Age | Commit message (Collapse) | Author |
|
In the 3D version:
- Partially revert #20908 that was reverted in the 2D version as part
of #21653. This ensures that the Vector returned is always perpendicular
to the surface collided with; and not the floor_normal Vector passed to
the function when on a floor.
- Include an update of the floor velocity before multiplying by the time
delta, which was added to the 2D version as part of commit 13a8014.
In the 2D version:
- Use the Vector2.slide() function instead of Vector2.tangent() to adjust
the amount of motion the stop_on_slope undoes to ensure that it is in the
right direction. This is a implementation of the 3D approach from #30588.
- Combine the !found_collision and motion == Vector2() checks for break.
- Other minor formating changes to make the functions look identical.
Also renamed some variables to align with their use.
|
|
It was triggering a warning in bullet followed with a crash in some cases.
WARNING: assert_no_constraints: A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body.
At: modules/bullet/rigid_body_bullet.cpp:465
|
|
|
|
|
|
Update transform property in the inspector when changing translation/rotation/scale
|
|
translation/rotation/scale
|
|
Handle state machine travel before the start node is processed
|
|
Port Path2D changes to 3D
|
|
|
|
|
|
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.
|
|
|
|
This makes it consistent with Spatial.
|
|
This wasn't a very good idea as it puts too strict requirements on how
to set `min` and `max` values. For example, since the default min and
max are 0 and 100, this triggers an error:
```
set_min(256)
set_max(16384)
```
Since `min` will be higher than `max` temporarily. It can be worked
around by setting max first, but it's not really intuitive. I'll relax
the requirement as it's only a problem in `get_as_ratio`, which already
has a check.
Fix another min == max occurrence.
|
|
It will now raise an error whenever this happens so that we can fix
these situations. `max == min` is not allowed as it could lead to
divisions by zero in ratios, and `max < min` doesn't make much sense.
Fixes #33907.
|
|
|
|
Fix WindowDialog moving when resized from the left/top edge
|
|
Add download_chunk_size property to HTTPRequest.
|
|
StyleBox preview adjusted to fit all drawn content
|
|
get_combined_minimum_size() must be used in order to consider the min size
specified by the user when determining how far the left/top edge is allowed
to move. Otherwise the dialog may think it can shrink further than it
should, causing the right/bottom edge to move when the rect size is fixed in
set_size().
|
|
This allows setting the `read_chunk_size` of the internal HTTPClient.
This is important to reduce the allocation overhead and number of file
writes when downloading large files, allowing for better download speed.
|
|
This change allows StyleBox preview to take shadows and content margins into account to display how a whole panel would be rendered.
The preview control clips contents so that in any case it doesn't bleed on controls around.
Fixes #33801
|
|
|
|
Fixes #33749
This function can be called outside the scene tree.
|
|
GIProbe::bake(): special handling of spatial
|
|
fix kinematicBody2D jitters when sync_to_physics is turned on
|
|
Fixes #28508.
|
|
Fix some overflows and unitialized variables
|
|
|
|
GradientEdit: Fix index crashes
|
|
|
|
following up f392c4ea7a778db6c5c73a1c6b9348b84707ee81
|
|
Properly update texture when roughness/metallic set
|
|
Implement `Node::get_process_priority()` and its associated property
|
|
|
|
This closes #33660.
|
|
Causes unnecessary computations and drawing, and a division by zero when calculating uv coordinates.
This case happened with ScriptEditor's member overview (ItemList), initialized with a minimum width of 0.
Fixes #33634
|
|
Make holding Ctrl toggle snapping in GraphEdit
|
|
Rename External MSAA to AndroidVR MSAA
|
|
A new external MSAA setting was introduced in https://github.com/godotengine/godot/pull/33518
that fixed issues on GLES2 and Oculus Mobile VR. To avoid misunderstanding it was suggested
by @BastiaanOlij and discussed on discord to rename it to AndroidVR.
|
|
This affects the visual script and visual shader editors as well.
|
|
Fixed crash when pressing down key on empty Tree
|
|
Fixes #33554
|
|
Add MSAA mode for Quest
|
|
|
|
Drop the physics mouseover whenever a input has been handled.
|
|
Memory leaks and crash fixes
|
|
Camera: Don't set default value for project_position
|
|
Fix incorrect offset for old-format tilemaps
|
|
|