Commit graph

2304 commits

Author SHA1 Message Date
requizm
39b90802d0 Fix line_separation constant working incorrectly in RichTextLabel 2021-08-20 23:03:13 +03:00
PouleyKetchoupp
645bc94bfc Fix capsule height/radius setters with linked properties
Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).

Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.

Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
2021-08-19 10:31:19 -07:00
Yuri Sizov
b88a41a161 Adjust the material key bit size for ParticlesMaterial 2021-08-18 17:53:46 +03:00
Rémi Verschelde
a031579286
Merge pull request #50752 from Phischermen/indeterminate_checkmark_api
Added icons and API for indeterminate checkmarks for the Tree class.
2021-08-18 10:31:06 +02:00
TwistedTwigleg
2562a7d1df Fixed magnet vector not working correctly in SkeletonModification2DFABRIK 2021-08-17 20:56:07 -04:00
Hendrik Brucker
ff9901f51e Reimplement ColorPicker presets 2021-08-18 02:09:48 +02:00
skysphr
e27ab2708f Added increment_pressed and decrement_pressed icons to scrollbars 2021-08-17 22:09:29 +03:00
Rémi Verschelde
45344c6a02
Merge pull request #51651 from pycbouh/editor-merge-custom-theme
Add support for partial custom editor themes
2021-08-17 13:13:08 +02:00
Kevin Fischer
75866c81e7 Added icons and API for indeterminate checkmarks for the Tree class. 2021-08-16 10:13:06 -07:00
Rémi Verschelde
fff9a451a1
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
2021-08-16 15:37:17 +02:00
Yuri Roubinsky
1e60fcc53c Fix incorrect inheritance of VisualShaderNodeParticleAccelerator 2021-08-16 14:17:31 +03:00
Rémi Verschelde
3ce53e458e
Merge pull request #50159 from Calinou/standardmaterial3d-add-shader-comment
Add a comment at the top of generated shaders
2021-08-16 13:00:55 +02:00
Rémi Verschelde
55d26af588
Merge pull request #51608 from clayjohn/Vulkan-Panorama-sky-hint
Use hint_albedo in SkyMaterials
2021-08-16 12:41:12 +02:00
Umang Kalra
c2f8c94b15 Changes the icon of node arranger in GraphEdit/VisualScript/VisualShader 2021-08-16 12:30:15 +05:30
Hugo Locurcio
c9a491b671
Add a comment at the top of generated shaders
This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or StandardMaterial3D).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 05:19:39 +02:00
Yuri Roubinsky
e537a1f10e Added missed limiters for Visual Shader node enums 2021-08-15 19:10:51 +03:00
TwistedTwigleg
5ffed49907 New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.

