Commit graph

30 commits

Author SHA1 Message Date
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde
e031aa06ee Core: Use forward declares for Vector3/Vector3i
Add add Vector3 operator in Vector3i.
2022-02-19 16:47:24 +01:00
Jakob Bouchard
6553f5c242
Convert _notification methods to switch - Chunk C 2022-02-16 13:03:05 -05:00
Rémi Verschelde
11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
trollodel
cd1d7294d8 Remove the EditorNode parameter from EditorPlugins create methods
Remove EditorNode usage from the Navigation editor plugin.
2022-02-14 18:21:42 +01:00
kleonc
5422d863e1 NavMap Fix polygons being treated like triangle strips instead of triangle fans 2022-02-13 19:26:17 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Pawel Lampe
a30dd094d3 Fix transforms involved into navmesh baking
Within the context of parsing navigation geometry, this commit:
- added missing transform of `MultiMeshInstance`
- changed all transforms to global ones so that they don't need to be
  calculated by hand
2022-01-31 23:07:45 +01:00
rafallus
cc46abd73d Consider gridmap collisions in navigation bake 2022-01-16 18:56:10 -06:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
1f666a972f
NavigationMeshInstance: Fix typo to 'vertices' 2021-12-03 01:54:15 +01:00
Carlo Cabanilla
75b61ea1f4 Let MultiMeshInstances affect NavigationMeshes 2021-12-02 14:50:49 -08:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Rémi Verschelde
88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Rémi Verschelde
133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Duroxxigar
54d305eebe Improved readability for failing error conditions 2021-10-08 17:29:25 -04:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Anilforextra
fc9767abb1 Use functions defined in the their classes. 2021-09-29 09:36:34 +05:45
PouleyKetchoupp
bb75aec8bc Rename WorldMarginShape to WorldBoundaryShape 2021-09-14 11:16:31 -07:00
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
Haoyu Qiu
60298328ca Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:10 +08:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
jfons
cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00
Aaron Franke
78b0a7da03
Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Rémi Verschelde
06568bbfdf
Misc cleanup of header includes
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
2021-07-15 00:46:43 +02:00
reduz
5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Rémi Verschelde
74dc5e27c8
Rename GdNavigationServer to GodotNavigationServer
And rename `gdnavigation` module to simply `navigation`.
2021-06-30 00:35:18 +02:00