Commit Graph

48 Commits

Author SHA1 Message Date
AndreaCatania 9e57a07fb6 Implemented ragdoll
Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

a

Implemented implicit hierarchy.

Improved

Added some physics properties

Added bone offset to preserve COM, partially fixed scaling

work in progress

WIP

wip

Implemented Joint Gizmos

Implemented pin joint joint

Implemented all joints
2018-05-07 21:03:16 +02:00
Rémi Verschelde e9c1957a3e
Merge pull request #16358 from JFonS/particlesgizmo_box_fix
ParticlesGizmo solid box now follows actual visibility_aabb position.
2018-05-03 21:47:00 +02:00
Crazy-P e6deba8d19 Fixes logically dead code (Coverity)
Fixes reported logically dead codes by Coverity

* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.

* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function

* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.

* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)

* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle

* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'

* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp

* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.

* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.

* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
2018-04-21 22:35:23 +08:00
JFonS 29e0c08b6d ParticlesGizmo solid box now follows actual visibility_aabb position. 2018-02-14 16:37:55 +01:00
Rémi Verschelde 448076edb6
Merge pull request #16402 from Calinou/fix-camera-gizmo
Draw the Camera gizmo more accurately
2018-02-13 13:10:33 +01:00
Hugo Locurcio 0d7d293889
Draw the Camera gizmo more accurately
The Camera gizmo no longer looks twice as wide as it actually is.
This fixes #16399.
2018-02-04 23:28:04 +01:00
JFonS d0a2931cd7 Fix gizmo solid box mesh being added twice 2018-02-02 13:18:28 +01:00
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
AndreaCatania eb32c4b5d2 Fixed joint gizmos orientations 2017-12-23 15:19:03 +01:00
Juan Linietsky 1fa9aac3e4 -Make capture dependent on a cell size, not subdivision.
-Fixed a bug recently introduced when releasing mouse events and calling popups
2017-12-21 11:05:55 -03:00
Rémi Verschelde 8f25a2dc11 Cleanup some #if 0'd code 2017-12-17 15:40:24 +01:00
Daniel J. Ramirez dcad7042dc Updated icons
[ciskip]
2017-12-14 15:49:27 -06:00
Juan Linietsky f3ad14224e -Add lightmapper
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Rémi Verschelde dfb3634c34
Merge pull request #13836 from AndreaCatania/scale
Fixed bullet scale on get_transform and joints
2017-12-11 10:35:09 +01:00
AndreaCatania 63ec5823d1 Implemented skeleton visibility
Removed code visibility code from popup menu
2017-12-10 03:15:52 +01:00
AndreaCatania 5e10f80522 Makes consistent Slider joint Gizmo 2017-12-09 15:26:19 +01:00
AndreaCatania 0ea1c3bd53 Makes consistent 6DOF joint Gizmo 2017-12-09 15:01:00 +01:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Daniel J. Ramirez 9001ba26aa Added and improved some missing icons, plus some other visual fixes. 2017-10-13 16:39:17 -05:00
Poommetee Ketson 520467376b 3DEditorGizmo: fix spotlight and camera gizmo & handle 2017-10-02 10:59:39 +07:00
SaracenOne 3cecd0c6dc Box selection for MeshInstances and subscene nodes. 2017-09-20 14:04:18 +01:00
Juan Linietsky 8f30c52a37 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 2017-09-01 13:01:08 -03:00
Rémi Verschelde aac077774e Merge pull request #10774 from djrm/pr_gizmo_fixes
Fixed problem with highlight boxes not updating on translation
2017-08-30 12:45:01 +02:00
Juan Linietsky 9c3bddfac2 Merge pull request #10745 from neikeq/fix-docdata-and-stuff
DocData and virtual method type hints fixes
2017-08-29 20:11:07 -03:00
Daniel J. Ramirez b61374e5bd Fixed problem with highlight boxes not updating on translation 2017-08-29 17:50:45 -05:00
Ignacio Etcheverry c16d00591b DocData and type hints fixes
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-29 19:40:21 +02:00
Daniel J. Ramirez e5a71e3f95 Added missing gizmo icons and fixed ugly looking gizmo icons. 2017-08-28 15:49:16 -05:00
Daniel J. Ramirez 07e8d7270e Improved directional light arrow and gizmo highlighting 2017-08-28 13:32:28 -05:00
Daniel J. Ramirez 3003e19ab1 Highlight currently selected gizmo.
Work with, GIProbe, ReflectionProbe and Particles.
2017-08-28 01:28:24 -05:00
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
Rémi Verschelde 565600e844 Cleanup tons of obsolete commented out code
Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
2017-08-26 17:47:57 +02:00
Juan Linietsky 1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
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 2cb19a53fd Fix primitive mesh selection, closes #9210 2017-08-18 19:25:18 -03:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Indah Sylvia 5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Juan Linietsky 2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
TwistedTwigleg 44ecfb028d Fixed syntax inconsistency in Vector3.snap and Vector3.snapped 2017-07-03 16:29:03 -04:00
BastiaanOlij 9483613138 Godot 3.0 primitives as resources for use with MeshInstance
Adds the following resources:
- CapsuleMesh: a capsule object
- CubeMesh: a cube that can be subdivided
- CylinderMesh: a cylinder
- PlaneMesh: a horizontal plane that can be subdivided
- PrismMesh: a prism shape
- SphereMesh: a sphere
- QuadMesh: reintroduction of the original quadmesh

Removes the old Quad and TestCube nodes
2017-06-16 21:40:23 +10:00
alexholly 935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Juan Linietsky 5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky 4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky 74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
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
Rémi Verschelde 49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00