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path: root/editor/spatial_editor_gizmos.cpp
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* Fix invalid DEFVAL in SpatialEditorGizmo::add_unscaled_billboardRémi Verschelde2018-06-131-1/+1
| | | | | Likely added by mistake in #19487. Should fix #19543.
* Polished 3D selectionJFonS2018-06-131-36/+109
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* Implemented ragdollAndreaCatania2018-05-071-0/+120
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Merge pull request #16358 from JFonS/particlesgizmo_box_fixRémi Verschelde2018-05-031-3/+14
|\ | | | | ParticlesGizmo solid box now follows actual visibility_aabb position.
| * ParticlesGizmo solid box now follows actual visibility_aabb position.JFonS2018-02-141-3/+14
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* | Fixes logically dead code (Coverity)Crazy-P2018-04-211-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* | Merge pull request #16402 from Calinou/fix-camera-gizmoRémi Verschelde2018-02-131-2/+3
|\ \ | | | | | | Draw the Camera gizmo more accurately
| * | Draw the Camera gizmo more accuratelyHugo Locurcio2018-02-041-2/+3
| |/ | | | | | | | | The Camera gizmo no longer looks twice as wide as it actually is. This fixes #16399.
* / Fix gizmo solid box mesh being added twiceJFonS2018-02-021-9/+0
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixed joint gizmos orientationsAndreaCatania2017-12-231-273/+548
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* -Make capture dependent on a cell size, not subdivision.Juan Linietsky2017-12-211-4/+0
| | | | -Fixed a bug recently introduced when releasing mouse events and calling popups
* Cleanup some #if 0'd codeRémi Verschelde2017-12-171-0/+2
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* Updated iconsDaniel J. Ramirez2017-12-141-1/+1
| | | | [ciskip]
* -Add lightmapperJuan Linietsky2017-12-141-0/+121
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Merge pull request #13836 from AndreaCatania/scaleRémi Verschelde2017-12-111-16/+17
|\ | | | | Fixed bullet scale on get_transform and joints
| * Makes consistent Slider joint GizmoAndreaCatania2017-12-091-3/+3
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| * Makes consistent 6DOF joint GizmoAndreaCatania2017-12-091-13/+14
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* | Implemented skeleton visibilityAndreaCatania2017-12-101-0/+28
|/ | | | Removed code visibility code from popup menu
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-15/+15
| | | | Fixes #12973.
* Added and improved some missing icons, plus some other visual fixes.Daniel J. Ramirez2017-10-131-2/+2
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* 3DEditorGizmo: fix spotlight and camera gizmo & handlePoommetee Ketson2017-10-021-2/+2
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* Box selection for MeshInstances and subscene nodes.SaracenOne2017-09-201-4/+30
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* Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky2017-09-011-6/+6
| | | | #9935, closes #10135
* Merge pull request #10774 from djrm/pr_gizmo_fixesRémi Verschelde2017-08-301-4/+11
|\ | | | | Fixed problem with highlight boxes not updating on translation
| * Fixed problem with highlight boxes not updating on translationDaniel J. Ramirez2017-08-291-4/+11
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* | Merge pull request #10745 from neikeq/fix-docdata-and-stuffJuan Linietsky2017-08-291-3/+7
|\ \ | |/ |/| DocData and virtual method type hints fixes
| * DocData and type hints fixesIgnacio Etcheverry2017-08-291-3/+7
| | | | | | | | | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* | Added missing gizmo icons and fixed ugly looking gizmo icons.Daniel J. Ramirez2017-08-281-3/+11
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* | Improved directional light arrow and gizmo highlightingDaniel J. Ramirez2017-08-281-24/+23
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* | Highlight currently selected gizmo.Daniel J. Ramirez2017-08-281-0/+33
|/ | | | Work with, GIProbe, ReflectionProbe and Particles.
* Dead code tells no talesRémi Verschelde2017-08-271-56/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-8/+0
| | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* -Massive clean up to gizmosJuan Linietsky2017-08-261-61/+299
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-74/+74
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Fix primitive mesh selection, closes #9210Juan Linietsky2017-08-181-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+127
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-4/+4
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* Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij2017-06-161-20/+0
| | | | | | | | | | | | | 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
* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-18/+18
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-9/+9
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* Particle system is complete. Rejoice!Juan Linietsky2017-04-081-0/+132
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-85/+90
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1327/+1065
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+3483
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.