Pedro J. Estébanez
6dc3fae201
Expose Input::flush_buffered_events()
2021-10-22 14:28:48 +02:00
Rémi Verschelde
d956904091
Merge pull request #53597 from Xeadriel/patch-1
2021-10-13 21:04:32 +02:00
reduz
2dc823273e
Remove REST transform influence in skeleton bones
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* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
Xeadriel
bf5f5e159e
Add that elapsed_time in CharFXTransform resets when RichTextLabels text is changed
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Update doc/classes/CharFXTransform.xml Grammar fix
Co-authored-by: Aaron Record <50304111+LightningAA@users.noreply.github.com>
2021-10-13 17:02:22 +02:00
Gilles Roudière
b9151860f3
Prevent tiles outside atlas texture
2021-10-13 13:44:02 +02:00
Rémi Verschelde
3e86ca5586
Merge pull request #53689 from reduz/remove-animation-transform3d-track
2021-10-13 12:40:33 +02:00
reduz
ec19ed3723
Remove animation 3D transform track, replace by loc/rot/scale tracks.
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* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
Rémi Verschelde
d9667d9262
Merge pull request #53636 from KoBeWi/colorayer
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Add modulate property to TileMap layers
2021-10-12 22:32:38 +02:00
Gilles Roudière
1be00864b7
Add a way to force undo/redo operations to be kept in MERGE_ENDS mode
2021-10-12 14:03:05 +02:00
Rémi Verschelde
1bd6a2f020
Merge pull request #52548 from m4gr3d/customize_metadata_dir_master
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Make the project data directory customizable
2021-10-12 08:26:47 +02:00
Juan Linietsky
610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation"
2021-10-11 19:27:50 -03:00
ne0fhyk
3e44a6375e
Make the project data directory customizable.
2021-10-11 14:40:14 -07:00
Rémi Verschelde
9ed4f8367b
Merge pull request #48332 from TokageItLab/implement-ping-pong
2021-10-11 22:55:01 +02:00
Paulb23
3010bca41b
Move add_syntax_highlighter bind to ScriptEditorBase
2021-10-11 18:13:31 +01:00
kobewi
ec0d72a828
Add modulate property to TileMap layers
2021-10-10 20:28:57 +02:00
zacryol
6941ab9ae5
Mention remove_node() side effect of potentially setting owner to null
2021-10-09 17:46:33 -06:00
Hugo Locurcio
735618b39e
Fix typo in the Timer.wait_time
description
2021-10-09 11:37:23 +02:00
Tokage
372ba76663
implement ping-pong loop in animation
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Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Hugo Locurcio
42d13e29e2
Add a warning for Timer nodes with very low wait times
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Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
2021-10-09 08:57:48 +02:00
Rémi Verschelde
5ae569560d
Fix missing argument names in bindings
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While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Hugo Locurcio
73c6e19acc
Allow any floating-point value as a 3D rendering scale option
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This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
2021-10-08 18:22:10 +02:00
Rémi Verschelde
a5a52233bc
Merge pull request #53549 from DeeJayLSP/refcounted-fix-description
2021-10-08 18:11:11 +02:00
DeeJayLSP
63e2aba3fd
Fix RefCounted description
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If the class name is modified, its name in the description should be too.
However, pluralization is a bit complicated in this case. I'll give the options `RefCounteds` and `reference-counted objects`. Maybe both can be used.
2021-10-08 11:52:19 -03:00
Fabio Alessandrelli
7c93931751
[Net] Add call_local argument to Node.rpc_config.
