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2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Merge pull request #44183 from madmiraal/box_shape-sizeRémi Verschelde
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Merge pull request #44232 from madmiraal/rename-camera2d-drag-offsetRémi Verschelde
Rename Camera2D offset_h and offset_v properties
2020-12-28Merge pull request #44751 from madmiraal/rename-rect-grow_marginRémi Verschelde
Rename Rect2 and Rect2i grow_margin() to grow_side()
2020-12-28Merge pull request #44434 from madmiraal/rename-camera3d-near-and-farRémi Verschelde
Rename Camera3D near and far getters and setters
2020-12-28Merge pull request #44569 from madmiraal/rename-unselect-deselectRémi Verschelde
Rename unselect to deselect
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Merge pull request #44607 from madmiraal/rename-control-rotationRémi Verschelde
Rename Control rotation to rotation_degrees
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename Rect2 and Rect2i grow_margin() to grow_side()Marcel Admiraal
2020-12-28Rename Camera2D offset_h and offset_v propertiesMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-26Update GraphEdit connection to reflect new signal nameMarcel Admiraal
2020-12-25Merge pull request #44640 from nekomatata/joint2d_update_body_transformsRémi Verschelde
Update body transforms on joint2D setup
2020-12-23Update body transforms on joint2D setupPouleyKetchoupp
Body transforms from physics are used to setup the joint and they are only updated before the physics step by default. Without forcing the transform update, joints could use a previous position if the body's position was set after it was added to the scene. 3D physics is not affected by this issue.
2020-12-23Merge pull request #44605 from madmiraal/rename-control-marginRémi Verschelde
Rename Control margin to offset
2020-12-23Merge pull request #44535 from Demindiro/fix-joint-rid-not-passedRémi Verschelde
Fix joint RID not being passed to _set in PhysicalBone
2020-12-23Rename Control rotation to rotation_degreesMarcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-23Merge pull request #44487 from bruvzg/ctl_fixes_2Rémi Verschelde
[CTL] Fix RTL scrolling and tabs selection.
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-12-22Fix joint RID not being passed to _set in PhysicalBoneDavid Hoppenbrouwers
Also remove default RID() argument from JointData._set()
2020-12-22Merge pull request #44182 from clayjohn/ASSAORémi Verschelde
Replace SAO with ASSAO as Godot's new SSAO
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-21Rename unselect to deselectMarcel Admiraal
2020-12-21Rename XRPositionalTracker methodsMarcel Admiraal
Renames: - set_type() -> set_tracker_type() - set_name() -> set_tracker_name() - get_tracks_orientation() - `is_tracking_orientation() - get_tracks_position() -> `is_tracking_position() - get_hand() -> get_tracker_hand() - set_hand() -> set_tracker_hand()
2020-12-21Fix RichTextLabel content height and scrollbar calculations.bruvzg
2020-12-21Use integer text position in scroll container, TextEdit and canvas editor, ↵bruvzg
to ensure sharp text rendering. Use integer font align/advance with any font scaling, to ensure sharp text rendering.
2020-12-21Merge pull request #44328 from gongpha/tabs-label-incorrectRémi Verschelde
Refresh TextLine buffer when moving a tab
2020-12-21Merge pull request #44300 from KoBeWi/🧹🧹Rémi Verschelde
Move initialization of some classes to headers
2020-12-20Rename Camera3D near and far getters and settersMarcel Admiraal
Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far()
2020-12-20Add animation reset track featurePedro J. Estébanez
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-19Merge pull request #44521 from madmiraal/rename-rect2-clipRémi Verschelde
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
2020-12-18Merge pull request #44496 from Chaosus/graph_edit_linesRémi Verschelde
Added GraphEdit properties to control lines thickness and antialiasing
2020-12-18Added GraphEdit properties to control lines thickness and antialiasingYuri Roubinsky
2020-12-18Merge pull request #44495 from godotengine/font-typo-44494Rémi Verschelde
Font: Fix typo in DynamicFontData compat code
2020-12-18Font: Fix typo in DynamicFontData compat codeRémi Verschelde
Fixes #44494.
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-17FIx visual issues with GraphEdit minimapYuri Sizov
2020-12-17Merge pull request #43416 from pycbouh/graph-minimapRémi Verschelde
Add a minimap to the GraphEdit
2020-12-17Remove unused argument in Theme method and expose missing methodsYuri Sizov
2020-12-17Merge pull request #44295 from akien-mga/proximity-group-fix-access-modifiersRémi Verschelde
ProximityGroup: Fix access modifiers, rename private methods for clarity
2020-12-17Merge pull request #42872 from dreamsComeTrue/better-camera2d-zoomRémi Verschelde
Fix camera2d zoom when set to zero (affine_invert: Condition ' det == 0 ' is true)
2020-12-16Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ↵Dominik 'dreamsComeTrue' Jasiński
' det == 0 ' is true.) Fixes: #41873
2020-12-16Reimplement skeletons and blend shapesreduz
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16Merge pull request #44412 from DanielZTing/renameRémi Verschelde
Rename neighbour in Control to neighbor