This work was sponsored by GSoC 2020 and TwistedTwigleg

Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
2021-08-14 15:57:00 -04:00
Rémi Verschelde
b9b6102b91
Merge pull request #51660 from AnilBK/use-short-functions
Use get_global_* functions instead of using transforms.
2021-08-14 12:17:53 +02:00
Rémi Verschelde
a96c96ca72
Merge pull request #50147 from aaronfranke/disable-node3d
Disable Node3D when compiling without 3D and fix disable_3d option
2021-08-14 11:59:06 +02:00
Anilforextra
c390f0515d Use get_global_* functions instead of using transforms. 2021-08-14 14:01:57 +05:45
Rémi Verschelde
59879447a3
Merge pull request #51636 from Calinou/rename-lineshape2d
Rename LineShape2D to WorldMarginShape2D
2021-08-14 09:36:16 +02:00
Hugo Locurcio
8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Yuri Sizov
855cfe1559 Add support for partial custom editor themes 2021-08-14 02:03:07 +03:00
Hugo Locurcio
1d257d02db
Add an use_hdr property to GradientTexture to allow storing HDR colors
This is disabled by default to save some memory and preserve the existing
behavior of clamping colors.
2021-08-13 23:16:24 +02:00
Rémi Verschelde
81512a3732
Style: Cleanup code using text_editor/completion/use_single_quotes 2021-08-13 21:27:57 +02:00
Aaron Franke
7094ccfbe9
Disable Node3D when compiling without 3D and fix disable_3d option 2021-08-13 08:59:48 -05:00
Rémi Verschelde
24ec20414a
Merge pull request #50114 from Chaosus/vs_constants
Few improvements for constants in visual shader
2021-08-13 14:45:13 +02:00
Rémi Verschelde
f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
Rémi Verschelde
85e315d6e8
Merge pull request #51607 from aaronfranke/includes
Fix some unnecessary includes
2021-08-13 14:38:56 +02:00
bruvzg
8f70232a15 Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs. 2021-08-13 12:32:01 +03:00
clayjohn
5fce0b3cb5 Use hint_albedo in SkyMaterials 2021-08-12 23:00:50 -07:00
Aaron Franke
eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Yuri Roubinsky
b2b33ce4f6
Merge pull request #51572 from Chaosus/vs_fix_transform_instance
Fix printing error about unsupported modifier on `TransformUniform`
2021-08-12 21:23:18 +03:00
Yuri Roubinsky
c43b7c113f Fix printing error about unsupported modifier on TransformUniform 2021-08-12 19:40:45 +03:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Rémi Verschelde
c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp
989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Morris Tabor
0e4468cbec Fix regressions caused by recent particle spread refactor
Caused by https://github.com/godotengine/godot/pull/47228
Same as https://github.com/godotengine/godot/pull/51553 but for master.
2021-08-12 12:08:37 +02:00
Yuri Roubinsky
810c30dc09
Merge pull request #51517 from Chaosus/precise_graphedit_port_handling
Better port handling connection for `GraphEdit`
2021-08-12 11:40:52 +03:00
Yuri Roubinsky
61904d56ea Better port handling connection for GraphEdit 2021-08-12 09:09:24 +03:00
PouleyKetchoupp
f9176a39ce Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
kobewi
b35a2516a0 Improve CapsuleShape2D size clamping 2021-08-11 21:39:18 +02:00
Yuri Roubinsky
9cf158019d Changed TransformMult node to TransformOp in visual shaders 2021-08-11 22:05:04 +03:00
Rémi Verschelde
e30be92ce8
Merge pull request #41634 from KoBeWi/the_independence 2021-08-11 18:16:24 +02:00
Tomasz Chabora
f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
Haoyu Qiu
60298328ca Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:10 +08:00
Yuri Roubinsky
0eb97c11cf Few improvements for constants in visual shader 2021-08-11 13:14:16 +03:00
Rémi Verschelde
7d43da928f
Merge pull request #51490 from nekomatata/clean-character-body
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
Rémi Verschelde
2c88e1c15d
Merge pull request #51178 from Geometror/layout-options-textline-textparagraph
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 07:51:57 +02:00
Rémi Verschelde
588883eb4a
Merge pull request #51442 from Geometror/styleboxflat-fake-aa-float
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11 07:35:53 +02:00
Hendrik Brucker
403f4902d0 Various text layout improvements (TextLine, TextParagraph, Label, TextServer) 2021-08-11 00:09:48 +02:00
Hendrik Brucker
db2460f43c StyleBox fake AA improvements (aa_size float property) 2021-08-10 23:37:06 +02:00
K. S. Ernest (iFire) Lee
18bd0fee5a
Merge pull request #49343 from theoway/node_auto_arrangement_graph_edit
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-10 15:42:04 -04:00
Umang Kalra
12fc3f1eef Automatic arrangement of nodes in VisualScript/VisualShaders editors
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this 
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes. 

This work has been sponsored by GSoC '21.

Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
    • This method computes new positions for all the selected
      nodes by forming blocks and compressing them.
      The nodes are moved to these new positions. 
    • Adding this method to GraphEdit makes it available for 
      use in VisualScript/VisualShaders editors and its other
      subclasses. 
• Button with an icon has been added to call arrange_nodes() in GraphEdit. 
    • This button is inherited by VisualScript/VisualShaders editors
       to invoke the method.
• Undo/redo is functional with this method.
    • By using signals in arrange_nodes(), position changes are registered 
       in undo/redo stack of the subclass that is using the method. 
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30
PouleyKetchoupp
4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
Rémi Verschelde
483bbd6ecc
Merge pull request #51464 from hpnrep6/mesh-disable-deprecated
Enclose deprecated components with `DISABLE_DEPRECATED` in Mesh
2021-08-10 09:56:27 +02:00
Rémi Verschelde
d56da233c4
Merge pull request #51463 from SaracenOne/assign_path_fix
Assign embedded text resource path earlier to prevent error on embedded scripts
2021-08-10 08:13:14 +02:00
hpnrep6
0eca908e86
Enclose unused components in DISABLE_DEPRECATED 2021-08-10 00:54:24 -04:00
SaracenOne
d00c151db1 Assign embedded text resource path earlier to prevent error on embedded scripts. 2021-08-10 05:42:35 +01:00
Aaron Franke
430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Aaron Franke
84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Aaron Franke
78d33a6e24
Use doubles for time in animation code 2021-08-09 14:04:25 -05:00
Rémi Verschelde
0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Hugo Locurcio
e47d0e021a
Improve the appearance of simple parallax in StandardMaterial3D
This uses offset limiting to avoid distortion in the distance,
and makes simple (non-deep) parallax more usable overall.
2021-08-09 15:10:39 +02:00
Rémi Verschelde
85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
bruvzg
7c3c5603d0 [Text Server] Improve object (image/table) inline alignment. 2021-08-08 22:35:47 +03:00
Nathan Franke
051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile 2021-08-07 16:40:50 -05:00
Michael Alexsander
4bef900399 Invert how global_rate_scale value works, and rename it to playback_speed_scale 2021-08-07 12:32:42 -03:00
Yuri Roubinsky
47a6bb2f28 Fix a default shader specular render mode to (SCHLICK_GGX/BLINN) 2021-08-06 16:01:58 +03:00
Aaron Franke
136dd887ad
Preserve original name in shader params cache 2021-08-05 18:31:08 -05:00
Yuri Roubinsky
a34a91a30b Added more input/output built-ins to visual shaders 2021-08-03 09:32:40 +03:00
K. S. Ernest (iFire) Lee
04703c6f66
Merge pull request #51042 from nikitalita/fix_binary_res_load_save
Fix binary resource loading and saving
2021-08-02 18:41:05 -07:00
Yuri Roubinsky
bd6b7c4b0f
Merge pull request #51144 from Chaosus/vs_version
Makes dictionary instead of string for visual shader version
2021-08-02 21:55:50 +03:00
Rémi Verschelde
c620ede327
Merge pull request #50122 from Paulb23/code_edit_auto_brace_completion 2021-08-02 20:44:39 +02:00
Yuri Roubinsky
94c6817b51 Makes dictionary instead of string for visual shader version
Update doc/classes/VisualShader.xml

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-02 21:34:19 +03:00
Rémi Verschelde
737d3d31a6
Merge pull request #51192 from timothyqiu/sdfgi-enum-range
Validates set_sdfgi_cascades argument range
2021-08-02 18:20:58 +02:00
Rémi Verschelde
51fac9e3c7
Merge pull request #51187 from timothyqiu/vertex-index-3
Fix crash when number of indices to optimize is not a multiple of 3
2021-08-02 18:19:06 +02:00
Haoyu Qiu
b6638cb80d Validates set_sdfgi_cascades argument range 2021-08-02 23:50:59 +08:00
Rémi Verschelde
2db45b62c0
Merge pull request #51185 from timothyqiu/tile-data-enum-range
Validate TileData enum range before using it as index
2021-08-02 17:20:44 +02:00
Haoyu Qiu
0c879ab288 Fix crash when number of indices to optimize is not a multiple of 3 2021-08-02 23:07:18 +08:00
Haoyu Qiu
091d802692 Validate TileData enum range before using it as index 2021-08-02 22:49:23 +08:00
Gilles Roudière
ad8b5cd5a4 Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead 2021-08-02 13:54:39 +02:00
Paulb23
809a32c045 Clean up and complete CodeEdit inspector and docs 2021-08-01 12:24:19 +01:00
Paulb23
8f900ac178 Move line length guidelines into CodeEdit 2021-08-01 12:06:33 +01:00
Paulb23
d1a1ad127e Move brace matching into CodeEdit 2021-08-01 12:06:33 +01:00
Rémi Verschelde
f3aaa713d9
VariantParser: Fix uninitialized ResourceParser funcs
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.

Fixes crash part of #42115.
2021-07-30 23:23:31 +02:00
nikitalita
bc58bf5477 Use constant for reserved field count 2021-07-29 22:24:29 -07:00
nikitalita
160601cc78 Fix binary resource loading and saving 2021-07-29 18:17:49 -07:00
Yuri Sizov
0ab661de63 Fix a crash when trying to load a WebP StreamTexture2D 2021-07-29 16:05:03 +03:00
Michael Alexsander
79fc188fc4 Multiple cosmetic fixes for embedded windows 2021-07-27 23:55:06 -03:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Rémi Verschelde
2b1e6e303e
Merge pull request #50786 from reduz/implement-resource-uids
Implement Resource UIDs
2021-07-24 17:18:12 +02:00
reduz
32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz
75755beeee
Implement textual ext/subresource IDs.
* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
  user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
  imported files.
* This will allow better reloading on changes (including resources already
  loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
  compatibility.
2021-07-22 19:37:47 +02:00
Rémi Verschelde
286e9b8533
Merge pull request #50695 from reduz/fix-sky-initialization 2021-07-21 17:51:24 +02:00
Rémi Verschelde
d42f6f4718
Merge pull request #50370 from QbieShay/circle-emitter-particle
Ring emitter for 4.0
2021-07-21 16:50:26 +02:00