BenH
dd5037ba82
Fixed issue with 3D selections losing precsion due to an offset bug
2017-11-25 20:14:54 +00:00
Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
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leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Ferenc Arn
0ca9181ee8
Rename two-parameter arc-tangent function to atan in shader language, as it is in GLSL.
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Fixes #13214 .
2017-11-23 21:19:11 -05:00
Rémi Verschelde
2ea5ac17e8
Merge pull request #13159 from AndreaCatania/ray
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Removed type_mask and fixed some variable name
2017-11-22 16:40:20 +01:00
AndreaCatania
d6e413bb9c
Removed type_mask and fixed some variable name
2017-11-21 22:56:40 +01:00
Juan Linietsky
640856f4d4
Merge pull request #11895 from m4nu3lf/rendering/separate_thread
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Restore rendering on a separate thread
2017-11-21 14:31:14 -03:00
Marc Gilleron
17b9accd0c
Implement per-instance custom bounding box
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# Conflicts:
# servers/visual/visual_server_scene.h
2017-11-20 20:54:26 +01:00
Juan Linietsky
98cb49283d
Ability to change indirect light energy.
2017-11-19 21:46:00 -03:00
m4nu3lf
f9a38d2309
CommandQueueMT doesn't lock during command execution
2017-11-18 18:37:44 +00:00
m4nu3lf
871c47a2bb
Restore rendering on a separate thread
2017-11-18 18:35:25 +00:00
Ferenc Arn
d28763a4c1
Rename Rect3 to AABB.
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Fixes #12973 .
2017-11-17 11:01:41 -05:00
Juan Linietsky
6277e6d40a
Ability to update parts of an array, and set arrays as dynamic draw
2017-11-14 17:26:35 -03:00
Rémi Verschelde
61a693cf78
Merge pull request #12922 from eska014/engine-singletons
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Singleton management changes
2017-11-14 20:44:55 +01:00
Leon Krause
9b7b46143d
Move singleton management from ProjectSettings to Engine
2017-11-14 15:15:13 +01:00
Rémi Verschelde
03a080547d
Merge pull request #12014 from hi-ogawa/fix-video-playback
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Fix video playback
2017-11-13 19:57:18 +01:00
BastiaanOlij
9d3f8418ca
Removed add/remove interface bindings and added get_interfaces
2017-11-13 22:08:43 +11:00
Rémi Verschelde
2fce0010f0
classref: Sync with current source
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[ci skip]
2017-11-13 09:25:53 +01:00
Juan Linietsky
19b1ff0fc5
Disabled filter clip by default and made it optional, fixes #12368 , likely others too
2017-11-10 09:22:25 -03:00
Juan Linietsky
4deac219b0
Remove node from list before calling queries, fixes #10886
2017-11-10 08:32:02 -03:00
Juan Linietsky
192a4d7de5
Reworked how servers preallocate RIDs, should fix #10970
2017-11-09 23:35:34 -03:00
Juan Linietsky
50a9bd4e23
Merge pull request #12713 from AndreaCatania/master
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Rewritten kinematic system
2017-11-09 16:08:58 -03:00
MateusMP
b37e277303
Fixing bad index used in Space2DSW
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Fix wrong col_obj access using wrong index variable.
Related with issue #11695
2017-11-08 20:38:49 -02:00
Rémi Verschelde
0095d642c7
Merge pull request #11379 from m4nu3lf/feature/no_bias_overrotation
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Avoid bias over rotation in contact resolution
2017-11-08 08:19:28 +01:00
AndreaCatania
10f879bf88
Rewritten kinematic system
2017-11-07 15:22:09 +01:00
AndreaCatania
fb4871c919
Bullet physics engine implementation
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This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features.
Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc..
It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
2017-11-04 20:52:59 +01:00
Juan Linietsky
7715a261d5
Merge pull request #12262 from AndreaCatania/pplug
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Physics server plug
2017-11-03 23:39:44 -03:00
AndreaCatania
7a9ca08f16
Implemented physics plug
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Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
Bastiaan Olij
167b7b5533
Adding rumble support to ARVR controllers (if implemented on the ARVR interface)
2017-11-01 23:59:14 +11:00
Rémi Verschelde
31c92c5327
Merge pull request #12537 from marcelofg55/wasapi_improvements
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Improved WASAPI driver logic when devices are connected or disconnected
2017-10-31 23:33:41 +01:00
Rémi Verschelde
cb3f594b14
Merge pull request #11249 from m4nu3lf/bugfix/get_euler
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Fix inertia tensor update & Generic6DOFJoint & Simplify Basis::get_euler()
2017-10-31 23:03:01 +01:00
Rémi Verschelde
24b3733f3b
Merge pull request #10770 from RandomShaper/fix-joints
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Fix joints collision exceptions, plus a bit more
2017-10-31 23:02:37 +01:00
Marcelo Fernandez
16327bff8a
Improved WASAPI driver logic when devices are connected or disconnected
2017-10-31 13:07:35 -03:00
Juan Linietsky
fd07a283e5
Merge pull request #12523 from RandomShaper/fix-margins-drawn-too-late
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Fix viewport margins drawn after swapping buffers
2017-10-30 19:47:02 -03:00
Pedro J. Estébanez
793da07a4d
Fix viewport margins drawn after swapping buffers
2017-10-30 21:20:12 +01:00
Poommetee Ketson
83f5d7e40a
Refactor bufer to buffer
2017-10-28 19:15:51 +07:00
Rémi Verschelde
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Rémi Verschelde
1054c6edee
Merge pull request #12296 from tagcup/ggx_rename
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Rename Schlick GGX to GGX.
2017-10-22 10:30:11 +02:00
Poommetee Ketson
2449d21671
AudioEffectFilter: lowercase dB property to db
2017-10-22 11:36:43 +07:00
Ferenc Arn
cb0bf1edea
Rename Schlick GGX to GGX.
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Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Rémi Verschelde
01a5a8b86c
Merge pull request #12291 from RandomShaper/fix-raycast-naming
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Rename RayCasts collision_layer to collision_mask
2017-10-21 23:44:46 +02:00
Rémi Verschelde
c9894669a9
Merge pull request #12290 from Noshyaar/enum
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Bind unbound enums, rearrange some by value
[ci skip]
2017-10-21 23:08:36 +02:00
Pedro J. Estébanez
7b12ae39f2
Rename RayCasts collision_layer to collision_mask
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The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.
Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.
Fixes #7589 , where it's also discussed.
2017-10-21 22:17:47 +02:00
Poommetee Ketson
9cadb9e5f3
Bind unbound enums, rearrange some by value
2017-10-22 01:58:02 +07:00
Rémi Verschelde
6361e24f29
Cleanup unnecessary debug prints
2017-10-21 20:41:07 +02:00
Daniel J. Ramirez
d67e77e837
Fixed viewport transparent bg when clear mode is enabled.
2017-10-21 02:06:10 -05:00
Leon Krause
cf3919b228
Bind some VisualServer functions
2017-10-20 00:24:49 +02:00
Pedro J. Estébanez
7764640f22
Fix crash in shader parsing
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...that would happen if incorrect syntax was found just after an opening square bracket.
Fixes #12046 .
2017-10-16 21:55:42 +02:00
Rémi Verschelde
3266ebbf4f
Merge pull request #12088 from Grosskopf/physics-server-docs
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Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also minor Bugfix
2017-10-15 10:12:53 +02:00
Grosskopf
f8c7d32987
Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also a minor bugfix in the 3D Pinjoint.
2017-10-14 22:17:26 +02:00