Commit Graph

90 Commits

Author SHA1 Message Date
213f393293 Fix typos with codespell. 2022-12-22 19:51:25 +01:00
ce5e82d910 Ported: Include the follow-viewport-transform into CanvasLayer transform calculations
The follow-viewport-transform was missing from several calculations
3.x version of #59682
- Sauermann
608cbd8296
2022-12-22 19:06:10 +01:00
8aa456b4c4 Ported: Add Vector2/3 linking to more properties
- Camera2D.zoom
- CanvasLayer.scale
- ParallaxBackground.scroll_base_scale
- ParallaxLayer.motion_scale
- Polygon2D.texture_scale
- SpatialMaterial.uv1_scale
- SpatialMaterial.uv2_scale
- fire-forge and timothyqiu
0d602ce881
2022-12-22 18:52:47 +01:00
Haoyu Qiu
520f6d19f6 Fix possible Tween leak on exit
(cherry picked from commit e173710963c3316833ac2e2c26ab3830551fd790)
2022-12-22 14:06:21 +01:00
c7809991b2 Fixed an another issue with touch gui input handling. 2022-12-12 18:30:35 +01:00
37961b1990 Fix regression in touch input handling. 2022-12-12 14:26:54 +01:00
Haoyu Qiu
5e3a86aea6 Fix CanvasLayer visibility toggle can only run once per frame 2022-12-11 19:08:52 +01:00
Markus Sauermann
fc7038b073 Update root order on layer change
When the layer of a CanvasLayer changes, the order of roots needs to be recalculated.

(cherry picked from commit 8d60e8b5d4120d9f9a4868bfb8f0059e733d6d5f)
2022-12-11 18:35:56 +01:00
Lyuma
6eb0adced6 Make Node editable_instance methods available to GDScript
(cherry picked from commit 7eb6ae279848e8300431cfe925be70fa7ffd7299)
2022-12-11 18:34:17 +01:00
Fredia Huya-Kouadio
4759ad6517 Fix the logic used to route InputEventScreenDrag events to Control nodes. 2022-12-11 18:30:58 +01:00
Haoyu Qiu
095d8c1fef Fix crash of queue_free() when main loop is not SceneTree
(cherry picked from commit 3b08d0e85233a594b016ae27e06b5f21536a6176)
2022-11-30 18:59:25 +01:00
Haoyu Qiu
34260f2bff Fix get_path() error when calling get_node() 2022-11-13 00:35:22 +01:00
Micky
6ca2dc959b Rename set_indexed & get_child's params to be clearer
3.x backport of #67300 and #64463.
2022-11-13 00:27:45 +01:00
lawnjelly
98c32bb3e7 Improve signal already connected error message
The signal already connected message is improved to provide the names of the objects involved.
2022-10-08 16:34:51 +02:00
kobewi
b5b6d14d37 Fix Viewport size change not updating textures
(cherry picked from commit 3a4a4aeadec36324da394238cf0f86dbac345e93)
2022-09-16 23:13:40 +02:00
98039d80f6 Fix include. 2022-09-16 23:12:05 +02:00
kobewi
65e1217d59 Allow to change the Stop shortcut used at runtime
(cherry picked from commit 409613ba7ba50e6cc985c61f6dcc482bac68746e)
2022-09-16 22:59:29 +02:00
6a317fbe15 Fix build. 2022-09-16 22:42:11 +02:00
Atlinx
561aab3227 Remove HDR warning if on low end 2022-09-16 22:34:05 +02:00
Michael Alexsander
bce30062a5 Fix some corner cases in the Menu/OptionButton item auto-highlight 2022-09-16 22:04:23 +02:00
Yuri Sizov
211cd1e46a Remove Inspector tooltip hack that never actually worked 2022-09-16 21:57:00 +02:00
27316923d3 Moved ThreadPool to core. Also it can change it's thread count now when it has time for it. 2022-09-10 04:16:50 +02:00
b72cc00ee1 Small fixes to the World override system. Still needs work though. 2022-08-30 19:22:22 +02:00
9bdb8b6bce Now only one override is allowed per World, as there is really no reason to have support for more than one per world pair. This fixes lots of issues with the system. 2022-08-30 15:47:22 +02:00
ae0316ff59 Fix more issues with World overrides. 2022-08-30 14:31:23 +02:00
66f2357d01 Now Cameras use Worlds directly instead of Viewports. 2022-08-30 14:08:27 +02:00
786e20b159 Work on fixing the remaining issues / error messages with World overrides. 2022-08-30 12:28:05 +02:00
338cc9c93d Don't apply World override in the editor. 2022-08-30 01:48:19 +02:00
9b3714a274 Now CanvasItems work with World overrides aswell. 2022-08-30 01:40:03 +02:00
dd2fa3e6e3 Move Cameras into the new 3d world on override. 2022-08-30 00:06:56 +02:00
4303dfb5c0 More work on World override support. 2022-08-29 22:55:48 +02:00
49af677ca8 Work on the ability for overriding Worlds. 2022-08-29 20:56:17 +02:00
00c25ed930 Bit more reorder. 2022-08-29 19:51:17 +02:00
3894452760 Reordered World. 2022-08-29 19:48:01 +02:00
68b21dc61f Move World2D and World3D related things to World from Viewport. 2022-08-29 19:40:17 +02:00
f44f9f5c13 Reordered Viewport. 2022-08-29 18:47:49 +02:00
aba4e9db3c Added a new World class and made Viewport inherit from it. 2022-08-29 18:40:38 +02:00
b886d14cf5 Added _3d postfix to the end of the World3D related getters and setters in Viewport. 2022-08-29 17:54:41 +02:00
24a1580dbf Renamed the files aswell. 2022-08-29 17:33:10 +02:00
e4ae7f2ebc Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D. 2022-08-29 17:21:40 +02:00
2aee6ab0bb Renamed World to World3D. 2022-08-29 16:49:00 +02:00
e2d42db711 Also renamed the files. 2022-08-19 21:24:36 +02:00
cffe742085 Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files. 2022-08-19 20:50:20 +02:00
1b503ad711 Revert "Fix mouse_over not dropped when mouse leaves window"
This reverts commit 33a2d5e20b.
2022-08-19 02:48:36 +02:00
Marcel Admiraal
33a2d5e20b Fix mouse_over not dropped when mouse leaves window 2022-08-19 02:20:03 +02:00
9d0c889583 Added a few small networking related helper methods to Node. Made the rpc macros in Entity use them. 2022-08-19 00:36:24 +02:00
1dc5d84196 Moved visibility rpcs (vrpc) from Entity to Node. Also added an unreliable variant. 2022-08-19 00:04:38 +02:00
44948a6f7a Removed rsets. 2022-08-18 23:04:57 +02:00
521934ff55 Ported from Godot4: New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
- TwistedTwigleg
8aa3c2f091
2022-08-18 18:47:30 +02:00
4c4e19223e Added _theme_ infix to the theme helper methods in Control. 2022-08-17 20:57:16 +02:00