Commit Graph

4458 Commits

Author SHA1 Message Date
George Marques
8259a3b1c2
Merge pull request #51987 from aaronfranke/fix-docs-gdvirtual
Fix docs after GDVIRTUAL pull request
2021-09-01 09:39:35 -03:00
kobewi
e78ee616f7 Add offset for TextureProgress progress texture 2021-09-01 14:39:08 +02:00
George Marques
25ae279317
Merge pull request #52270 from KoBeWi/goodbye_polar
Remove cartesian2polar and polar2cartesian
2021-09-01 09:33:13 -03:00
George Marques
cf59028972
Merge pull request #48237 from KoBeWi/they_came_from_angle
Add Vector2.from_angle() method
2021-09-01 09:32:42 -03:00
PouleyKetchoupp
83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
Hugo Locurcio
2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Juan Linietsky
7946066577
Merge pull request #49471 from nekomatata/body-state-sync-callback
Clean physics direct body state usage in 2D and 3D physics
2021-08-31 14:30:17 -03:00
kobewi
f2cb0a8d4b Add Listener2D 2021-08-31 16:53:14 +02:00
Camille Mohr-Daurat
a9fcbb1001
Merge pull request #51364 from bengtsts/master
Expose soft body pin methods to GDScript
2021-08-31 07:41:34 -07:00
fabriceci
1a481c8191 Change platform detection by allowing select layers by type (wall or floor) 2021-08-31 09:59:04 +02:00
kobewi
3f3739ccb5 Add Vector2.from_angle() method 2021-08-31 01:53:58 +02:00
Juan Linietsky
bcd73fc00a
Merge pull request #52240 from Rubonnek/rename-rel-path
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30 20:45:45 -03:00
PouleyKetchoupp
26bd432707 Harmonize default value for collision mask in ray/shape queries
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.

Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
2021-08-30 16:42:49 -07:00
kobewi
017c94222e Remove cartesian2polar and polar2cartesian 2021-08-31 01:41:41 +02:00
Bengt Söderström
3a323c4b97 Documented soft body pinning methods 2021-08-30 21:48:52 +02:00
Hugo Locurcio
2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Wilson E. Alvarez
d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Fabio Alessandrelli
64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
Fabio Alessandrelli
838a449d64
Merge pull request #51788 from Faless/mp/4.x_replicator_sync
[Net] MultiplayerReplicator state sync.
2021-08-30 00:48:10 +02:00
Juan Linietsky
72bf79186e
Merge pull request #30391 from KoBeWi/hiding_children
Add support for internal nodes
2021-08-29 19:36:30 -03:00
Juan Linietsky
07707a3627
Revert "Display a matrix for Node2D and don't display a duplicate origin" 2021-08-29 17:01:07 -03:00
Aaron Franke
ee7bb9bbb9
Display a matrix for Node2D and don't display a duplicate origin 2021-08-29 10:34:50 -05:00
nobuyuki_nyuu
65d83cc99b Bind TabContainer::get_tab_idx_at_point() to ClassDB 2021-08-29 09:10:44 -05:00
Bastiaan Olij
fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
Max Hilbrunner
a2473d7ebe Fix Array class docs after #47406 2021-08-28 22:17:41 +02:00
Bastiaan Olij
b9c64df69b Fix double named size parameter 2021-08-28 13:30:43 +10:00
kobewi
a913ae8d56 Add support for internal nodes 2021-08-28 02:07:23 +02:00
Thomas Stucky
3d586c7ba3 Clarified how Camera2D's current property works with Viewports. 2021-08-27 18:04:34 -06:00
Max Hilbrunner
4e67e9bca6
Merge pull request #52090 from balloonpopper/bug52060
Correct null and boolean values being capitalised by the str command
2021-08-27 21:05:47 +02:00
Ellen Poe
53843ba872 Require AudioStream::mix to return the number of frames successfully mixed 2021-08-27 10:27:58 -07:00
K. S. Ernest (iFire) Lee
90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Camille Mohr-Daurat
ca4f20529c
Merge pull request #51896 from nekomatata/restore-ray-shape
Refactor RayShape and rename to SeparationRayShape
2021-08-27 08:49:49 -07:00
Max Hilbrunner
fec7516010
Merge pull request #52129 from AnilBK/skeleton2d-ik-doc
Document how to use IK in skeleton2D.
2021-08-27 17:49:17 +02:00
bruvzg
4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Gilles Roudière
94e00216b4
Merge pull request #37209 from Calinou/add-array-pop-method
Add an `Array.pop_at()` method to pop an element at an arbitrary index
2021-08-27 09:36:30 +02:00
Anilforextra
bd1a654e99 Document how to use IK in skeleton2D. 2021-08-27 09:54:24 +05:45
Bastiaan Olij
c5f62fad90
Merge pull request #52003 from BastiaanOlij/xr_interface_extension
Adding GDExtension support to XRInterface
2021-08-27 11:51:43 +10:00
Hugo Locurcio
60116b17b5
Add an Array.pop_at() method to pop an element at an arbitrary index
Negative indices are supported to pop an element relative from the end.
2021-08-27 00:51:17 +02:00
Juan Linietsky
d19b12dbd2
Merge pull request #52107 from timothyqiu/overriden
Fix misspelled "overriden"
2021-08-26 13:07:52 -03:00
Juan Linietsky
227ab24738
Merge pull request #51870 from BastiaanOlij/half_resolution_3d
Optionally render 3D content at scaled resolution
2021-08-26 10:24:48 -03:00
Bastiaan Olij
86ff7f8550 Adding GDExtension support to XRInterface 2021-08-26 23:24:44 +10:00
Juan Linietsky
eb940ca2a0
Merge pull request #51928 from reduz/extension-loader
Implement Extension Loader
2021-08-26 10:24:25 -03:00
Juan Linietsky
34e286d6a3
Merge pull request #52077 from reduz/error-ret-doc
Implement error return documentation
2021-08-26 08:42:06 -03:00
Bastiaan Olij
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Balloonpopper
4fae7ae9dc Correct null and boolean values being capitalised by the str command 2021-08-26 17:11:34 +10:00
Aaron Franke
02fa885402
Fix docs after GDVIRTUAL pull request 2021-08-25 19:45:27 -05:00
Juan Linietsky
5b01a3b3be
Merge pull request #52084 from reduz/engine-singleton-register
Add ability to register singletons from Engine API
2021-08-25 18:50:15 -03:00
K. S. Ernest (iFire) Lee
b3ada9cb1a
Merge pull request #51969 from Calinou/doc-image-generate-mipmaps-no-threading
Document `Image.generate_mipmaps()` always running on the main thread
2021-08-25 11:17:23 -07:00
Haoyu Qiu
eba7265a1c Fix misspelled "overriden"
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00
PouleyKetchoupp
6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
Max Hilbrunner
4bb65b2bc6
Merge pull request #52023 from mhilbrunner/vs-fix-reloaded
Fix VisualScriptEditor after namespaces
2021-08-25 14:41:28 +02:00
reduz
e2f8df8c5b Add ability to register singletons from engine API
* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
2021-08-25 08:32:25 -03:00
Hugo Locurcio
bb0122c933
Merge pull request #48374 from Calinou/gradienttexture-add-hdr-property
Add an `use_hdr` property to GradientTexture to allow storing HDR colors
2021-08-25 08:03:34 +02:00
Hugo Locurcio
7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00
PouleyKetchoupp
3d5dc80348 Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
aa4791735d Rename slips_on_slope to slide_on_slope
Also added some precision to the documentation.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
d9720d4395 Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.

Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
45c7af9862 Restore RayShape as a regular shape type
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
2021-08-24 16:03:05 -07:00
reduz
96f8254b24 Implement error return documetation
Adds ability to add error return documetation to the binder and class reference.
Usage example:

```C++
void MyClass::_bind_method() {
	[..]
	BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED);
}
```

