Commit Graph

222 Commits

Author SHA1 Message Date
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde 5fe6984639 Modules: Don't build editor-specific classes in templates
They're moved to an `editor` subfolder so that we can easily handle them
separately.
2022-03-28 16:48:15 +02:00
MythTitans ec2984f7c7 Prevent non-smoothed face normals to participate to smoothed face normals 2022-03-11 20:23:13 +01:00
MythTitans 8bcbaff411 Fix normals computation at the 'seam' of smoothed torus shape 2022-03-11 00:16:30 +01:00
reduz 6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
hoontee 9c312c486c
Revert #52647 2022-03-09 17:25:45 -06:00
hoontee f1cc99c6e8
Add SNAME macro optimization missed during rebase 2022-03-09 11:23:46 -06:00
hoontee ce2b367afb
Properly handle CSGShape parent and visibility updates, plus some refactoring 2022-03-08 18:58:47 -06:00
MythTitans 509e03c821 Fix normals computation at the 'seam' of smoothed sphere and cylinder shapes 2022-02-16 22:23:28 +01:00
Jakob Bouchard 6553f5c242
Convert _notification methods to switch - Chunk C 2022-02-16 13:03:05 -05:00
Rémi Verschelde 78a767edb3
Merge pull request #35679 from Calinou/doc-add-xml-schema 2022-02-15 13:14:58 +01:00
Hugo Locurcio b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
trollodel cd1d7294d8 Remove the EditorNode parameter from EditorPlugins create methods
Remove EditorNode usage from the Navigation editor plugin.
2022-02-14 18:21:42 +01:00
trollodel 05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Hugo Locurcio 5268786ac0
Document performance limitations with CSG nodes, link to tutorial 2022-02-07 15:55:02 +01:00
Aaron Franke 8cfd264148
Improve the default size for 3D shapes (Box, Capsule, and Cylinder) 2022-02-01 06:43:16 -06:00
Hugo Locurcio 69617a893e
Improve CSGPolygon3D documentation
- Describe why polygon triangulation usually fails in the error message.
2022-01-21 20:00:34 +01:00
jfons 5ebea2d120 Fix secondary handles in editor gizmos
Primary and secondary handles are no longer differentiated by their ids, so a bool was added to tell them apart in all the handle-related methods.

Includes a minor fix in CollisionPolygon3DEditor, unrelated to editor gizmos.
2022-01-12 14:21:20 +01:00
SaracenOne 7f16bed947 Fix selection of CSG objects 2022-01-07 19:57:02 +00:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
luz paz a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Rémi Verschelde 6c1bd4d227
Replace Godot docs URL with `$DOCS_URL` in XML class reference 2021-11-15 13:02:21 +01:00
Hugo Locurcio c012fbc8b2
Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
M. Huri b981c111c9 Fixed a typo in csg module 2021-10-12 11:12:19 +07:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Anilforextra fc9767abb1 Use functions defined in the their classes. 2021-09-29 09:36:34 +05:45
jitspoe 1da948a688 CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type. 2021-09-27 21:24:19 -04:00
Anilforextra d090925d98 Fix Typo: Segement. 2021-09-27 17:05:23 +05:45
Rémi Verschelde ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center 2021-09-21 21:30:30 +02:00
Anilforextra 90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Aaron Franke d54f2ad7ca
Don't generate empty doc sections and reduce code duplication 2021-09-20 20:59:33 -05:00
Haoyu Qiu 07042b4044 Don't update CSG Shape when not inside tree 2021-09-14 08:38:30 +08:00
Rémi Verschelde c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Marcel Admiraal cf771342cb Fix multiple issues with CSGPolygon 2021-08-12 09:52:38 +01:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
AndreaCatania e4e4a02d3d Removes const from set functions on the Gizmos 2021-08-07 09:15:57 +02:00
Haoyu Qiu 0f1e107ede Do nothing when dragging CSGBox handle perpendicular to the camera 2021-07-31 02:25:05 +08:00
Rémi Verschelde 7adf4cc9b5
doc: Use self-closing tags for `return` and `argument`
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
Aaron Franke b2156b22ea
Fix CSGSphere3D mesh creation 2021-07-26 00:09:52 -04:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
jfons cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00
Aaron Franke 78b0a7da03
Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
reduz 5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Hugo Locurcio 8f7e1b53ff
Allow using ORMMaterial3D by using BaseMaterial3D as a resource hint
Previously, only StandardMaterial3D could be defined as an alternative
to ShaderMaterial.

This also reorders the CanvasItemMaterial property hints to follow
alphabetical order (which is enforced by the inspector).
2021-07-04 17:49:36 +02:00