Age | Commit message (Collapse) | Author |
|
Rename Quat to Quaternion
|
|
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).
|
|
|
|
|
|
Also _transform to _transform3d
|
|
|
|
|
|
|
|
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
|
|
|
|
Make is_equal_approx have explicit float and double versions
|
|
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
```
|
|
|
|
This test suite is based on the LocalVector test suite with significant
changes made.
|
|
|
|
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>
|
|
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>
|
|
|
|
This makes 2D RigidBody physics feel less floaty out of the box.
This closes https://github.com/godotengine/godot-proposals/issues/98.
|
|
|
|
drive names as UTF-8 encoded.
|
|
Follow-up to #38736 (these uses were likely added after this PR was merged).
|
|
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
|
|
-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().
|
|
Fix includes in test_command_queue.h
|
|
|
|
Rename Array.invert() to Array.reverse()
|
|
Co-authored-by: Sarav Noor Singh <saravnoorsingh@Saravs-MBP.T-mobile.com>
|
|
|
|
|
|
Add unit tests for export templates
|
|
|
|
Does the same internally for List and Vector<>, which includes all
PackedArray types.
|
|
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.
|
|
Relaxes node name sanitization in gltf documents.
|
|
|
|
Fix some initializations in PathFollow2D's unit test
|
|
|
|
|
|
|
|
Add support for numeric XML entities to XMLParser
|
|
add PathFollow3D unit test
|
|
|
|
PathFollow2D unit test
|
|
|
|
|
|
|
|
Add ClassDB tests to look for core API deps on editor API
|
|
|
|
* 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
|