Commit graph

498 commits

Author SHA1 Message Date
Rémi Verschelde 0eab0d9343 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-03 11:41:35 +01:00
JFonS 07c85d3cdf Fix editor only lights
(cherry picked from commit 99a097aff2)
2018-11-28 10:27:42 +01:00
M. Huri e6ae704f32 Repaired mistyped of 'its' on several files.
(cherry picked from commit b46ba24e3b)
2018-11-01 11:39:26 +01:00
chanon 4897227d04 fix can't set AudioStreamPlayer stream to null
(cherry picked from commit 2bdac0a5d9)
2018-07-28 16:06:30 +02:00
Rémi Verschelde c709dff1a2 Style: Format code with clang-format 6.0.1
(cherry picked from commit 7c9f7452f4)

Travis: Update style checks to clang-format 6.0.1

(cherry picked from commit 003ac67df1)
2018-07-18 16:37:23 +02:00
Bastiaan Olij 77542276f8 Check for 0 roll influence
(cherry picked from commit 660bebec94)
2018-06-01 17:59:15 +02:00
Bastiaan Olij 0a3779135d Improve side impulse calculation
(cherry picked from commit a36e5951ff)
2018-06-01 17:59:11 +02:00
Poommetee Ketson 2e61ca6193 Particles: fix corrupted scene when saved after convert (2nd try)
(cherry picked from commit 38865345d9)
2018-05-13 22:08:53 +02:00
ShyRed c2a8eb2081 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.

(cherry picked from commit bc1522e268)
2018-05-13 21:42:27 +02:00
Hein-Pieter van Braam 3ee4d6af2e Hand-merge API hash fixes #18514
This hasn't made it into master yet but is important for mono support.
If this turns out to be the wrong call we'll revert and merge whatever
next version of this becomes available.
2018-04-29 20:44:48 +02:00
Bernhard Liebl 6e658fdcc1 Warn about WorldEnvironment being ignored
(cherry picked from commit 29d305599d)
2018-04-29 15:00:41 +02:00
Alexander Alekseev 4002da9603 Fix RigidBody's configuration warning for Z axis
(cherry picked from commit 6a5ed3a42b)
2018-04-28 20:30:34 +02:00
MrCdK 99331ca395 Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
(cherry picked from commit 5bc010e8ee)
2018-03-28 22:43:44 +02:00
Hein-Pieter van Braam cee20e24bd 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.

(cherry picked from commit 555eebf3f4)
2018-03-02 12:06:46 +01:00
JFonS 69274ef368 Fix visibility of gizmos on scene load
(cherry picked from commit 99d740c46e)
2018-02-27 00:02:01 +01:00
Artem Varaksa eacd66e784 Clean up some bad words from code comments
(cherry picked from commit d35e486228)
2018-02-22 12:22:41 +01:00
Poommetee Ketson b5f8c1a53b Fix timer second not zero padded when < 10
Also RTR "Time Left:"

