Age | Commit message (Collapse) | Author |
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Avoid color flash on window creation and resizing
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Analytic sphere-box, sphere-cylinder, and capsule-cylinder collisions
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Fix sphere-capsule collision logic
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Add NavigationServer Performance Monitor
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Take alpha antialising options into account when setting up materials
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This restores the functionality of the alpha antialising options
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Fix multiple issues that make the normal roughness texture unusable
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Only disable depth writing in opaque pipelines
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Bind methods related to physics query exclusions
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Move luminance effect into its own class and use new buffers system
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This makes it consistent with 3D.
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This restores the behaviour of the visibility fade
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Use BitField<> in core type masks
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Adds Performance Monitor for NavigationServer3D.
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Use BitField<> hint for Mesh.ArrayFormat and Control.SizeFlags
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[4.x] Rework const on NavigationServer methods
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Implement collision impulse in Godot Physics 3D
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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This was missing in the conversion of bitflags to BitField<>.
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`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
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Add support for the custom initial screen for the main window, fix primary screen detection.
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Optimize GodotConvexPolygonShape3D::get_support
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screen detection.
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Add PropertyInfo overload for GLOBAL_DEF
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Use proper indices for lights, decals, and reflection probes in mobile scene shader
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Always try to clear render target before drawing 3D with Canvas BG mode
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shader
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This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
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Ignore depth draw optimization when using depth draw alpha prepass
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Visual instance layers are regarded during shadow culling
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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Improve `window_set_current_screen` and fix secondary window initial mode and positions.
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Bind setter and getter for pin joint parameters in `PhysicsServer2D`
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Allow to apply the angular velocity of a moving platform
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Add safety-checks before some servers `free()`
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Fix move_and_collide for concave CharacterBody3D objects
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Specifically this uses pointer-array-dereference rather than LocalVector<T> dereference as this performs range-checking on known-good indexes.
Added more comments. Changed loops back to classic for-iteration style.
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"correct" axis which corresponds to the correct collision normal.
Added logically identical fix to the capsule/capsule collision, and verified it now produces correct collision points and normals.
Added analytic_sphere_collision helper function which reports the A and B points directly without using SAT.
Modified _collision_sphere_sphere, _collision_sphere_capsule, and _collision_capsule_capsule to use the new analytic_sphere_collision.
Fix white-space issue
Additional code formatting fixes.
Updated new analytic_sphere_collision to correctly handle null collector callback.
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and positions.
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