Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-10-04 | Merge pull request #52802 from V-Sekai/gltf-extensions | Rémi Verschelde | |
2021-10-04 | Fix crash when pinned SoftBody point is out of range | Haoyu Qiu | |
2021-10-03 | GLTF for game templates. | K. S. Ernest (iFire) Lee | |
Convert GLTF Document to use ImporterMeshInstance3D. Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d. Use GLTF module when the editor tools are disabled. Modified the render server to be less restrictive on matching blend arrays and have more logging. Misc bugs with multimesh. Always index the meshes. | |||
2021-10-03 | Merge pull request #42364 from madmiraal/fix-39887 | Rémi Verschelde | |
2021-10-03 | Remove Scene dependency from the TextServer, use scalable hex box font ↵ | bruvzg | |
instead of built-in bitmap one. | |||
2021-10-01 | Merge pull request #53311 from nekomatata/soft-body-remove-mesh-reference | Camille Mohr-Daurat | |
Remove scene code in physics servers | |||
2021-10-01 | Remove scene code in physics servers | PouleyKetchoupp | |
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet. | |||
2021-10-01 | Implement TextServer GDExtension interface, remove TextServer GDNative ↵ | bruvzg | |
interface. | |||
2021-10-01 | Merge pull request #52684 from Frixuu/master | Rémi Verschelde | |
2021-10-01 | Merge pull request #53208 from timothyqiu/headless-crash | Rémi Verschelde | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-30 | Merge pull request #53266 from nekomatata/remove-shape-metadata | Camille Mohr-Daurat | |
Remove shape metadata from 2D physics server | |||
2021-09-30 | Merge pull request #52544 from JFonS/lod_fixes | Juan Linietsky | |
Auto LOD fixes and improvements | |||
2021-09-30 | Remove shape metadata from 2D physics server | PouleyKetchoupp | |
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead. | |||
2021-09-29 | Rename RID's `getornull()` to `get_or_null()` | Hugo Locurcio | |
2021-09-29 | radial fog fix | Manuel Dun | |
2021-09-29 | Don't memcpy to nullptr even if length is zero | Haoyu Qiu | |
2021-09-29 | Merge pull request #53199 from Geometror/fix-skeleton2d | Rémi Verschelde | |
2021-09-29 | Fix crash in headless mode | Haoyu Qiu | |
2021-09-28 | Merge pull request #52754 from nekomatata/dynamic-body-modes | Camille Mohr-Daurat | |
Clarify RigidDynamicBody modes | |||
2021-09-29 | Fix editor freeze when asigning Skeleton2D to Polygon2D | Hendrik Brucker | |
2021-09-28 | Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb | Rémi Verschelde | |
2021-09-28 | Merge pull request #52864 from BastiaanOlij/xr_extension_return_buffers | Bastiaan Olij | |
Fix access to render target texture for XR interfaces | |||
2021-09-28 | Merge pull request #52953 from nekomatata/fix-collision-recovery-depth | Rémi Verschelde | |
2021-09-28 | Fix access to render target texture for XR interfaces | Bastiaan Olij | |
2021-09-27 | Improved logic for CharacterBody collision recovery depth | PouleyKetchoupp | |
Allows 2D character controller to work without applying gravity when touching the ground (also more safely in 3D), and collision detection is more flexible with different safe margin values. Character body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter Extra CharacterBody changes: -2D: apply changes made in 3D for stop on slope and floor snap that help fixing some jittering cases -3D: fix minor inconsistencies in stop on slope and floor snap logic | |||
2021-09-27 | Auto LOD fixes and improvements | jfons | |
* Fixed LODs for shadow meshes. * Added a merging step before simplification. This helps with tesselated meshes that were previously left untouched. The angle difference at wich edges ar considered "hard" can be tweaked as an import setting. * LODs will now start with the highest decimation possible and keep doubling (approximately) the number of triangles from there. This makes sure that very low triangle counts are included when possible. * Given more weight to normal preservation. * Modified MeshOptimizer to report distance-based error instead of including attributes in the reported metrics. * Added attribute transference between the original mesh and the various LODs. Right now only normals are taken into account, but it could be expanded to other attributes in the future. | |||
2021-09-26 | Fix GPUParticles3D local_coords | CaptainProton42 | |
2021-09-26 | Fix GPUParticles3D generate AABB | CaptainProton42 | |
2021-09-25 | Construct values only when necessary. | Anilforextra | |
2021-09-24 | Merge pull request #52967 from danger-dan/dev_vehicle_sleep_fix | Rémi Verschelde | |
2021-09-24 | Added set_active(true) to all body direct state force apply/impulses. #52915 | Daniel | |
2021-09-23 | Construct values only when necessary. | Anilforextra | |
2021-09-22 | Prevents editor crash when compare with negative float in shader | Yuri Roubinsky | |
2021-09-22 | Port 2D improvement to move and slide 3D | fabriceci | |
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com> | |||
2021-09-21 | Merge pull request #52878 from AnilBK/add-get-center | Rémi Verschelde | |
2021-09-21 | Add Get Center Method for Rect2/Rect2i and AABB. | Anilforextra | |
2021-09-21 | Change to using doubles in XR classes | Bastiaan Olij | |
2021-09-21 | Add flag to connected grapheme. Apply RTL displacement FX only to the whole ↵ | bruvzg | |
connected grapheme. Pass more glyph info to the custom RTL FX. | |||
2021-09-21 | Allow for mapping keycodes to current layout | Frixuu | |
2021-09-20 | Merge pull request #52545 from JFonS/occ_fixes | Rémi Verschelde | |
Occlusion culling fixes | |||
2021-09-18 | Fix shader crash when passing array to built-in function without index | Yuri Roubinsky | |
2021-09-17 | Replace Vector3.to_diagonal_matrix with Basis.from_scale | Aaron Franke | |
2021-09-17 | Merge pull request #52409 from GiantBlargg/position-depth-pre-pass | Rémi Verschelde | |
2021-09-16 | Clarify RigidDynamicBody modes | PouleyKetchoupp | |
RigidDynamicBody modes are replaced with several properties to make their usage clearer: -lock_rotation: disable body's rotation (instead of MODE_LOCKED) -freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC) -freeze_mode: Static (can be only teleported) or Kinematic (can be animated) Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics servers. | |||
2021-09-16 | Merge pull request #52668 from qarmin/cppcheck_servers_physics | Camille Mohr-Daurat | |
Initialize variables in servers/physics | |||
2021-09-15 | Merge pull request #52679 from nekomatata/world-boundary-shape | Camille Mohr-Daurat | |
Rename WorldMarginShape to WorldBoundaryShape | |||
2021-09-15 | Initialize variables in servers/physics | qarmin | |
2021-09-15 | [HTML5] Use browser mix rate by default on the Web. | Fabio Alessandrelli | |
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not allow input (microphone) if the mix rate is not the default one, Chrom* will exhibit worse performances, etc. | |||
2021-09-14 | Rename WorldMarginShape to WorldBoundaryShape | PouleyKetchoupp | |