Rémi Verschelde
91d6fa817e
Merge pull request #15967 from Gamblify/AudioRecordingModule
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Audio Recording from godot
2018-07-26 15:37:19 +02:00
Rémi Verschelde
ef93fec789
Merge pull request #15643 from organicpencil/bullet_contact_impulse
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Expose PhysicsDirectBodyState.get_contact_impulse
2018-07-26 15:36:37 +02:00
Gustav Lund
cd2070c684
Audio Recording module
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Implements an Audio bus effect that outputs the audio from the bus into a wav file
Now channels audio recording into an AudioStreamSample instead of saving to wav
2018-07-26 14:14:29 +02:00
Rémi Verschelde
391e46830f
doc: Sync classref with current source
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Fix various missing arguments in bindings.
2018-07-26 11:56:21 +02:00
Hein-Pieter van Braam
0e29f7974b
Reduce unnecessary COW on Vector by make writing explicit
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Todd Ross
9423f23ffb
allow comments and whitespace before shader_type declaration
2018-07-26 00:17:57 +02:00
Rémi Verschelde
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
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sync rasterizers with engine
2018-07-25 20:33:37 +02:00
Chaosus
ca0a6c3fca
Added conversions between matrixes in shaders
2018-07-25 18:14:52 +03:00
Rémi Verschelde
f778bd8e69
Merge pull request #20404 from TigerCaldwell/master
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Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
2018-07-25 08:25:34 +02:00
Tiger Caldwell
40c7716586
Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.
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RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
2018-07-24 05:00:56 -04:00
Wilson E. Alvarez
a22e746bc3
Removed unnecessary assignments
2018-07-24 09:51:03 +02:00
Juan Linietsky
dc976cac57
Merge pull request #12678 from AndreaCatania/soft
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Soft body
2018-07-23 16:04:32 -03:00
AndreaCatania
17ebbfb56d
Implemented Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
Juan Linietsky
ec85fd554b
Fix issues with CPUParticles and related conversion from Particles. Closes #20126
2018-07-23 12:28:50 -03:00
AndreaCatania
fbf3ad2841
Added some API to visual server so from control VRAM buffer is more easy
2018-07-23 12:59:27 +02:00
Juan Linietsky
1ad20dc2f1
Merge pull request #12403 from AndreaCatania/phymat
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Physics material
2018-07-23 07:37:03 -03:00
Juan Linietsky
2b9902db06
-Fix disable_3d flag
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-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-21 17:26:49 -03:00
Juan Linietsky
c69de2ba46
-Project/Editor settings now use new inspector
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Alex Roman
2ce1118faa
Add disable ambient light flag to shaders and materials
2018-07-17 21:30:43 +02:00
Marcelo Fernandez
9f6536bd0a
Add Audio Server profiling time to the profiler
2018-07-17 10:11:56 -03:00
Max Hilbrunner
044737246b
Merge pull request #20215 from marcelofg55/audio_latency
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Added Performance.AUDIO_OUTPUT_LATENCY
2018-07-17 14:37:12 +02:00
Rémi Verschelde
1d84c4f870
Merge pull request #20158 from Overblob/Fixed_shader_parsing_error_log
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Fixed shader parsing error log
2018-07-17 14:16:56 +02:00
Juan Linietsky
13a801430b
Further fixes to KinematicBody2D API, support for sync motion in moving objects
2018-07-17 08:58:04 -03:00
Marcelo Fernandez
3930e755e4
Added Performance.AUDIO_OUTPUT_LATENCY
2018-07-17 08:54:59 -03:00
Juan Linietsky
063a22851a
-Added support for raycast in KinematicBody2D
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-Added support for snapping in KinematicBody2D
2018-07-16 20:04:07 -03:00
Juan Linietsky
de910f8c26
Finally figured out how to implement AnimatedTexture properly.
