Age | Commit message (Collapse) | Author |
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Reorganise text editor settings
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API improvement on the physics (CharacterBody and related classes)
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Fix `MenuButton` not emitting `about_to_popup` signal
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TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
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Fixed crash executing TextEdit.new().set_draw_control_chars(true)
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Add a comment at the top of generated shaders
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Use hint_albedo in SkyMaterials
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Fixes #51613.
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Changes the icon of node arranger in GraphEdit & editor
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TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
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This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or StandardMaterial3D).
The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
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command palette improvements
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Changes:
- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
- get_floor_angle on CharacterBody to get the floor angle.
- get_angle on KinematicCollision to get the collision angle.
- get_last_slide_collision to quickly get the latest collision of move_and_slide.
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This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
* This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
* This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in it's own file
* Several changes to Skeletons, listed below:
* Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
* So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
* Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
* Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
* New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
* Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
* BoneAttachment3D node is now completely standalone in its functionality.
* This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
* BoneAttachment3D now can be set either using the index or the bone name.
* BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
* BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
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Use get_global_* functions instead of using transforms.
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Disable Node3D when compiling without 3D and fix disable_3d option
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Rename LineShape2D to WorldMarginShape2D
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The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
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[TextEdit] Improve block/insert caret drawing.
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Fix directional shadow bias
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Few improvements for constants in visual shader
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Changed `TransformMult` node to `TransformOp` in visual shaders
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Fix some unnecessary includes
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Use the Unicode multiplication symbol where relevant
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valid RIDs.
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Use real_t and double where appropriate in Particles
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fabriceci/fix-move-and-slide-regression-multiple-collision-4
Fix move and slide regression by allowing multiple collision direction
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Fix breakpoint toggle signal not firing when expected
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Fix printing error about unsupported modifier on `TransformUniform`
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