Commit Graph

172 Commits

Author SHA1 Message Date
Aaron Franke
2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
reduz
75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Michael Alexsander Silva Dias
0ff4095b36 Better format arguments in variant parser 2021-06-18 00:06:40 -03:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Aaron Franke
acd695060b
Disable 3D-only modules when 3D is disabled 2021-06-03 17:45:28 -04:00
Aaron Franke
0ac4051c00
Update documentation for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Marcel Admiraal
3dc1a2951b Fix UV mapping on CSGSphere 2021-05-29 19:14:52 +01:00
Hugo Locurcio
7375a02015
Increase icon saturation by 30% for all editor icons
More saturated icons go better with the new editor theme.

These color changes only apply when using a dark theme.

The editor icon saturation can still be adjusted in the Editor Settings.
Setting the editor icon saturation setting to 0.77 should roughly match
the old icon saturation.
2021-05-11 18:15:31 +02:00
rafallus
abf6872c38 Change Path to Path3D in CSGPolygon3D 2021-05-01 22:43:36 -05:00
Rafał Mikrut
efcb097674 Prevent setting too big or too small Collision Mask and Layer 2021-04-30 17:19:04 +02:00
Rémi Verschelde
cab5064f20
doc: Sync classref with current source
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-29 12:11:40 +02:00
Marcel Admiraal
c2f6a73e4e Update CSGMesh3D's documentation to explain how vertex normals are used 2021-04-27 18:32:25 +01:00
Johannes Witt
bab36f1273
Fix CSG Path Polygon cache being removed after connect
fixes #30229
2021-04-27 13:58:01 +02:00
Rémi Verschelde
f6e5ea774b
Merge pull request #48172 from madmiraal/fix-empty-csgshape-error
Fix new `CSGMesh` errors
2021-04-26 12:19:48 +02:00
Marcel Admiraal
4311c2f66e Fix CSGMesh undo not refreshing gizmo 2021-04-25 09:07:26 +01:00
Marcel Admiraal
48d3269aa4 Fix empty CSGShape error 2021-04-25 08:08:14 +01:00
Marcel Admiraal
755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rafał Mikrut
f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Rémi Verschelde
d55e335026
Merge pull request #44718 from hoontee/fix-44713
Properly handle empty CSGShapes
2020-12-27 11:37:36 +01:00
hoontee
24a6aac472 Properly handle empty CSGShapes 2020-12-27 01:10:58 -06:00
Marcel Admiraal
4da4feed18 Use Vector3 instead of 3 floats for CSGBox3D dimensions 2020-12-08 11:58:30 +00:00
Aaron Franke
5ef62e546f
Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name" 2020-12-04 19:34:50 -05:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Hugo Locurcio
a1d9c67f43
Optimize SVG using svgcleaner --multipass
This decreases the editor binary size by about 8 KB.
2020-10-25 10:02:37 +01:00
Rémi Verschelde
2cfc5b8680
Merge pull request #40993 from Calinou/doc-collision-layer-mask
Reference the online documentation in collision layer/mask properties
2020-08-31 15:32:44 +02:00
Marcel Admiraal
3521239d96 Don't attempt to insert points into degenerate triangles.
Use a simpler degenerate triangle check that calculates area.
2020-08-13 16:23:14 +01:00
Marcel Admiraal
5b1e6e35be Mark the first shape as inside, not the second shape, when CSG shapes are
co-planer.
2020-08-12 08:01:02 +01:00
Rémi Verschelde
3044b8f15a
Merge pull request #40935 from hoontee/master-3
Transform CSGShape collision when necessary
2020-08-11 11:58:36 +02:00
Rémi Verschelde
920f8c86ec
Merge pull request #40919 from hoontee/master-2
Properly handle empty CSGCombiners
2020-08-11 11:57:18 +02:00
Hugo Locurcio
c73c327bab
Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
2020-08-03 13:58:51 +02:00
hoontee
fc8574fbac Transform CSGShape collision when necessary 2020-08-01 01:45:22 -05:00
hoontee
001b6075cb
Properly handle empty CSGCombiners 2020-07-31 10:11:26 -05:00
Marcel Admiraal
9be7b30f35 Ensure CSG parent's _make_dirty() is called when entering a tree. 2020-07-30 13:34:37 +01:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Marcel Admiraal
63f4e92195 Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
2020-06-29 18:21:15 +01:00
Marcel Admiraal
1a559c9889 Create degenerate triangles when inserting an edge into a CSG face.
They will be deleted when the faces are merged, but their edges are
needed for merging faces.
2020-06-29 17:57:07 +01:00
Marcel Admiraal
f5b99b578e Check if point's index exists before adding it to the list of points
that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
2020-06-21 14:48:01 +01:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde
0ee0fa42e6 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
2020-05-14 21:57:34 +02:00