2018-07-16 11:43:49 -03:00
Overblob
e6ad5e23b4
* Small hex/float/integer parsing refactoring
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* Potential bug fix on hex (cannot be used atm)
* Added optional typing for floats, eg:
"1f" -> "1.0"
"1.f" -> "1.0"
"1.99f" -> "1.99"
"1." -> "1.0"
2018-07-15 14:58:23 +02:00
Juan Linietsky
f6ce73f724
Visual Shaders are back.
2018-07-14 18:16:18 -03:00
Overblob
7a74d310aa
Fixed error due to bad cursor handling when parsing shader code
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Fixed completion error log thrown on "no auto-completion found" for typings with no completion.
2018-07-14 19:59:11 +02:00
Max Hilbrunner
d488c35efa
Merge pull request #20026 from taylorjoshuaw/fix-window-height-crash
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Temporary fix to issue #19628 and #19207
2018-07-12 05:29:03 +02:00
Max Hilbrunner
118d4f3115
Merge pull request #19540 from muiroc/cylinder
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Cylinder resource and collision shape (bullet only)
2018-07-12 05:09:37 +02:00
Josh Taylor
892a4b175a
Changed minimum visible viewport size
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When the viewport's size.y becomes lower than 2, the storage->frame.current_rt->effects.mip_maps[0].sizes Vector during rendering becomes empty, resulting in crashes in at least GLES3. This is a temporary fix to stop rendering a viewport when its size is below 2 rather than below 1.
2018-07-07 17:10:32 -05:00
Juan Linietsky
7dcaabaf19
Support for CPU based particles, which aids compatibility with OpenGL ES 2.0
2018-07-06 20:21:42 -03:00
Rémi Verschelde
92bfde531c
Merge pull request #19786 from JFonS/correct_normal_scaling
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Add render mode to ensure correct normals when using non-uniform scaling
2018-07-04 15:09:59 +02:00
Juan Linietsky
e179bf0726
Ensure, if a texture meant for a normal map is imported and size limit exists, that it's renormalized after resize.
2018-07-03 10:56:31 -03:00
Juan Linietsky
d280b14e6e
Hacked around duplication bug. I think duplicate needs to be even smarter, maybe pass two bools? (containers and/or resources)
2018-07-03 08:34:06 -03:00
Juan Linietsky
7fc2367508
Added ability for SSAO to affect AO textures too
2018-07-02 16:50:52 -03:00
muiroc
0a36e974da
added cylinder shape support
2018-07-01 11:16:54 +02:00
George Marques
3852c5f8a0
Merge pull request #19678 from vnen/remove-latency-print
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Remove audio latency print
2018-06-29 22:28:29 -03:00
Bastiaan Olij
ddc40e5115
Fix typo in y shift
2018-06-23 22:41:29 +10:00
JFonS
c8cf71753c
Add render mode to ensure correct normals when using non-uniform scaling
2018-06-21 00:12:12 +02:00
George Marques
5d61cdf5b5
Remove audio latency print
2018-06-20 14:00:19 -03:00
Marcelo Fernandez
c8a5145a6d
Removed unused AudioServer::update function
2018-06-15 14:13:33 -03:00
Bastiaan Olij
3fc9b5d93f
Moved culling, updated lights and shadows into a prepare function so it is only called once for stereo rendering
2018-06-11 21:51:30 +10:00
Juan Linietsky
b659fd6d74
Entirely new (and much improved) animation editor.
2018-06-07 12:52:00 -03:00
Gustav Lund
35eb7f2d6a
Rasterizers are now in sync with engine
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The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Oliver Rausch
2368b31e1e
Fix return type of isnan and isinf in the shader language
2018-06-01 01:34:32 +02:00
Max Hilbrunner
e790d4aafa
Merge pull request #18349 from Gorgexpress/master
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Fixed 2D intersect_shape limiting broadphase results
2018-05-26 18:29:49 +02:00
MrCdK
0ea9c7c4dd
Expose methods area_set_area_monitor_callback and area_set_monitorable in PhysicsServer and Physics2DServer
2018-05-25 20:46:54 +02:00
Rémi Verschelde
97b1e8b517
Merge pull request #18868 from bruvzg/clang_6_workaround
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Workaround for clang 6.0.0 / Xcode 9.3 release (-O3) build bug.
