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2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-03Rename files and the exposed name for Transform3DAaron Franke
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-25Fix some warnings raised by GCC-11.1jfons
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-22Replace QuickHull with Bullet's convex hull computer.Morris Tabor
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style. Additional changes: - extended PagedAllocator to allow leaked objects - applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-20Merge pull request #48882 from aaronfranke/approx-use-doubleRémi Verschelde
Make is_equal_approx have explicit float and double versions
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-05-20Make is_equal_approx have explicit float and double versionsAaron Franke
2021-05-19Add a test suite for VectorHugo Locurcio
This test suite is based on the LocalVector test suite with significant changes made.
2021-05-18Merge pull request #36263 from Calinou/increase-default-2d-gravityRémi Verschelde
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17Tests: Don't assume translation map orderingRémi Verschelde
This lead to randomly failing the test as the insertion order is not preserved by Map. Follow-up to #48778. Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2021-05-17Add a test suite for TranslationHugo Locurcio
2021-05-05Increase the default 2D gravity to 980.0Hugo Locurcio
This makes 2D RigidBody physics feel less floaty out of the box. This closes https://github.com/godotengine/godot-proposals/issues/98.
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-04-30Fix `url_decode` with mixed percent-encoding/Unicode strings. Treat Unix ↵bruvzg
drive names as UTF-8 encoded.
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-04-11Merge pull request #47774 from DanielKriz/bugfix/CommandQueueRémi Verschelde
Fix includes in test_command_queue.h
2021-04-10Fix includes in test_command_queue.hDaniel Kříž
2021-04-01Merge pull request #46991 from madmiraal/rename-invert-reverseRémi Verschelde
Rename Array.invert() to Array.reverse()
2021-03-31Add a test suite for DictionaryHugo Locurcio
Co-authored-by: Sarav Noor Singh <saravnoorsingh@Saravs-MBP.T-mobile.com>
2021-03-29add tests for path3dDaniel Kříž
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-23Merge pull request #44398 from RevoluPowered/unit-tests-for-export-templatesRémi Verschelde
Add unit tests for export templates
2021-03-22Add unit tests for export templatesGordon MacPherson
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
2021-03-18Disable backface collision with ConcavePolygonShape by defaultPouleyKetchoupp
Helps a lot with soft bodies and generally useful to avoid shapes to go through the ground in certain cases. Added an option in ConcavePolygonShape to re-enable backface collision on specific bodies if needed.
2021-03-09Merge pull request #45545 from abaire/relaxes_gltf_name_sanitizationRémi Verschelde
Relaxes node name sanitization in gltf documents.
2021-03-07Add unit tests for HashingContextMaximilian Mayer
2021-02-27Merge pull request #46473 from angad-k/PathFollow2D-unit-testRémi Verschelde
Fix some initializations in PathFollow2D's unit test
2021-02-27fix initializations of node Path2D unit testsAngad Kambli
2021-02-27Added test file and test casesJames Gordon
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire
2021-02-24Merge pull request #45914 from HenryWConklin/45841-xml-entitiesRémi Verschelde
Add support for numeric XML entities to XMLParser
2021-02-24Merge pull request #46341 from angad-k/PathFollow3D-unit-testRémi Verschelde
add PathFollow3D unit test
2021-02-23add PathFollow3D unit testAngad Kambli
2021-02-21Merge pull request #46277 from angad-k/PathFollow2D-unit-testRémi Verschelde
PathFollow2D unit test
2021-02-21set up PathFollow2D unit testAngad Kambli
2021-02-20Add a test suite for ResourceHugo Locurcio
2021-02-19Add a test suite for ArraySarav Noor Singh
2021-02-18Merge pull request #45032 from neikeq/classdb-tests-for-44856Rémi Verschelde
Add ClassDB tests to look for core API deps on editor API
2021-02-16Use Vector3.UP as a default value for look_at's up vectorAaron Franke
2021-02-14Add support for numeric XML entities to XMLParserHenry Conklin
* Add support for decimal numeric entities to String::xml_unescape * Add more error checks to String::xml_unescape * Refactor XMLParser to use String::xml_unescape instead of an internal implementation
2021-02-11Add Unit Tests for Variant Assignmentsps1112
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).