0b98834b77
Added ray / shape / point / motion / rest cast exclusion of area and or body
2018-08-21 18:51:08 +02:00
912131fe03
Merge pull request #20101 from panzergame/shape_margin
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Expose bullet shape margin to UI.
2018-08-21 16:17:11 +02:00
ad8a6b10b5
Merge pull request #21220 from Noshyaar/import-crash
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Fix crash while importing corrupt wav
2018-08-21 00:10:06 +02:00
35d232b100
Merge pull request #21228 from Noshyaar/docs-bind
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Fix arg name in docs, some copy-paste errors
2018-08-21 00:08:05 +02:00
d88d0d457d
Fixes to move and slide and ray separation, implement separation in Godot physics
2018-08-20 17:31:55 -03:00
ec68822cd7
Fix crash while importing corrupted wav
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Line 199 does division with 'bits per sample' but the check for
0 is missing.
2018-08-21 02:06:22 +07:00
76adef2704
Fix arg name in docs, some copy-paste errors
2018-08-21 01:51:19 +07:00
1b66b08fdb
Merge pull request #20908 from AndreaCatania/kiSlope
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Improved move_and_slide function stay on slope
2018-08-20 13:24:28 -03:00
37f5cc5b63
Added FRAGCOORD to spatial light processing
2018-08-20 09:35:47 +03:00
9634d74d31
Allow matrixes in varyings
2018-08-19 15:36:58 +03:00
0010d9c82a
Added ray shape and move_and_slide with snapping on 3D.
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Added stop_on_slope on 2d part
2018-08-19 13:45:23 +02:00
e5bfa98d0f
Expose bullet shape margin to UI.
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The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
2018-08-16 16:58:15 +02:00
037f4638ab
add project method to Vector2/3
2018-08-16 12:52:38 +02:00
4e55835e48
Merge pull request #18096 from aaronfranke/master
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[Core] Split up math_2d.h
2018-08-14 18:58:32 -03:00
14fa843735
Add Dummy AudioDriver into the AudioDriverManager list
2018-08-13 18:11:24 -03:00
73cf0fd305
Merge pull request #19106 from SaracenOne/audio_mic
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[WIP] Experimental microphone support
2018-08-11 15:24:41 +02:00
cf136a91d6
[Core] Completely kill math_2d.h, change includes
2018-08-11 03:08:34 -05:00
0fc1c4eda8
Merge pull request #20149 from Overblob/shader_float_typing
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Shader language - Add optional float typings
2018-08-10 18:21:28 -03:00
978505a90a
Merge pull request #20727 from muiroc/fix_sw_sat_table
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fixed godotphysics sat dispatch table
2018-08-08 09:49:48 -03:00
14fd797c53
Merge pull request #20381 from AndreaCatania/phymat_2
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Improved Physics material
2018-08-07 15:31:26 -03:00
5e65e28eed
Removed physics material combination mode. Added rough and absorbent parameter to material. Fixed 'change' signal connection
2018-08-07 19:38:04 +02:00
14a227e9e7
fixed godotphysics sat dispatch table
2018-08-05 00:02:14 +02:00
59b703c4f8
Add extra latency to microphone playback to reduce clipping.
2018-07-31 04:46:29 +01:00
b4d3f541e7
add 3D textures
2018-07-30 12:20:27 +02:00
95a9e51975
Remove pointless check for no texture, fixes #7298
2018-07-29 20:47:20 -03:00
7b63c6323d
Clear color was not correctly being set, fixes #4939
2018-07-29 15:09:42 -03:00
d2aaf460fb
Manually fix, merge and close #15168
2018-07-29 12:18:37 -03:00
597301db34
Renamed AudioDriver audio_input_* vars to input_*
2018-07-27 15:09:03 -03:00
aca6e291d6
Fixed audio clipping on WASAPI by fixing argument order on AudioClient
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Initialize method ensuring a larger capture buffer and adding bounds
to the capture and stream.
2018-07-27 16:50:12 +01:00
2cf8da9d9f
Implemented capture device selection for CoreAudio
2018-07-27 16:50:11 +01:00
061358d838
Modified Microphone implementation to handle only one device at a time (WIP)
2018-07-27 16:50:10 +01:00
76fd9d215c
Fixes for microphone clipping and latency (marcelofg55)
2018-07-27 16:50:10 +01:00
f85062495c
Experimental microphone support.
2018-07-27 16:50:09 +01:00
6a5aec3644
Rename flag to better name
2018-07-27 08:59:18 -03:00
0672fc377e
Fix of AudioRecordingEffect property
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For debug purposes the boolean whether the recording is active or not were an editor property.
It has been removed to avoid users leaving it on true on close, causing it to be saved in the default_bus_layout
It was also renamed to better describe its functionality
related to issue: 20487
2018-07-27 09:52:54 +02:00
03e11c13bf
Add check to clang 6.0 compiler bug workaround
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Extending on b68222e4e7 to ensure that it still
has the exact same behaviour as the previous code, as discussed with @hpvb.
2018-07-26 17:25:16 +02:00
91d6fa817e
Merge pull request #15967 from Gamblify/AudioRecordingModule
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Audio Recording from godot
2018-07-26 15:37:19 +02:00
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
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
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
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
9423f23ffb
allow comments and whitespace before shader_type declaration
2018-07-26 00:17:57 +02:00
237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
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sync rasterizers with engine
2018-07-25 20:33:37 +02:00
ca0a6c3fca
Added conversions between matrixes in shaders
2018-07-25 18:14:52 +03:00
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
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
a22e746bc3
Removed unnecessary assignments
2018-07-24 09:51:03 +02:00
dc976cac57
Merge pull request #12678 from AndreaCatania/soft
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Soft body
2018-07-23 16:04:32 -03:00
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
ec85fd554b
Fix issues with CPUParticles and related conversion from Particles. Closes #20126
2018-07-23 12:28:50 -03:00