One function of ConfigFile was changed as example.
2021-08-24 15:28:29 -03:00
Max Hilbrunner
c314203a70 Fix Visual Script editor 2021-08-24 19:33:40 +02:00
Max Hilbrunner
7e0f1fa2ec
Merge pull request #52041 from Rubonnek/expose-simplify-path
Expose `String.simplify_path`
2021-08-24 17:06:16 +02:00
Max Hilbrunner
8a2730cac3
Merge pull request #52044 from Rubonnek/update-string-abs-rel-docs
Update documentation for is_absolute_path and is_rel_path
2021-08-24 16:24:18 +02:00
Juan Linietsky
61141793ca
Merge pull request #51999 from lyuma/set_surface_material
Implement methods in EditorSceneImporterMesh, and add documentation.
2021-08-24 11:17:48 -03:00
Juan Linietsky
6609ce1944
Merge pull request #52000 from lyuma/set_editable_instance
Make Node editable_instance methods available to GDScript
2021-08-24 08:31:34 -03:00
Wilson E. Alvarez
17821603b4
Expose String.simplify_path 2021-08-24 00:48:45 -04:00
Lyuma
7eb6ae2798 Make Node editable_instance methods available to GDScript 2021-08-23 21:45:18 -07:00
Juan Linietsky
13bd020a23
Merge pull request #52045 from reduz/expose-rid-creation-utilities
Expose RID creation utilities.
2021-08-23 22:30:43 -03:00
reduz
65ca132a80 Expose RID creation utilities.
* Exposed as utility functions.
* Not very useful for script, but vital for creating servers using native extensions.
2021-08-23 21:55:45 -03:00
Wilson E. Alvarez
69caa1ab4c
Update documentation for is_absolute_path and is_rel_path 2021-08-23 19:55:06 -04:00
Camille Mohr-Daurat
770a1d00a3
Merge pull request #51751 from jeffrey-cochran/windforce
Created an area-specific wind force that interacts with soft bodies
2021-08-23 16:48:19 -07:00
reduz
44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Jeffrey Cochran
e806397196 Enabled area-specific wind forces 2021-08-23 17:00:50 -04:00
Max Hilbrunner
583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
lawnjelly
d354adc5d0
Merge pull request #51803 from LoipesMas/master
Add note about batching to Line2D's anti-aliasing
2021-08-23 13:48:42 +01:00
LoipesMas
b047430702 Add note about batching to Line2D's anti-aliasing 2021-08-23 13:14:36 +02:00
reduz
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
Lyuma
e6962729d5 Implement set_surface_material and set_surface_name methods in EditorSceneImporterMesh, and add documentation. 2021-08-22 19:42:35 -07:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
K. S. Ernest (iFire) Lee
fb176d5f6e
Merge pull request #50434 from QbieShay/particle-minmax
Particle params are expressed as min-max rather than value+range AND separate axes scaling
2021-08-22 10:07:08 -07:00
Michael Alexsander
2f8a58ad46
Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog
Fix ItemList layout (+EditorFileDialog)
2021-08-22 16:47:11 +00:00
QbieShay
d6672096fc moved particle parameters to minmax and split scale axis
This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22 18:42:17 +02:00
K. S. Ernest (iFire) Lee
7cbf5a547f
Merge pull request #51700 from Geometror/fix-color-picker
Reimplement ColorPicker presets
2021-08-22 08:23:09 -07:00
reduz
3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Juan Linietsky
1990721d1b
Revert "Add Node processing and physics processing cumulative (as opposed to delta) time" 2021-08-22 08:21:34 -03:00
K. S. Ernest (iFire) Lee
8cae1294b8
Merge pull request #51952 from Jummit/refactor-graphedit-connections
Refactor GraphEdit connections
2021-08-22 01:33:58 -07:00
Hugo Locurcio
fb94b2e656
Merge pull request #41850 from MohammadKhashashneh/cumulative-time_issue_6999
Add Node processing and physics processing cumulative (as opposed to delta) time
2021-08-22 10:33:20 +02:00
Hugo Locurcio
f02a040d48
Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.

This closes #37242.
2021-08-22 08:19:49 +02:00
Hugo Locurcio
30a88f464b
Document Image.generate_mipmaps() always running on the main thread 2021-08-22 02:22:04 +02:00
Jummit
e9ef6f9815 Refactor GraphEdit connections
Remove duplicate bezier code and use Curve instead.
Add an overridable method for retrieving the points of a connection line, which
makes it posible to create custom connections lines.
2021-08-21 22:15:26 +02:00
Hendrik Brucker
72e49eadec Fix ItemList layout (+EditorFileDialog) 2021-08-21 00:22:09 +02:00
Hugo Locurcio
2daef0400a
Merge pull request #51866 from requizm/fix/49455
Fix `line_separation` working incorrectly in `RichTextLabel`
2021-08-20 23:24:42 +02:00
requizm
39b90802d0 Fix line_separation constant working incorrectly in RichTextLabel 2021-08-20 23:03:13 +03:00
reduz
542e6e8ca6 Implement Extension Loader
* Extensions are now scanned and loaded on demand.
* Extensions found are cached into a file that is used to load them (which is also exported).
* Editor will ask to restart when an extension requires core functionality.
* Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
2021-08-20 16:02:24 -03:00
fabriceci
68f0cf97bc add motion mode to handle TPS 2021-08-20 17:32:33 +02:00
Hugo Locurcio
09eb98c530
Improve documentation for String.get_extension() 2021-08-20 03:07:15 +02:00
jfons
55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Aaron Franke
70c0154cbe
Improve the docs for the float type 2021-08-18 13:27:22 -05:00
Rémi Verschelde
de7b6d13eb
Merge pull request #51627 from mhilbrunner/todo-for-neikeq 2021-08-18 20:13:50 +02:00
Paulb23
c13c738c88 Hide TextFile from the API 2021-08-18 17:56:23 +01:00
Fabio Alessandrelli
b05cb0fd7d [Net] Add state sync to replicator.
Like the spawn/despawn feature, it can be completely overridden with 2
custom callables.
The callables will be called with the list of tracked objects.
In SERVER mode, objects are automatically tracked, while in CUSTOM mode
you can manually track them via `track`/`untrack` (but that's optional).
The default sync only happens from server to client, with batch updates,
over unreliable channel (but with custom ordering).
The default sync will warn you, if your state representation gets too
big.
2021-08-18 12:37:45 +01:00
Fabio Alessandrelli
d4dd859991 [Net] MultiplayerReplicator with initial state.
Move the former "spawnables" functions to a dedicated
MultiplayerReplicator class.
Support custom overrides in replicator.
Spawn/despawn messages can now contain a state.
The state can be automatically encoded/decoded by passing the desired
object properties to `spawnable_config`.
You can use script properties to optimize the state representation.
2 Callables can be also specified to completely override the default
implementation for sending and receiving the spawn/despawn event.
(9 bytes overhead, and there's room for improvement here).
When using a custom implementation `spawn` and `despawn` can be called
with any Object, `send_spawn`/`send_despawn` can receive any Variant as
a state, and the path is not required.

