| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
| |
Fixes #7556 running game from editor on LLVM builds.
|
| |
|
|
|
|
|
|
| |
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
|
| |\
| |
| | |
Add _ClassDB.class_[g|s]et_property to ClassDB exposed methods
|
| | | |
|
| | | |
|
| | | |
|
| |/ |
|
| | |
|
| |\
| |
| | |
Core: fix possible memory leaks.
|
| | | |
|
| |\ \
| |/
|/| |
Made slide and reflect active verbs acting on itself in Vector2 and V…
|
| | |
| |
| |
| |
| |
| |
| | |
This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201.
|
| |\ \
| | |
| | | |
DLScript module
|
| | | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
|
| | | | |
|
| | | | |
|
| |\ \ \
| |_|/
|/| | |
Added ability to change A-star cost function
|
| | |/ |
|
| |/
|
|
|
|
|
| |
When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.
Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
|
| |\
| |
| | |
Input: Refactor JOY_* constants.
|
| | |
| |
| |
| |
| |
| |
| | |
**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
|
| |\ \
| | |
| | | |
Use atan2 rather than acos in Vector3.angle_to.
|
| | |/
| |
| |
| | |
Fixes #8111.
|
| |\ \
| | |
| | | |
Explicitly documented that Transform.basis is not necessarily an orth…
|
| | |/
| |
| |
| |
| |
| |
| |
| | |
matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113.
|
| |\ \
| | |
| | | |
Implement warped mouse panning for 2D & 3D editors
|
| | |/
| |
| |
| |
| | |
Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
|
| |\ \
| | |
| | | |
Suppress error messages when using ConfigFile::get_value and a default is given
|
| | |/
| |
| |
| | |
Fixes #8097
|
| |\ \
| | |
| | | |
Update ENet to use Godot sockets.
|
| | | |
| | |
| | |
| | |
| | |
| | | |
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
|
| | |/
|/|
| |
| | |
From https://github.com/lucasdemarchi/codespell
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.
This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
|
| |/
|
|
| |
fixes #7960
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
| |
Also prevent formatting of thirdparty snippet
|
| | |
|
| |\
| |
| | |
Added PowerState casting operator to Variant
|
| | |
| |
| |
| | |
Without it Godot does not build with PTRCALL_ENABLED
|
| |/ |
|
| |\
| |
| | |
Expose uncapped versions of closest-point-to-segment utilities
|
| | | |
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
|
| |\ \
| | |
| | | |
Expose Geometry::get_closest_point_to_segment_2d()
|
| | |/ |
|
| |\ \
| |/
|/| |
Implement single-field property change for multinode edit
|
| | | |
|
| |\ \
| | |
| | | |
added join to PoolStringArray
|
| | | | |
|
| | |/
|/| |
|