Linietsky
2018-07-18Style: Format code with clang-format 6.0.1Rémi Verschelde
2018-07-18Export: Properly reload preset when opening dialogRémi Verschelde
Fixes #20119 where newly installed templates were not detected. Also fix a bug with preset deletion where it would attempt to edit an already removed preset. For this I made it so that ItemList::deselect_all() also resets `current` to -1, as a manual ItemList::deselect(idx) already does.
2018-07-18Merge pull request #20140 from EIREXE/ambient_light_disable_shaderRémi Verschelde
Add disable ambient light flag to shaders and materials
2018-07-18Merge pull request #20232 from marcelofg55/fix_enums_vsRémi Verschelde
Fix some missing BIND_ENUM_CONSTANT for visual_shader_nodes.cpp
2018-07-17Fix some missing BIND_ENUM_CONSTANT for visual_shader_nodes.cppMarcelo Fernandez