5d33f241f0
Merge pull request #26064 from JFonS/add_frustum_camera_mode
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Add FRUSTUM camera mode, allowing tilted frustums
2019-04-23 06:20:13 +03:00
3299045988
Remove setting that caused is_inside_tree() errors on doppler tracking enabled.
2019-02-26 09:16:23 -03:00
54b95b6c5a
Add FRUSTUM camera mode, allowing tilted frustums
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This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.
This work was kindly sponsored by IMVU.
2019-02-19 17:48:08 +01:00
a7e6a31d7f
binding for get_frustum() of camera class
2019-01-28 21:43:59 +03:00
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
39e8aca1b7
Update FOV if edited in gizmo, fixes #16400
2018-09-06 16:22:34 -03:00
f344763b58
Add missing BIND_ENUM_CONSTANT to ClippedCamera
2018-08-23 13:53:05 -03:00
ee07fb5ebe
Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ability to choose between bodies and areas when colliding.
2018-08-21 15:31:23 -03:00
e20864c340
Clipped camera implementation, a camera that avoids going into geometry.
2018-08-21 11:48:48 -03:00
52e6f1f25c
Merge pull request #20072 from RandomShaper/fix-camera-offsets
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Fix camera offsets not applied always
2018-08-10 16:24:39 -03:00
aff57a613b
Add extra functions to toggle bits in visualinstance and camera, same as physics. Helps with #6685
2018-07-29 20:05:16 -03:00
d1550b4a9b
Ability to disable scale in nodes, closes #19927
2018-07-18 13:48:09 -03:00
ec5c96dbe1
Fix camera offsets not applied always
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Specifically, project/unproject methods weren't taking them into account. Frustum computation may be affected as well.
This commit considers them for the camera matrix at all times.
2018-07-09 21:07:15 +02:00
dfd1331690
Allow editing of some unbound properties when hinted (or no range hinted)
2018-05-16 09:13:41 -03:00
f78c7353ea
a way to ensure that camera is disabled
2018-03-17 10:57:04 +01:00
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
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
02e883713a
Merge pull request #14977 from volzhs/fix-crash-group
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Fix crash & error at saving scene
2017-12-26 11:43:02 -03:00
ff68b80df7
Fix error if scene has Camera at saving scene
2017-12-25 02:43:37 +09:00
1696db8f00
Fixes 3d camera keep aspect.
2017-12-22 14:24:38 -06:00
d9cb00151b
[DOCS] Camera property changes
2017-12-11 12:48:41 -06:00
dd892a327d
Added some clean up in camera/viewport management. Fixes #12279 , Fixes #12774
2017-12-07 12:13:20 -03:00
541df26184
Tweak the default camera node settings
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- Increase FOV to 70
- Put the Z-near plane at 0.05 meters
2017-11-25 23:48:30 +01:00
9b634180aa
Refactor Fixed to Physics
2017-10-21 21:28:08 +07:00
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
2e73be99d8
Lots of work on Audio & Physics engine:
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-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
cdcc3c919b
Increase the default perspective camera FOV
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This does not affect existing projects, but will affect newly-created
editor settings and Camera nodes.
2017-06-16 12:07:07 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
5dbf1809c6
A Whole New World (clang-format edition)
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
93ab45b6b5
Style: Fix whole-line commented code
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
6e88b1096a
Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming
2017-01-13 20:00:43 -03:00
a2903fc51d
Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED
2017-01-12 20:35:46 -03:00
4338c90163
It is now possible to name layers of different kinds!
2017-01-10 22:20:57 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
cbb0ea315b
fix #6012 exposed setters and getters of Camera H/V offset to GDScript
2016-10-05 00:46:28 +02:00
22d83bc9f6
Begining of GLES3 renderer:
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
53e237dfe4
-Fix crash opening and closing the scene, closes #3491
2016-01-31 15:10:33 -03:00
2db78e8f87
Properly clear/restore current camera when switching scenes. Fixes #2137
2016-01-02 17:18:45 -03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
98c086edaf
-fix forced texture repeat in Polygon2D, now depends on texture.
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-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
2015-04-28 22:05:01 -03:00