2018-05-16 23:16:43 +02:00
nemerle
f2ba9a1f65
Fix bad operator check in ShaderLanguage::_validate_assign
2018-05-16 21:28:12 +02:00
bruvzg
b68222e4e7
Workaround for clang 6 bug.
2018-05-14 18:11:26 +03:00
AndreaCatania
5f66734d2d
Implemented physics material
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Hidden a function
Fixed travis static check
2018-05-11 03:23:09 +02:00
Marcelo Fernandez
3fa352dc9c
canvas_item_add_triangle_array bind fixup
2018-05-08 21:41:41 -03:00
Rémi Verschelde
de9683b605
Merge pull request #17559 from simedis/joint_motors
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Implemented interface for bullet linear motors
2018-05-08 10:23:41 +02:00
Juan Linietsky
3051bb8a81
Merge pull request #17845 from JFonS/disable_spatial_shadows
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Added flag on SpatialMaterial to disable shadows
2018-05-07 16:18:25 -03:00
Juan Linietsky
4897373015
Merge pull request #18144 from Crazy-P/Resolves-crash-on-shape2D-culling-for-empty-Concave-shapes
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Resolves crash on shape2D culling for empty Concave shapes
2018-05-07 15:35:33 -03:00
Juan Linietsky
0db4c576f1
Merge pull request #18533 from JFonS/fix_shader_compile
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Fix vector reduction in shader language
2018-05-07 14:30:44 -03:00
JFonS
5b50685b38
Fix vector reduction in shader language
2018-05-07 19:25:31 +02:00
Juan Linietsky
b96cd25305
Merge pull request #18495 from Zylann/partial_texture_update
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Added partial texture update to VisualServer
2018-05-07 13:20:38 -03:00
Juan Linietsky
35322c0678
Merge pull request #18677 from BastiaanOlij/add_no_blend
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Add no-blend canvas item render_mode
2018-05-07 09:44:17 -03:00
Bastiaan Olij
6103c8d7a3
Add no-blend canvas item render_mode
2018-05-07 22:41:12 +10:00
Bastiaan Olij
6f7fefa489
Added option to viewport to keep linear color
2018-05-06 19:28:09 +10:00
Juan Linietsky
b3e4bc562c
Skeleton for 2D WIP
2018-05-03 17:29:56 -03:00
Rémi Verschelde
de97339a2d
Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-var
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Fix Coverity reports of uninitialized scalar variable
2018-05-01 19:14:07 +02:00
Rémi Verschelde
4cce6f3417
Merge pull request #18321 from Crazy-P/Fixes-logically-dead-code
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Fixes logically dead code (Coverity)
2018-05-01 08:35:10 +02:00
Marc Gilleron
c755cced83
Added partial texture update to VisualServer
2018-04-29 03:09:49 +02:00
Hugo Locurcio
1c419531a0
Change ".." punctuation for "..." in editor strings ( #16507 )
2018-04-22 19:36:01 +02:00
Michael
1ba106a71e
Fixed 2D intersect_shape limiting broadphase results
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Physics2DDirectSpaceStateSW was applying the result limit to broadphase
collision detection instead of narrow. This is inconsistent with its 3D
variant, as well as the rest of the 2D direct space state functions.
Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else,
and narrow phase is exited early when the result limit has been reached.
2018-04-22 06:01:29 -04:00
Crazy-P
e6deba8d19
Fixes logically dead code (Coverity)
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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
Rémi Verschelde
bf7ca623a6
Fix Coverity reports of uninitialized scalar variable
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19 15:20:45 +02:00
Rémi Verschelde
9a4110a451
Merge pull request #17391 from PJB3005/18-03-09-fix-canvas-light-shaders
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Fixes canvas light shaders.
2018-04-18 13:31:28 +02:00
Poommetee Ketson
59b816679e
Fix typos in shader_language.cpp
2018-04-17 19:21:00 +07:00
Pieter-Jan Briers
25ba49fd88
Fixes canvas light shaders.
