Commit graph

537 commits

Author SHA1 Message Date
Bastiaan Olij
c11735facf Fight off some error spam in the editor 2018-06-24 11:54:08 +10:00
Rémi Verschelde
2fabb81318 Fix property hint for ReflectionProbe extents 2018-06-16 09:28:54 +02:00
Rémi Verschelde
8efbe9ed3d
Merge pull request #19487 from JFonS/better_3d_select
Improve 3D selection
2018-06-13 18:49:35 +02:00
JFonS
9cd1c20f6a Polished 3D selection 2018-06-13 17:52:37 +02:00
clayjohn
fafa197ca5 updated some particlematerial properties 2018-06-10 11:15:02 -07:00
Juan Linietsky
c80ac06253
Merge pull request #18691 from Web-eWorks/atlasfixes
Fix Sprite3d using AtlasTexture... Again.
2018-05-27 12:55:42 -03:00
Bastiaan Olij
660bebec94 Check for 0 roll influence 2018-05-26 08:26:39 +10:00
danilo2205
dc639d334a Up vector implementation and OrientedPathFollow. 2018-05-20 19:51:56 -03:00
Juan Linietsky
4b5227ff77 -Ability to open resources in the same window
-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
2018-05-17 18:03:05 -03:00
Juan Linietsky
dfd1331690 Allow editing of some unbound properties when hinted (or no range hinted) 2018-05-16 09:13:41 -03:00
Juan Linietsky
005b69cf6e -New inspector.
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)

-
2018-05-15 17:14:31 -03:00
Michael Alexsander Silva Dias
7f72d6476b Fixed some warnings found with Cppcheck. 2018-05-14 02:14:56 -03:00
Hein-Pieter van Braam
3cfb9df325
Revert "Use fake audio playing property in editor" 2018-05-13 21:37:08 +02:00
Hein-Pieter van Braam
24dbe5e310
Merge pull request #17367 from ShyRed/audio_playing_
Use fake audio playing property in editor
2018-05-13 21:35:44 +02:00
Andrea Catania
5a0119f9e2 Improved API to active / deactive ragdoll 2018-05-10 21:05:00 +02:00
Marcelo Fernandez
e64bbcc429 Fix some enums missing its bind 2018-05-08 21:14:31 -03:00
Webster Sheets
4b545e3105 Fix AtlasTexture usage in Sprite3D.
Changes as requested in b484d5c.
2018-05-08 11:22:56 -04:00
Rémi Verschelde
de9683b605
Merge pull request #17559 from simedis/joint_motors
Implemented interface for bullet linear motors
2018-05-08 10:23:41 +02:00
Juan Linietsky
6d46f73ec3
Merge pull request #11973 from AndreaCatania/ragdoll
Ragdoll - Physical bone node
2018-05-07 16:12:27 -03:00
AndreaCatania
9e57a07fb6 Implemented ragdoll
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
2018-05-07 21:03:16 +02:00
Juan Linietsky
b484d5c2d8
Revert "Fix Sprite3D's incorrect behavior when using AtlasTextures." 2018-05-07 15:44:27 -03:00
Rémi Verschelde
430e45c84a
Merge pull request #16359 from Noshyaar/convert
Particles: fix corrupted scene when saved after convert
2018-05-03 21:24:03 +02:00
Rémi Verschelde
76cc12d916
Merge pull request #18572 from bzztbomb/fix/project_local_ray_normal_virtual
Fix for ARVRCamera::project_local_ray_normal not getting called.
2018-05-03 21:06:59 +02:00
Brian Richardson
680a5cbb0b Camera::project_local_ray_normal needs to be virtual so that ARVRCamera::project_local_ray_normal gets called. 2018-05-03 11:32:37 -07:00
Rémi Verschelde
b774156729
Merge pull request #18514 from neikeq/api-hash-fixes
API hash fixes
2018-05-03 14:36:32 +02:00
Rémi Verschelde
4cce6f3417
Merge pull request #18321 from Crazy-P/Fixes-logically-dead-code
Fixes logically dead code (Coverity)
2018-05-01 08:35:10 +02:00
Ignacio Etcheverry
7034d48032 Fix binding some core API methods only in tools builds 2018-04-29 19:49:26 +02:00
Juan Linietsky
8d199a9b2c CSG Support for Godot!
-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!
2018-04-27 21:55:10 -03:00
Crazy-P
e6deba8d19 Fixes logically dead code (Coverity)
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.
2018-04-21 22:35:23 +08:00
tagcup
a5e0bb447c Avoid converting Quat to Euler angles when not necessary.
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.
2018-04-14 15:53:25 -04:00
Rémi Verschelde
fbc61374ca Use internal physics processing for Nodes' internal logic 2018-04-11 09:28:14 +02:00
Alexander Alekseev
6a5ed3a42b Fix RigidBody's configuration warning for Z axis 2018-04-09 09:28:31 +03:00
Juan Linietsky
217a95868a
Merge pull request #16707 from Web-eWorks/atlasfixes
Fix Sprite3D's incorrect behavior when using AtlasTextures.
2018-04-08 17:11:16 -03:00
Juan Linietsky
fdfbff3cef
Merge pull request #17642 from brendor/master
Particles 2D and 3D - fix hue variation not working
2018-04-07 16:55:10 -03:00
Bastiaan Olij
a36e5951ff Improve side impulse calculation 2018-03-30 09:30:38 +11:00
Rémi Verschelde
f720d86b0b
Merge pull request #17555 from poke1024/add-worldenv-warning
Warn about WorldEnvironment being ignored
2018-03-23 11:27:03 +01:00
brendor
7061c28df7
Particles 2D and 3D - fix hue variation not working by transposing the hue 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).
2018-03-20 01:28:41 +01:00
Jakub Grzesik
f78c7353ea a way to ensure that camera is disabled 2018-03-17 10:57:04 +01:00
ShyRed
bc1522e268 Use fake audio playing property in editor
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.
2018-03-16 15:26:23 +01:00
Geoffrey
09c887f38e Implemented interface for bullet joint motors 2018-03-16 13:37:15 +01:00
Bernhard Liebl
29d305599d Warn about WorldEnvironment being ignored 2018-03-16 11:21:57 +01:00
Poommetee Ketson
6b22ec5f6c InterpolatedCamera: use internal_process 2018-03-16 05:15:26 +07:00
Hein-Pieter van Braam
555eebf3f4 Don't crash when trying to add an invalid navmesh
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.
2018-03-02 09:37:32 +01:00
JFonS
99d740c46e Fix visibility of gizmos on scene load 2018-02-24 12:05:43 +01:00
Poommetee Ketson
38865345d9 Particles: fix corrupted scene when saved after convert (2nd try) 2018-02-24 15:58:17 +07:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Rémi Verschelde
497a4e9e25
Merge pull request #16757 from AndreaCatania/kinpush
Improved kinematic body, Now can move rigid body
2018-02-20 15:41:10 +01:00
Andrea Catania
6ed392f47a Improved kinematic body 2D and 3D, Now can move rigid body 2018-02-20 12:43:47 +01:00
Chris Bradfield
a5688ccd90 Improve CollisionObject/CollisionObject2D warning message 2018-02-19 21:48:31 +01:00
Rémi Verschelde
a41c45c335
Merge pull request #16060 from sdfgeoff/apply_torque
Exposed apply_torque_impulse to gdscript
2018-02-19 21:38:33 +01:00