Commit graph

56 commits

Author SHA1 Message Date
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rafał Mikrut 7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Aaron Franke 1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal df6b061dbb Rename CubeMesh BoxMesh 2020-12-05 11:48:26 +00:00
reduz 70f5972905 Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Phischermen 2fc274d572 Made property hint consistent with other property hints 2020-06-03 13:01:27 -07:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
JFonS 9f2f7ee5eb Return correct mesh format for PrimitiveMesh.
The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Yuri Roubinsky 3b0638fe1c Changed default capsule axis to vertical
Co-authored-by: Hugo Locurcio <https://hugo.pro>
2020-02-23 23:18:01 +03:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
clayjohn ff7c37927a added pointMesh primitive 2019-07-24 12:14:31 -07:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde 0dac4d6db6
Merge pull request #25522 from aqnuep/MeshLibrary_improvements
MeshLibrary export improvements
2019-06-03 13:59:43 +02:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Daniel Rakos 6df53e0401 MeshLibrary export improvements
- From now materials assigned to the MeshInstance (not the Mesh) get exported
  into the MeshLibrary when such materials exist. This enables workflows where
  the MeshLibrary is exported from an imported scene (e.g. GLTF) where the
  materials assigned to the Mesh (not the MeshInstance) get overwritten on
  re-import, thus can't use editor set materials in the exported MeshLibrary
  unless they are assigned to the MeshInstance whose materials get saved with
  the inherited scene thus persist across re-imports.
- When appending to an existing MeshLibrary only generate previews for newly
  added or modified meshes.
- During preview generation transform camera and lights instead of the mesh
  and use the source MeshInstance's transform for the mesh to avoid weird
  previews being generated for meshes with a position dependent material
  (e.g. when using triplanar mapping).
- Adjust the camera angle and light directions used in mesh preview generation
  for better results.
2019-02-03 22:48:35 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij fa63a0fe83 Reverse bitangent on everythings to ensure default normal map behavriour is consistent 2018-12-08 13:43:46 +11:00
Bastiaan Olij bcef4b8dc6 Fixing tangent and binormal logic 2018-11-19 22:27:05 +11:00
Juan Linietsky 555fb3a317 Effectively ensure that surface materials are the right size when setting them, fixes #23596 2018-11-08 15:58:52 -03:00
Toshiwo b27b1a99a0 fixed issue with PrismMesh size, ignore for VS code .code-workspace 2018-11-01 10:21:16 -05:00
JFonS 216ba4cc8b Fix SoftBody gizmo slowness, add ConcaveShape wireframe 2018-09-09 19:39:34 +02:00
Rémi Verschelde 8efbe9ed3d
Merge pull request #19487 from JFonS/better_3d_select
Improve 3D selection
2018-06-13 18:49:35 +02:00
JFonS 9cd1c20f6a Polished 3D selection 2018-06-13 17:52:37 +02:00
clayjohn 14acc61ce1 updated ranges for primitive meshes 2018-06-08 23:49:00 -07:00
Chaosus b3fccc5778 Fix bug in CubeMesh 2018-05-17 19:46:03 +03:00
Juan Linietsky 9f2d54cd68 Added a simpler way to flip faces, closes #17373 and closes #17369 2018-05-07 18:55:05 -03:00
Bastiaan Olij 1ee40206d4 added custom aabb to primitives 2018-04-29 15:06:18 +10:00
Juan Linietsky 8d199a9b2c CSG Support for Godot!
-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
2018-04-27 21:55:10 -03:00
Jerome67000 b72c9b85d0 Change primitive meshes acccuracy value 2018-01-09 13:41:59 +01:00
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 86fcc39fa9 Fix and rewrite folding logic, closes #14005, closes #13421 2017-12-06 19:07:17 -03:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Chaosus 06ce2e339e Added size to QuadMesh 2017-11-13 16:19:50 +03:00
Rémi Verschelde 2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
SaracenOne 92bbd2d713 Script access to formatted arrays and blend_arrays in meshes. 2017-09-11 06:53:34 +01:00
Hein-Pieter van Braam 67a706fc1b Fix various assorted warnings
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Wilson E. Alvarez 738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
TwistedTwigleg 00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Juan Linietsky 66009706c9 -Ability to set default import presets for type
-More presets for scene importer
-Option in scene importer to export root nodes as separate scenes
-Fixed MeshInstance preview
2017-07-23 18:50:25 -03:00