Commit Graph

61 Commits

Author SHA1 Message Date
Rémi Verschelde 16f6a5b139
One Copyright Update to rule them all
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".

Backported from #70885.
2023-01-10 15:32:59 +01:00
jbcolli2 a49a90742f Changed normal of CylinderMesh to account for slanted side.
(cherry picked from commit 491ec622f6)
2022-12-05 10:05:23 +08:00
bruvzg 84eed3b988 [TextMesh, 3.x] Fix auto-translation and ignore control chars.
(cherry picked from commit efa6b01c97)
2022-12-05 09:40:56 +08:00
Hugo Locurcio 011ff93aa5
Tweak TextMesh decomposition error message to mention self-intersecting lines 2022-05-24 15:12:15 +02:00
Rémi Verschelde 88dba8e625 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:41:46 +02:00
bruvzg d502bd4847
Backport TextMesh and expose dynamic font vector outlines 2022-05-23 10:47:28 +03:00
Pawel Lampe 3035b9c44c Fix navmesh baking, fixes #57148
- improved mesh data calculation from standalone static colliders so that no
  VisualServer calls are performed - and thus no VS mutexes need to
  be locked in case of on-thread baking
- improved the same for GridMap's static colliders
2022-04-02 23:20:41 +02:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Rémi Verschelde 1b65550ec7
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 14:50:32 +02:00
Duarte David a4fecbb0da
Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
(cherry picked from commits f4ac08a182
and 7d53755ca7)
2021-09-29 10:55:51 +02:00
Rémi Verschelde ac01b1cb1c
Revert "Fixes the normals of SphereMesh when the sphere/hemisphere is oblong"
This reverts commit c4d0074aae.

It caused regression #52965.
2021-09-27 18:27:55 +02:00
Duarte David c4d0074aae
Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
(cherry picked from commit f4ac08a182)
2021-09-14 13:41:26 +02:00
Rémi Verschelde 6ec2caf12c
Merge pull request #48763 from QbieShay/plane-offset
[3.x] Added a center_offset property to both plane primitive and quad primitive
2021-07-12 10:32:19 +02:00
Hugo Locurcio e7d6f8b8b8
Allow a top and bottom radius equal to 0 in CylinderMesh
The CylinderMesh generation code handles this special case and
avoids generating the top and bottom faces if their radius is equal
to 0. This improves performance by reducing the number of vertices
to draw.

If both values are set to 0, nothing will be visible but the mesh
generation will still succeed.

This also improves the CylinderMesh class documentation.

(cherry picked from commit b4ed84ba2b)
2021-06-29 14:02:22 +02:00
Hugo Locurcio a82c90ca55
Tweak CylinderMesh `rings` property hint to allow a value of 0
A value of 0 rings is valid and results in a non-subdivided cylinder.

Compared to the previous lowest allowed value (1), a value of 0 halves
the triangle count in any cylinder.
2021-06-19 08:52:24 +02:00
QbieShay 1ec46cb1eb added offset for plane mesh and quad mesh 2021-05-17 22:07:16 +02:00
John Wigg c3c3497c17
Fix normals of PrismMesh
(cherry picked from commit c8e402324e)
2021-05-17 13:07:58 +02:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Lyuma 11b8b8ad27
Allow renaming bones and blendshapes.
(cherry picked from commit d13568a8d1)
2021-04-29 11:27:56 +02:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
clayjohn ff7c37927a added pointMesh primitive 2019-07-24 12:14:31 -07:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 0dac4d6db6
Merge pull request #25522 from aqnuep/MeshLibrary_improvements
MeshLibrary export improvements
2019-06-03 13:59:43 +02:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Daniel Rakos 6df53e0401 MeshLibrary export improvements
- From now materials assigned to the MeshInstance (not the Mesh) get exported
  into the MeshLibrary when such materials exist. This enables workflows where
  the MeshLibrary is exported from an imported scene (e.g. GLTF) where the
  materials assigned to the Mesh (not the MeshInstance) get overwritten on
  re-import, thus can't use editor set materials in the exported MeshLibrary
  unless they are assigned to the MeshInstance whose materials get saved with
  the inherited scene thus persist across re-imports.
- When appending to an existing MeshLibrary only generate previews for newly
  added or modified meshes.
- During preview generation transform camera and lights instead of the mesh
  and use the source MeshInstance's transform for the mesh to avoid weird
  previews being generated for meshes with a position dependent material
  (e.g. when using triplanar mapping).
- Adjust the camera angle and light directions used in mesh preview generation
  for better results.
2019-02-03 22:48:35 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij fa63a0fe83 Reverse bitangent on everythings to ensure default normal map behavriour is consistent 2018-12-08 13:43:46 +11:00
Bastiaan Olij bcef4b8dc6 Fixing tangent and binormal logic 2018-11-19 22:27:05 +11:00
Juan Linietsky 555fb3a317 Effectively ensure that surface materials are the right size when setting them, fixes #23596 2018-11-08 15:58:52 -03:00
Toshiwo b27b1a99a0 fixed issue with PrismMesh size, ignore for VS code .code-workspace 2018-11-01 10:21:16 -05:00
JFonS 216ba4cc8b Fix SoftBody gizmo slowness, add ConcaveShape wireframe 2018-09-09 19:39:34 +02:00
Rémi Verschelde 8efbe9ed3d
Merge pull request #19487 from JFonS/better_3d_select
Improve 3D selection
2018-06-13 18:49:35 +02:00
JFonS 9cd1c20f6a Polished 3D selection 2018-06-13 17:52:37 +02:00
clayjohn 14acc61ce1 updated ranges for primitive meshes 2018-06-08 23:49:00 -07:00
Chaosus b3fccc5778 Fix bug in CubeMesh 2018-05-17 19:46:03 +03:00
Juan Linietsky 9f2d54cd68 Added a simpler way to flip faces, closes #17373 and closes #17369 2018-05-07 18:55:05 -03:00
Bastiaan Olij 1ee40206d4 added custom aabb to primitives 2018-04-29 15:06:18 +10:00
Juan Linietsky 8d199a9b2c CSG Support for Godot!
-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
2018-04-27 21:55:10 -03:00
Jerome67000 b72c9b85d0 Change primitive meshes acccuracy value 2018-01-09 13:41:59 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky 86fcc39fa9 Fix and rewrite folding logic, closes #14005, closes #13421 2017-12-06 19:07:17 -03:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Chaosus 06ce2e339e Added size to QuadMesh 2017-11-13 16:19:50 +03:00
Rémi Verschelde 2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
SaracenOne 92bbd2d713 Script access to formatted arrays and blend_arrays in meshes. 2017-09-11 06:53:34 +01:00
Hein-Pieter van Braam 67a706fc1b Fix various assorted warnings
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00