Two new functions, `spawn` and `despawn`, convey the implementation
independent method for requesting a spawn/despawn of an Object, while
`send_spawn` and `send_despawn` represent the more low-level send event
for a Variant to be used by the custom implementations.
2021-08-18 10:21:29 +01:00
Rémi Verschelde
a031579286
Merge pull request #50752 from Phischermen/indeterminate_checkmark_api
Added icons and API for indeterminate checkmarks for the Tree class.
2021-08-18 10:31:06 +02:00
Rémi Verschelde
d7b843a060
Merge pull request #51787 from akien-mga/string-num-fix-default-decimals
String: Fix default decimals truncation in num and num_real
2021-08-18 09:31:34 +02:00
Hendrik Brucker
ff9901f51e Reimplement ColorPicker presets 2021-08-18 02:09:48 +02:00
Rémi Verschelde
066dbc2f0c
String: Fix default decimals truncation in num and num_real
Fixes undefined behavior, and fixes the logic for negative powers of ten.
Fixes #51764.

Adds tests to validate the changes and prevent regressions.
Adds docs for `String.num`.
2021-08-18 00:48:03 +02:00
skysphr
e27ab2708f Added increment_pressed and decrement_pressed icons to scrollbars 2021-08-17 22:09:29 +03:00
Mohammad Khashashneh
0c027ef0f1 Add Node processing and physics processing cumulative (as opposed to delta) time. 2021-08-17 21:34:50 +03:00
Rémi Verschelde
819aa47fee
Merge pull request #51768 from reduz/fixes-to-mobile-renderer-2
Fixes to mobile renderer
2021-08-17 19:50:10 +02:00
Rémi Verschelde
273d1ca932
Merge pull request #51775 from timothyqiu/disable-undo-redo
Improve Undo/Redo menu items
2021-08-17 19:09:56 +02:00
reduz
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
Max Hilbrunner
5161c97c9c Remove underscore hacks
Way less cruft. :)

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:28 +02:00
Rémi Verschelde
913a7a63d5
Merge pull request #51793 from KoBeWi/direnam
Fix renaming directories
2021-08-17 16:06:30 +02:00
Haoyu Qiu
16c2d4ef22 Improve Undo/Redo menu items
* Make Undo/Redo menu items disabled when clicking it does nothing.
    * Context menu of `TextEdit`
    * Context menu of `LineEdit`
    * Editor's Scene menu
    * Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-08-17 21:11:10 +08:00
kobewi
0dde3e5b59 Fix renaming directories 2021-08-17 14:38:48 +02:00
Rémi Verschelde
be80d381d2
Merge pull request #50360 from m4gr3d/address_external_dir_access_master
Add support for Android scoped storage
2021-08-17 13:33:28 +02:00
Rémi Verschelde
45344c6a02
Merge pull request #51651 from pycbouh/editor-merge-custom-theme
Add support for partial custom editor themes
2021-08-17 13:13:08 +02:00
ne0fhyk
3a00ff1cce Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-16 23:11:56 -07:00
Kevin Fischer
75866c81e7 Added icons and API for indeterminate checkmarks for the Tree class. 2021-08-16 10:13:06 -07:00
Rémi Verschelde
43440228db
Merge pull request #51645 from fabriceci/improve-physics-api
API improvement on the physics (CharacterBody and related classes)
2021-08-16 17:05:08 +02:00
Rémi Verschelde
fff9a451a1
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
2021-08-16 15:37:17 +02:00
Yuri Roubinsky
1e60fcc53c Fix incorrect inheritance of VisualShaderNodeParticleAccelerator 2021-08-16 14:17:31 +03:00
Yuri Roubinsky
e537a1f10e Added missed limiters for Visual Shader node enums 2021-08-15 19:10:51 +03:00
fabriceci
d776b6c154 API improvement on physics, mainly CharacterBody
Changes:

- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
  - get_floor_angle on CharacterBody to get the floor angle.
  - get_angle on KinematicCollision to get the collision angle.
  - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15 12:53:29 +02:00
TwistedTwigleg
5ffed49907 New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.

This work was sponsored by GSoC 2020 and TwistedTwigleg

Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
2021-08-14 15:57:00 -04:00
Rémi Verschelde
59879447a3
Merge pull request #51636 from Calinou/rename-lineshape2d
Rename LineShape2D to WorldMarginShape2D
2021-08-14 09:36:16 +02:00
Hugo Locurcio
8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Yuri Sizov
855cfe1559 Add support for partial custom editor themes 2021-08-14 02:03:07 +03:00
Hugo Locurcio
1d257d02db
Add an use_hdr property to GradientTexture to allow storing HDR colors
This is disabled by default to save some memory and preserve the existing
behavior of clamping colors.
2021-08-13 23:16:24 +02:00
Rémi Verschelde
f32c042f3e
Merge pull request #51321 from pycbouh/docs-makerst-codestyle
Fix minor code style issues in the RST generator
2021-08-13 22:40:05 +02:00
Rémi Verschelde
761eb7e06a
Merge pull request #51585 from Paulb23/theme-update-optimisation 2021-08-13 21:33:36 +02:00
Paulb23
b73983340d Add bulk theme overrides to Control 2021-08-13 16:41:36 +01:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Rémi Verschelde
f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
Rémi Verschelde
1833c8b233
Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol
Use the Unicode multiplication symbol where relevant
2021-08-13 14:27:48 +02:00
Pedro J. Estébanez
abdfbef075 Add project setting for agile input event flushing
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-13 11:45:50 +02:00
Bhuvan Vemula
cc566c5485 EditorCommandPalette Documentation. 2021-08-13 14:41:03 +05:30
Rémi Verschelde
a98589a449
Merge pull request #51581 from bruvzg/camera_feed_port
Port camera feed to the new RenderingServer API.
2021-08-12 23:28:10 +02:00
Hugo Locurcio
7612cff432
Use the Unicode multiplication symbol where relevant 2021-08-12 21:45:33 +02:00
Rémi Verschelde
244295a0c2
Merge pull request #51579 from Calinou/doc-editorfilesystem-get-file-type
Fix incorrect descriptions for EditorFileSystem's `get_file_type()`
2021-08-12 20:36:20 +02:00
Rémi Verschelde
5e0838c58e
Merge pull request #50372 from Paulb23/code_edit_breakpoint_fixes
Fix breakpoint toggle signal not firing when expected
2021-08-12 20:33:56 +02:00
bruvzg
de30dfe6a5 Port camera feed to the new RenderingServer API. 2021-08-12 20:46:19 +03:00
Hugo Locurcio
1942e0c117
Fix incorrect descriptions for EditorFileSystem's get_file_type() 2021-08-12 18:38:57 +02:00
Rémi Verschelde
c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp
989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Paulb23
a736fb8ce9 Fix breakpoint toggle signal not firing when expected 2021-08-12 14:47:10 +01:00
Rémi Verschelde
a695a6764e
Merge pull request #50371 from Paulb23/text_edit_cleanup 2021-08-12 15:30:12 +02:00
Paulb23
a4606c2806 Cleanup and complete TextEdit inspector and docs 2021-08-12 11:43:35 +01:00
Yuri Roubinsky
810c30dc09
Merge pull request #51517 from Chaosus/precise_graphedit_port_handling
Better port handling connection for `GraphEdit`
2021-08-12 11:40:52 +03:00
Paulb23
0a32a6907b Cleanup and expose viewport / scrolling methods 2021-08-12 09:29:58 +01:00
Paulb23
7dbb0f3233 Rename readonly to editable 2021-08-12 09:29:58 +01:00