Commit Graph

183 Commits

Author SHA1 Message Date
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
710692278d Merge pull request #7426 from m4nu3lf/bugfix/physics
Fixed inertia tensor computation and center of mass
2017-01-10 22:27:32 -03:00
Juan Linietsky
0acd4fccd5 Merge pull request #7438 from tagcup/matrix3_rotate_fix
Fix the order in which additional transformations are applied
2017-01-10 22:22:56 -03:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky
f3f4a11cfb - _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
BastiaanOlij
bf990b0822 Few small fixes so tools=no and target=release compiles 2017-01-10 21:42:14 +11:00
m4nu3lf
2e38b32e0f Fixed inertia tensor computation and center of mass 2017-01-09 00:13:54 +00:00
Ferenc Arn
6b1252cdfa Fix the order in which additional transformations are applied in Matrix3 and Transform.
This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too.

Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion.

Also replaced the few instances of float with real_t in Matrix3 and Transform.

Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition.

Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
2017-01-08 10:36:14 -06:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
76c2e8583e Merge branch 'master' of https://github.com/godotengine/godot 2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Ferenc Arn
bd7ba0b664 Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.

This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00
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
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
2e87232f0a Merge pull request #7391 from ktksgit/master
Update DebugMesh when NavMesh changes
2017-01-02 13:50:10 +01:00
Rémi Verschelde
17bb7e1c7e Merge pull request #7363 from Elinvention/bone_attachment
Expose set_bone_name and get_bone_name to GDscript
2017-01-02 13:43:13 +01:00
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
Juan Linietsky
a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
reduz
f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
ktksgit
2807507325 Update DebugMesh when NavMesh changes
Fixes #7371
2016-12-29 12:16:36 +01:00
Elia Argentieri
b96e2e1126 Expose set_bone_name and get_bone_name to GDscript 2016-12-24 15:27:08 +01:00
Juan Linietsky
4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
Juan Linietsky
f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky
075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Bojidar Marinov
7504a015aa
Fix #7303, Quad node mesh data leak 2016-12-16 14:50:46 +02:00
Ignacio Etcheverry
d579d0a814 KinematicBody: Fix wrong method bind return type 2016-12-10 16:23:47 +01:00
Juan Linietsky
27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
Juan Linietsky
a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
Juan Linietsky
a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
Juan Linietsky
cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Juan Linietsky
d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky
53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Rémi Verschelde
afd86ee240 Merge pull request #6090 from WalasPrime/raytrace_force
Added force_raycast_update GDScript method for RayCast[2D]
2016-10-22 12:40:14 +02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
0a2826b6ba Merge pull request #6712 from lordadamson/issue6012
fix #6012 exposed setters and getters of Camera H/V offset to GDScript
2016-10-09 14:39:42 +02:00
Adham Zahran
cbb0ea315b fix #6012 exposed setters and getters of Camera H/V offset to GDScript 2016-10-05 00:46:28 +02:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
J08nY
af35130b50
light: respect editor_only setting in release build and dont show the light 2016-10-03 16:23:43 +02:00
Karol Walasek
7494a8c3c6 Added force_raycast_update GDScript method for RayCast[2D] 2016-10-03 12:36:16 +02:00
Pawel Kowal
f9a21baa26 Fix #6480, area duplicated param 2016-09-29 18:12:45 +02:00
yg2f
c1e2358914 expose GeometryInstance.get_aabb() etc fixes #6587
expose ``GeometryInstance.get_aabb();`` to gdscript
expose ``VisualInstance.get_transformed_aabb();`` to gdscript
and debug ``ImmediateGeometry::add_vertex()``;
2016-09-22 23:06:07 +02:00
Juan Linietsky
4d664c9289 Merge pull request #5692 from kubecz3k/remoteTransform
Remote transform node (for 3d)
2016-09-10 12:28:47 -03:00
Juan Linietsky
f31400c04d Added option for UVs (and tangents) in adding sphere for ImmediateGeometry, closes #6398 2016-09-06 19:31:44 -03:00
Daniel J. Ramirez
213a57ccaf Stop baking process if there is no geometry in the BakedLightInstance.
moved missing baked light warning to BakedLightInstance configuration warning
2016-07-25 21:45:20 -05:00
Juan Linietsky
3aeafcae04 Removed support for saving paths as relative, closes #5728
Editor now has good refactoring tools, so this function is mostly obsolete
2016-07-22 10:39:46 -03:00
Juan Linietsky
e4cd01ac8c Make texture parameter optional in begin() of ImmediateGeometry. Closes #5676 and closes #5720 2016-07-22 09:59:56 -03:00
Jakub Grzesik
82f84f4c2f Remote transform node (for 3d)
It's code is based on RemoteTransform2D node.
2016-07-14 16:37:26 +02:00