(cherry picked from commit d2e3607fa0)
2018-02-22 12:20:23 +01:00
luz.paz 751806b5c7 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
```

(cherry picked from commit 612ab4bbc6)
2018-02-22 12:17:06 +01:00
Paolo Perkovic 7de47fbabb Fix inconsistencies and typos in argument names
(cherry picked from commit 08d4bfacaf)
2018-02-04 20:10:13 +01:00
Rémi Verschelde 37cb029fcc
Merge pull request #15938 from poke1024/fix15904
Fix crash on deleted rigidbodies without contact monitor (issue 15904)
2018-01-22 00:02:14 +01:00
Rémi Verschelde e1f34249eb Fix typo in CollisionObject warning 2018-01-21 21:32:00 +01:00
Bernhard Liebl e9237d83c7 Fix crash on deleted rigidbodies without contact monitor (issue 15904) 2018-01-21 12:46:13 +01:00
Rémi Verschelde 9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Juan Linietsky cc8dfcc9c0 Before I forget, add warnings on areas without children (should not break anything).
Seen too many users misunderstanding the edit rect is the shape.
2018-01-18 14:31:07 -03:00
Unknown 5876457410 modify default param names in couple of signals
'name' default param should not be used since there is problem with name shadowing
2018-01-12 15:45:29 +01:00
Rémi Verschelde bab9759645
Merge pull request #15606 from RandomShaper/fix-inherited-coll-shapes
Update collision shapes data on tree entered
2018-01-12 13:48:17 +01:00
Rémi Verschelde 2dbd3475a5
Merge pull request #15620 from AndreaCatania/p4
Reset collider on ray node
2018-01-12 12:49:16 +01:00
AndreaCatania 207af6c4f9 Reset collider on ray node 2018-01-12 12:31:02 +01:00
Juan Linietsky a26e6c8215 Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
Bojidar Marinov 9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Pedro J. Estébanez aefedb73fc Update collision shapes data on tree entered
This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene.

Fixes #13835.
2018-01-11 21:08:58 +01:00
Juan Linietsky 9a62829759
Merge pull request #15531 from AndreaCatania/p2
Fixed crash on duplicate GIProbe baking
2018-01-11 16:44:18 -03:00
Juan Linietsky 5398363572 solved particle memory leak, fixes #15591 2018-01-11 16:04:12 -03:00
AndreaCatania 5ac441131e Fixed crash on duplicate GIProbe baking 2018-01-11 19:50:33 +01:00
Ruslan Mustakov 0d83e20236 Fix registered light_data property type name 2018-01-11 19:53:54 +07:00
Juan Linietsky c791c1d48e
Merge pull request #14907 from scayze/rigid_vehicle
Added RigidBody functionality to VehicleBody
2018-01-08 11:50:49 -03:00
Scayze 4a201ade76 Added RigidBody functionality to VehicleBody 2018-01-07 00:18:42 +01:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Juan Linietsky cd63407aa4 Avoid crashes in skeleton 2018-01-03 17:27:31 -03:00
Juan Linietsky 14772d2213
Merge pull request #15083 from tagcup/spatial_rot_fix
Restore the behavior of Spatial rotations recently changed in c1153f5.
2018-01-02 15:02:19 -03:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky c595aff4a3 avoid error on setting skeleton from transform changed 2017-12-29 12:36:44 -03:00
Juan Linietsky 2de70698ae Missing transform notification for Skeleton. 2017-12-29 11:55:34 -03:00
Juan Linietsky 448b58ba4c Use a different approach to update skeletons when transform changes 2017-12-29 11:34:36 -03:00
Juan Linietsky a54e3f72ce Update the skeleton on transform 2017-12-29 10:54:24 -03:00
Juan Linietsky f11a138505 Added more hacks to GLTF2 importer to support crap exporter (MakeHuman in this case), fixes #13393 2017-12-28 16:07:45 -03:00
tagcup e9896b17a9 Restore the behavior of Spatial rotations recently changed in c1153f5.
That change was borne out of a confusion regarding the meaning of "local" in #14569.

Affine transformations in Spatial simply correspond to affine operations of its Transform. Such operations take place in a coordinate system that is defined by the parent Spatial. When there is no parent, they correspond to operations in the global coordinate system.
This coordinate system, which is relative to the parent, has been referred to as the local coordinate system in the docs so far, but this sloppy language has apparently confused some users, making them think that the local coordinate system refers to the one whose axes are "painted" on the Spatial node itself.

To avoid such conceptual conflations and misunderstandings in the future, the parent-relative local system is now referred to as "parent-local", and the object-relative local system is called "object-local" in the docs.

This commit adds the functionality "requested" in #14569, not by changing how rotate/scale/translate works, but by adding new rotate_object_local, scale_object_local and translate_object_local functions. Also, for completeness, there is now global_scale.

This commit also updates another part of the docs regarding the rotation property of Spatial, which also leads to confusion among some users.
2017-12-27 16:40:49 -05:00
Noshyaar 5c636875e4
Merge pull request #14971 from mrcdk/particles_emitting
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-27 10:45:36 +07:00
Juan Linietsky c1153f5041 Change the rotate function of Spatial to be local, makes more sense. Closes #14569 2017-12-26 12:45:56 -03:00
Juan Linietsky 02e883713a
Merge pull request #14977 from volzhs/fix-crash-group
Fix crash & error at saving scene
2017-12-26 11:43:02 -03:00