Age | Commit message (Collapse) | Author |
|
Additionally, port the fix to 3D physics, just in case
|
|
|
|
Don't abort the loop when one is already released
Remove warning on already-released constraint
Clean up area's contraints as well
Clear the constraint data as well
Do the cleanup as soon as the space changes
|
|
|
|
|
|
|
|
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
|
|
|
|
|
|
|
|
|
|
|
|
Added various functions basic math classes. Also enabled math checks …
|
|
|
|
for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
|
|
From https://github.com/lucasdemarchi/codespell
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
Also prevent formatting of thirdparty snippet
|
|
Bunch of missing `else` statements and general logic
|
|
|
|
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
|
|
Use real_t as floating point type in physics code.
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.
Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
|
|
|
|
|
|
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
|
|
|
|
|
|
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
|
|
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
|
Fixed inertia tensor computation and center of mass
|
|
|
|
renamed to PoolVector
|
|
categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
|
|
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
|
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
|
|
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
|
|
Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
|
|
Also switch existing shebangs to "better" /usr/bin/env python.
|
|
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
|
|
|
|
Closes #5854
|
|
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
|
|
Part of #5272
|
|
Part of #5272
|
|
Also removes a couple wrong Godot headers from third-party source files.
|
|
|