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Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
2018-04-13 15:18:28 +02:00
Crazy-P
158c7c72c7
Resolves crash on shape2D culling for empty Concave shapes
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Fixes https://github.com/godotengine/godot/issues/17789
2018-04-12 18:15:34 +08:00
Poommetee Ketson
72aa87758a
Update classref and docs, fix missing parameters' name
2018-04-11 10:20:22 +07:00
Juan Linietsky
20e68fef85
Merge pull request #17151 from ShyRed/disabled_shapes_2d
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Remove disabled shapes from physics 2D calculations
2018-04-08 11:16:55 -03:00
Juan Linietsky
8a5fb669ae
Merge pull request #17421 from Chaosus/fixshaderbugs
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Fix few bugs in shader definitions
2018-04-08 09:33:12 -03:00
Juan Linietsky
10448063c4
Merge pull request #17594 from ivodopiviz/float-overflow
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Changed debug max distance to avoid overflow
2018-04-08 09:14:29 -03:00
Juan Linietsky
1570a72eee
Merge pull request #17742 from marcelofg55/audio_device_list
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Added new audio device functions to set/get the audio device
2018-04-07 16:40:47 -03:00
JFonS
9c307d4b6c
Added flag on SpatialMaterial to disable shadows
2018-03-29 18:46:42 +02:00
Chaosus
d974fa1780
Removed redundant abs shader builtin
2018-03-28 12:50:55 +03:00
Marcelo Fernandez
ecc1b34cbc
Added new audio device functions to set/get the audio device
2018-03-26 17:41:05 -03:00
Rémi Verschelde
c537107af9
Merge pull request #17680 from beniwtv/master
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Fix compressor audio effect sidechain selection
2018-03-23 10:47:11 +01:00
Rémi Verschelde
aebe55210a
Merge pull request #17532 from BastiaanOlij/arvr_enhancements
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A few enhancements on the ARVR Server
2018-03-23 10:15:15 +01:00
Marcelo Fernandez
9042ef3836
Fix missing const in CapsuleShapeSW::get_area
2018-03-21 23:58:40 -03:00
Benedikt Bär
7792dfe554
Fix compressor audio effect sidechain selection
2018-03-21 22:45:30 +01:00
Rémi Verschelde
a238e53da9
Merge pull request #17637 from robfram/fix-draw_polyline_colors-crash
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Fix crash in `canvas_item_add_polyline` when passing more points than colors
2018-03-20 11:23:15 +01:00
robfram
8eedb2afe2
Fix crash in canvas_item_add_polyline
when passing more points than colors
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When `p_points.size() > p_colors.size()`, it crashed with invalid
array access to `p_colors`. Also, when `p_colors` was an empty
`Vector` it crashed due a missing `else` checking the `size`
condition, as the code handling that special case exists.
This PR fixes the missing `else` for `p_colors.size == 0` and,
following the `canvas_item_add_multiline` spirit, it only uses the
first color for the whole polyline if points and colors differ in
size.
Fix #17621 .
2018-03-19 19:22:38 +01:00
Marcelo Fernandez
87ebdd6041
Fix possible crash when audio channels change
2018-03-19 09:00:11 -03:00
Ivan Vodopiviz
55f79f2e80
Changed debug max distance to avoid overflow
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Changed it to roughly sqrt(FLT_MAX), it's a little less to account for float inaccuracies.
