Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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 🎆
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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.
- 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.
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes#9458
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