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* Fight off some error spam in the editorBastiaan Olij2018-06-241-4/+16
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* Fix property hint for ReflectionProbe extentsRémi Verschelde2018-06-161-2/+2
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* Merge pull request #19487 from JFonS/better_3d_selectRémi Verschelde2018-06-132-2/+68
|\ | | | | Improve 3D selection
| * Polished 3D selectionJFonS2018-06-132-2/+68
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* | updated some particlematerial propertiesclayjohn2018-06-101-2/+2
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* Merge pull request #18691 from Web-eWorks/atlasfixesJuan Linietsky2018-05-271-0/+20
|\ | | | | Fix Sprite3d using AtlasTexture... Again.
| * Fix AtlasTexture usage in Sprite3D.Webster Sheets2018-05-081-0/+20
| | | | | | | | Changes as requested in b484d5c.
* | Check for 0 roll influenceBastiaan Olij2018-05-261-4/+7
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* | Up vector implementation and OrientedPathFollow.danilo22052018-05-202-0/+259
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* | -Ability to open resources in the same windowJuan Linietsky2018-05-171-3/+4
| | | | | | | | | | -Plenty of fixes and improvements to new inspector -Fixes that were needed to make inspector work better
* | Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-169-22/+22
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* | -New inspector.Juan Linietsky2018-05-151-6/+6
| | | | | | | | | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* | Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias2018-05-142-9/+1
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* | Revert "Use fake audio playing property in editor"Hein-Pieter van Braam2018-05-132-14/+1
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* | Merge pull request #17367 from ShyRed/audio_playing_Hein-Pieter van Braam2018-05-132-1/+14
|\ \ | | | | | | Use fake audio playing property in editor
| * | Use fake audio playing property in editorShyRed2018-03-162-1/+14
| | | | | | | | | | | | | | | | | | | | | | | | It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor. Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor. This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.
* | | Improved API to active / deactive ragdollAndrea Catania2018-05-103-25/+85
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* | | Fix some enums missing its bindMarcelo Fernandez2018-05-081-0/+7
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* | | Merge pull request #17559 from simedis/joint_motorsRémi Verschelde2018-05-082-0/+24
|\ \ \ | |_|/ |/| | Implemented interface for bullet linear motors
| * | Implemented interface for bullet joint motorsGeoffrey2018-03-162-0/+24
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* | | Merge pull request #11973 from AndreaCatania/ragdollJuan Linietsky2018-05-076-0/+1533
|\ \ \ | | | | | | | | Ragdoll - Physical bone node
| * | | Implemented ragdollAndreaCatania2018-05-076-0/+1533
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | | | Revert "Fix Sprite3D's incorrect behavior when using AtlasTextures."Juan Linietsky2018-05-071-20/+9
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* | | Merge pull request #16359 from Noshyaar/convertRémi Verschelde2018-05-031-20/+5
|\ \ \ | | | | | | | | Particles: fix corrupted scene when saved after convert
| * | | Particles: fix corrupted scene when saved after convert (2nd try)Poommetee Ketson2018-02-241-20/+5
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* | | | Merge pull request #18572 from bzztbomb/fix/project_local_ray_normal_virtualRémi Verschelde2018-05-031-2/+2
|\ \ \ \ | | | | | | | | | | Fix for ARVRCamera::project_local_ray_normal not getting called.
| * | | | Camera::project_local_ray_normal needs to be virtual so that ↵Brian Richardson2018-05-031-2/+2
| | | | | | | | | | | | | | | | | | | | ARVRCamera::project_local_ray_normal gets called.
* | | | | Merge pull request #18514 from neikeq/api-hash-fixesRémi Verschelde2018-05-032-8/+3
|\ \ \ \ \ | |/ / / / |/| | | | API hash fixes
| * | | | Fix binding some core API methods only in tools buildsIgnacio Etcheverry2018-04-292-8/+3
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* | | | | Merge pull request #18321 from Crazy-P/Fixes-logically-dead-codeRémi Verschelde2018-05-012-8/+2
|\ \ \ \ \ | |/ / / / |/| | | | Fixes logically dead code (Coverity)
| * | | | Fixes logically dead code (Coverity)Crazy-P2018-04-212-8/+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.
* | | | | CSG Support for Godot!Juan Linietsky2018-04-273-0/+12
|/ / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | -Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
* | | | Avoid converting Quat to Euler angles when not necessary.tagcup2018-04-141-3/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis. Added various missing functions and constructors. Should close #17968.
* | | | Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-5/+5
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* | | | Fix RigidBody's configuration warning for Z axisAlexander Alekseev2018-04-091-1/+1
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* | | | Merge pull request #16707 from Web-eWorks/atlasfixesJuan Linietsky2018-04-081-9/+20
|\ \ \ \ | | | | | | | | | | Fix Sprite3D's incorrect behavior when using AtlasTextures.
| * | | | Fix Sprite3D's incorrect behavior when using AtlasTextures.Webster Sheets2018-02-151-9/+20
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* | | | | Merge pull request #17642 from brendor/masterJuan Linietsky2018-04-071-2/+2
|\ \ \ \ \ | | | | | | | | | | | | Particles 2D and 3D - fix hue variation not working
| * | | | | Particles 2D and 3D - fix hue variation not working by transposing the hue ↵brendor2018-03-201-2/+2
| | |_|_|/ | |/| | | | | | | | | | | | | | | | | | | | | | | matrix The hue variation matrix is hardcoded as transposed and thus the multiplication always yielded the original color value. I wanted to keep the matrix and get the same result by switching the operands (getting a result as if the matrix was transposed).
* | | | | Improve side impulse calculationBastiaan Olij2018-03-302-5/+9
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* | | | | Merge pull request #17555 from poke1024/add-worldenv-warningRémi Verschelde2018-03-231-1/+9
|\ \ \ \ \ | | | | | | | | | | | | Warn about WorldEnvironment being ignored
| * | | | | Warn about WorldEnvironment being ignoredBernhard Liebl2018-03-161-1/+9
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* | | | / a way to ensure that camera is disabledJakub Grzesik2018-03-172-4/+7
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* | | | InterpolatedCamera: use internal_processPoommetee Ketson2018-03-161-4/+4
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* | | Don't crash when trying to add an invalid navmeshHein-Pieter van Braam2018-03-021-0/+1
| | | | | | | | | | | | | | | | | | It is possible to try to add an invalid object as a navmesh through GDScript which results in an engine crash. This creates a debug message that should help the user figure out what's wrong.
* | | Fix visibility of gizmos on scene loadJFonS2018-02-241-2/+6
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* | Fix typos with codespellluz.paz2018-02-211-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* | Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde2018-02-202-15/+15
|\ \ | | | | | | Improved kinematic body, Now can move rigid body
| * | Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-202-15/+15
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* | Improve CollisionObject/CollisionObject2D warning messageChris Bradfield2018-02-191-1/+1
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