Fixes #1835
2018-03-17 23:32:07 +01:00
Geoffrey
09c887f38e
Implemented interface for bullet joint motors
2018-03-16 13:37:15 +01:00
Hein-Pieter van Braam
395ecc2235
Merge pull request #16964 from mrcdk/audio_server_bus_changed_fix
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AudioServer emit bus_layout_changed signal when adding, moving or del…
2018-03-16 00:10:52 +01:00
Hein-Pieter van Braam
009b0bab49
Merge pull request #17248 from Cygon/implement-extra-culling-margin
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Apply culling margin (fixes issue #16115 )
2018-03-15 23:45:59 +01:00
JFonS
479f531635
Hinted shader uniforms can have a default value
2018-03-15 15:23:40 +01:00
Bastiaan Olij
5356423377
A few fixes on the ARVR Server
2018-03-15 23:31:02 +11:00
Rémi Verschelde
b1ae5ea407
Merge pull request #17040 from AndreaCatania/patch-2
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Deprecated Godot 3D physics engine
2018-03-13 13:46:08 +01:00
Rémi Verschelde
27a3447790
Merge pull request #17402 from Chaosus/fixmix
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Fix invalid mix function overload
2018-03-13 08:43:07 +01:00
Wilson E. Alvarez
e9ac87390c
Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3
2018-03-13 00:22:08 -04:00
Chaosus
2d428a350e
Fix few bugs in shader definitions
2018-03-10 21:00:18 +03:00
Chaosus
97bef8d908
Fix invalid mix function overload
2018-03-10 12:56:43 +03:00
Rémi Verschelde
47addcf9d0
Merge pull request #17354 from SaracenOne/shader_token_name_fix
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Make the shader token names consistent.
2018-03-09 10:39:22 +01:00
Saracen
b095e21d91
Make the shader token names consistent.
2018-03-07 23:56:47 +00:00
Bernhard Liebl
9d7856620c
Bring back Vector2.cross()
2018-03-07 21:10:31 +01:00
ShyRed
4d6bb43931
Remove disabled shapes from physics
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Disabling a shape removes it from physics calculations. Enabling a shape adds it back to the physics calculations.
2018-03-07 18:03:44 +01:00
Markus Ewald
fc166f3ee1
Implement VisualServerScene::instance_set_extra_visibility_margin() method to actually apply extra culling margin and mark instance AABB dirty
2018-03-04 14:20:59 +01:00
Chaosus
c6b6af7bb5
Fix floatBitsToUint function
2018-03-03 16:22:36 +03:00
Andrea Catania
134cca0cf2
Fixed physics server typo
2018-02-27 08:42:09 +01:00
Andrea Catania
5de5a4140b
Deprecated Godot 3D physics engine
2018-02-26 12:51:30 +01:00
Poommetee Ketson
eb63f7b071
[DOCS] Sync classref with current source
2018-02-25 15:14:25 +07:00
MrCdK
56dcf4b983
AudioServer emit bus_layout_changed signal when adding, moving or deleting a bus
2018-02-23 23:42:57 +01:00
Juan Linietsky
7cd867c3fe
2D Skeletons WORK IN PROGRESS
2018-02-21 17:24:00 -03:00
luz.paz
612ab4bbc6
Fix typos with codespell
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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
Juan Linietsky
9e3a1e5401
Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
2018-02-21 09:39:09 -03:00
Rémi Verschelde
497a4e9e25
Merge pull request #16757 from AndreaCatania/kinpush
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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
Juan Linietsky
4c56edfb83
Revert "Handle single-argument constructors in uniform default values"
2018-02-20 07:28:22 -03:00
Rémi Verschelde
05a8675f82
Merge pull request #15985 from Nallebeorn/uniforms-single-argument-constructors
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Handle single-argument constructors in uniform default values
2018-02-20 11:26:26 +01:00
Rémi Verschelde
b2aeb02e7d
Merge pull request #16530 from AndreaCatania/rays
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Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19 22:15:49 +01:00
Andrea Catania
ffc3ef8677
Improved ray shape (2D and 3D) by addiing the possibility to act as regular shape
2018-02-19 20:59:57 +01:00
Rémi Verschelde
be67f2e4ba
Merge pull request #16751 from AndreaCatania/moreAPIs
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Added Physics state APIs
2018-02-19 20:22:18 +01:00
Rémi Verschelde
9130770ec5
Merge pull request #16794 from Chaosus/new_shader_funcs
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Adds some missing shader built-in functions
2018-02-19 18:30:16 +01:00
Rémi Verschelde
d9f26af533
Merge pull request #16803 from lethiandev/fix-remove-shape2d
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Fix 2d collision body update on shape remove
2018-02-19 18:22:21 +01:00
Rémi Verschelde
fd92e571ac
Readd VS.sync and VS.draw to keep compatibility
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Those are deprecated as VS.force_sync and VS.force_draw do the same and more explicitly,
but we cannot remove them without marking them as deprecated before that.
