Commit Graph

54 Commits

Author SHA1 Message Date
Rémi Verschelde 71066cd63b
Update copyright statements to 2022
Happy new year to the wonderful Godot community!

(cherry picked from commit a627cdafc5)
2022-01-13 16:00:37 +01:00
Raul Santos 102ec1042b Fix Path3D initial forward calculation 2021-08-07 12:40:14 +02:00
Raul Santos d46d66020e
Fix forward calculation in PathFollow3D for the position at the end of the curve
(cherry picked from commit e23f6a5bba)
2021-08-03 10:18:04 +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
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
Tomasz Chabora 107bd09636
Fix PathFollow3D updating on unit_offset 0
(cherry picked from commit cd42e938fc)
2020-12-29 15:12:10 +01:00
ArrowInAKnee e48430b1d4 Make all get_configuration_warning() overrides retrieve warnings from parent 2020-07-13 01:50:02 +03:00
Maganty Rushyendra 76a43c93cd Fix repeated updates of PathFollow3D Transform
Add optional parameter to specify whether applying rotation to the
PathFollow3D's Transform is necessary, preventing erroneous updates.

(cherry picked from commit be3a1769fe)
2020-07-10 10:59:24 +02:00
MickeMakaron e3ca6d87ad Handle huge offset values in Path2D and Path3D set_offset
(cherry picked from commit 2edb59ec88)
2020-04-16 11:45:40 +02:00
Tomasz Chabora 9ad7fc3405 Allow greater values in unit_offset 2020-01-24 14:40:33 +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
Tomasz Chabora 9276684e95 Port Path2D changes to 3D 2019-11-30 12:43:34 +01:00
Hugo Locurcio ff7184c5cb
Improve the node configuration warning display
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
  blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
Aaron Franke b659e1eb2b
Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
Juan Linietsky bfa9be85d3 Remove copy and use instance material override in gizmos, fixes #23783 2019-02-23 20:20:54 -03:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Danilo Villa (Davi) e74a3add9c Rename OrientedPathFollow to PathFollowOriented 2019-01-16 14:32:18 -02:00
Timo Schwarzer a1fbef3d60
Allow offset and unit_offset to be set higher than one loop
Fixes #24745
2019-01-03 17:32:20 +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
Rémi Verschelde 17c3c64a80 i18n: Sync translation template with current source
Also French translation update and misc fixes to source strings.
2018-12-13 14:47:24 +01:00
Gleb Mineev f0379366dc #24131: fix for PathFollow offset slider overlapping with the inspector 2018-12-04 00:29:37 +01:00
Florian Jung d67c7487f2 Add a configuration warning to [Oriented]PathFollow
Will update OrientedPathFollows' configuration_warnings if the parent Path changes
2018-10-24 23:39:45 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
danilo2205 dc639d334a Up vector implementation and OrientedPathFollow. 2018-05-20 19:51:56 -03:00
Juan Linietsky dfd1331690 Allow editing of some unbound properties when hinted (or no range hinted) 2018-05-16 09:13:41 -03:00
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
Bojidar Marinov 9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +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
Ferenc Arn 0b89b90b36 Fix PathFollow rotations.
Replaced the lookahead (which is problematic) with exact delta in offset. Also made some other minor fixes and improvements.

Fixes #12258.
2017-10-21 12:51:49 -04:00
Hein-Pieter van Braam 8230bf0a2f Remove assignment and declarations in if statements
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
2017-09-08 14:59:15 +02:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Juan Linietsky 2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Ignacio Etcheverry 32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Ignacio Etcheverry 90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Ignacio Etcheverry 78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Ferenc Arn a1c8896d9d Fix PathFollow rotations.
Used parallel transport to move the object along the curve. Also introduced a few more math checks useful for debugging.
2017-05-31 13:58:31 -05:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam 0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00