2021-10-08 12:49:20 +02:00
Rémi Verschelde
9f9452a738
Merge pull request #53493 from DeeJayLSP/patch-1
2021-10-07 22:35:55 +02:00
Rémi Verschelde
8aa55435b3
Merge pull request #53541 from Calinou/doc-call-group-null
2021-10-07 22:35:17 +02:00
Rémi Verschelde
a6c4de49e1
Merge pull request #53523 from Calinou/remove-occlusion-color
2021-10-07 22:26:10 +02:00
Rémi Verschelde
21b6aabb60
Merge pull request #53538 from Calinou/environment-ssr-fade-no-negative-values
2021-10-07 22:05:46 +02:00
Hugo Locurcio
f6d7f37592
Document null argument limitation with SceneTree.call_group()
2021-10-07 18:55:29 +02:00
Hugo Locurcio
01d1e9f576
Don't allow translucent colors in built-in sky material properties
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The colors' alpha channel is ignored, so there's no point in
exposing it in the editor.
2021-10-07 18:12:16 +02:00
Hugo Locurcio
0269d8e871
Clamp Environment's SSR fade-in and fade-out to positive values
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Negative values result in rendering glitches.
2021-10-07 17:59:55 +02:00
Hugo Locurcio
265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color
property
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This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
DeeJayLSP
17e3c9a4e3
DisplayServer: Add multiple descriptions for methods.
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Added multiple descriptions for clipboard, mouse and window methods.
2021-10-07 12:43:00 -03:00
Rémi Verschelde
26f4848d01
Merge pull request #53455 from briansemrau/thread-is-executing
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[core_bind] Add `Thread::is_alive`. Replace `is_active` with `is_started` to align with core/os/Thread API.
2021-10-06 21:20:33 +02:00
Rémi Verschelde
164dc11e04
Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmo
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Implement Skeleton Editor Gizmo
2021-10-06 21:11:20 +02:00
Brian Semrau
f28c677f3d
[core_bind] Add is_alive
to Thread. Replace is_active
with is_started
.
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Replacing `is_active` resolves an API discrepancy between core_bind Thread and core/os Thread.
2021-10-06 12:47:58 -04:00
Silc Renew
f2e9867e9f
Implemented SkeletonEditorGizmo
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Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-10-07 01:07:46 +09:00
Rémi Verschelde
294acad796
Merge pull request #53472 from akien-mga/doc-update-tutorial-links
2021-10-06 14:59:36 +02:00
Rémi Verschelde
862994a8ef
doc: Update links to latest documentation after content reorganization
2021-10-06 13:48:48 +02:00
kobewi
92a53f9bd6
Change dragging cursor on Windows
2021-10-06 13:13:42 +02:00
Rémi Verschelde
425f643e05
Merge pull request #53416 from DeeJayLSP/patch-1
2021-10-06 09:11:21 +02:00
Rémi Verschelde
9962c59dc5
Merge pull request #53446 from nekomatata/container-pre-sort-children
2021-10-06 08:25:06 +02:00
DeeJayLSP
d89889d055
Describe how window mode setter and getter works
2021-10-05 20:43:13 -03:00
PouleyKetchoupp
1c0ebc85dd
Add pre-sort signal and notification in Container
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Allows processing before children are sorted, useful for custom
containers inherited from existing ones like BoxContainer.
2021-10-05 13:09:01 -07:00
Rémi Verschelde
788b3aa27a
doc: Fix style inconsistencies for [b]Note:[/b]
paragraphs
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And fix up formatting not supported by makerst.
2021-10-05 19:13:20 +02:00
Rémi Verschelde
6637207c70
Merge pull request #53420 from nekomatata/fix-tilemap-moving-platform
2021-10-05 10:50:56 +02:00
Rémi Verschelde
ad08483fa6
Merge pull request #53406 from KoBeWi/are_you_a_process_or_an_idle
2021-10-04 22:01:21 +02:00
PouleyKetchoupp
4f8d761be6
Fix physics glitch with TileMap moving platforms
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Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.
Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
Rémi Verschelde
5b270278c8
Merge pull request #53280 from nekomatata/test-body-motion-parameters
2021-10-04 21:05:38 +02:00
kobewi
6397eaa27e
Fix some leftover references to idle_frame
2021-10-04 20:57:31 +02:00