Fixes issue introduced in #15892 .
2018-02-19 10:43:07 +01:00
Konrad Nowakowski
3659df6624
Fix 2d collision body update on shape remove
2018-02-18 20:46:37 +00:00
Chaosus
8f04a13c98
Added missing shader functions
2018-02-18 18:08:18 +03:00
Artem Varaksa
d35e486228
Clean up some bad words from code comments
2018-02-17 16:00:39 +03:00
Andrea Catania
a930797c31
Added Physics state APIs
2018-02-16 17:48:07 +01:00
Rémi Verschelde
574133e4e0
Merge pull request #15892 from Zylann/add_missing_vs_bindings
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Added all missing VisualServer bindings
2018-02-14 16:05:49 +01:00
Rémi Verschelde
dea5a69693
Merge pull request #16408 from Calinou/remove-debugging-prints
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Remove a few debugging prints
2018-02-14 11:32:10 +01:00
Andrea Catania
a42765dada
Added physics API in order to enable/disable collisions between rigidbody attached to a joint with bullet physics bullet
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Fixes #16424
2018-02-05 18:54:07 +01:00
Hugo Locurcio
84267915f5
Remove a few debugging prints
2018-02-05 11:30:50 +01:00
Paolo Perkovic
08d4bfacaf
Fix inconsistencies and typos in argument names
2018-02-01 16:47:20 +01:00
Rémi Verschelde
ff287d8341
Merge pull request #15254 from mrcdk/pitch_scale
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Added pitch scale property to AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2018-02-01 14:26:27 +01:00
Poommetee Ketson
5a26e0786c
AudioEffectReverb: max predelay_feedback to 0.98
2018-01-31 00:19:07 +07:00
Rémi Verschelde
ed6bf28014
Merge pull request #15980 from mrcdk/audio_stream_get_length
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Expose audio streams get_length()
2018-01-30 13:43:34 +01:00
Marc Gilleron
8dc62bbc96
Fix VisualServer.free conflicting with Object.free
2018-01-25 00:23:31 +01:00
Benjamin
311e69aa1e
Handle single-argument constructors in shaders.
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Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash).
2018-01-22 22:32:35 +01:00
MrCdK
8a9f1c2a5d
Expose audio streams get_length()
2018-01-22 20:35:33 +01:00
Marc Gilleron
e415fd05bb
Added all missing VisualServer bindings
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- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance
- Removed draw and sync, were duplicates of force_* equivalents
- Bumped binders max arguments from 11 to 13
- Wrote some wrappers as not all methods were variant-friendly
2018-01-20 16:59:26 +01:00
Ariel Manzur
e2b50e1abb
improves portability with some compilers
2018-01-18 19:16:34 -03:00
Rémi Verschelde
9f479f096c
Fix typos in code and docs with codespell
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
binbitten
bccb4840c8
Fix wrong viewport transparent-bg
2018-01-18 19:11:07 +01:00
Lee Pugh
ac26bf0fb4
Expose PhysicsDirectBodyState.get_contact_impulse
2018-01-12 15:27:45 -06:00
Unknown
5876457410
modify default param names in couple of signals
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'name' default param should not be used since there is problem with name shadowing
2018-01-12 15:45:29 +01:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
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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
Juan Linietsky
bfeaf27a3e
Properly dispose of instance capture data, fixes #14795
2018-01-06 19:06:04 -03:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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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
Duy-Nguyen TA
322cb08dd9
Fix macOS and other builds after #15299
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Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Rémi Verschelde
0b07d453f7
Merge pull request #15251 from binbitten/fix-assign-vardecl
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Fix premature declaration of shader variables created with assignment
2018-01-04 15:17:10 +01:00