Age | Commit message (Collapse) | Author |
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fixed godotphysics sat dispatch table
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Improved Physics material
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parameter to material. Fixed 'change' signal connection
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For debug purposes the boolean whether the recording is active or not were an editor property.
It has been removed to avoid users leaving it on true on close, causing it to be saved in the default_bus_layout
It was also renamed to better describe its functionality
related to issue: 20487
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Extending on b68222e4e75d6cbe23c533f140733248df046c7e to ensure that it still
has the exact same behaviour as the previous code, as discussed with @hpvb.
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Audio Recording from godot
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Expose PhysicsDirectBodyState.get_contact_impulse
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Implements an Audio bus effect that outputs the audio from the bus into a wav file
Now channels audio recording into an AudioStreamSample instead of saving to wav
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Fix various missing arguments in bindings.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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sync rasterizers with engine
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Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
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respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
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Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
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#20126
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Physics material
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-Add extra flag optimize=[size,speed] to be able to prioritize size
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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Added Performance.AUDIO_OUTPUT_LATENCY
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Fixed shader parsing error log
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-Added support for snapping in KinematicBody2D
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Fixed completion error log thrown on "no auto-completion found" for typings with no completion.
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Temporary fix to issue #19628 and #19207
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Cylinder resource and collision shape (bullet only)
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When the viewport's size.y becomes lower than 2, the storage->frame.current_rt->effects.mip_maps[0].sizes Vector during rendering becomes empty, resulting in crashes in at least GLES3. This is a temporary fix to stop rendering a viewport when its size is below 2 rather than below 1.
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Add render mode to ensure correct normals when using non-uniform scaling
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exists, that it's renormalized after resize.
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maybe pass two bools? (containers and/or resources)
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Remove audio latency print
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