Commit Graph

64 Commits

Author SHA1 Message Date
5d33f241f0 Merge pull request #26064 from JFonS/add_frustum_camera_mode
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
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
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
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
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
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
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
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
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
- 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:
-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
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)
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
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
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.
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
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!
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:
-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.
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
2015-04-28 22:05:01 -03:00