Commit Graph

140 Commits

Author SHA1 Message Date
6523457c0f Backported the improvements to the Math class from Godot4. 2022-08-13 16:49:47 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
ec9eb18aaf Backported from Godot4: Make blend animation to use ResetTrack as default value - TokageItLab
860fac4e6f
2022-08-12 17:16:52 +02:00
d1fe0ae433 Backported from Godot4: Fix blend animation to solve TRS track bug & blend order inconsistency - TokageItLab
b06d253920
2022-08-12 16:48:31 +02:00
9d9271b518 Removed the SNAME macro, I'll probably keep static counting support for StringNames though. 2022-08-11 20:22:51 +02:00
22ce231a4e Backported from Godot 4: New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- TwistedTwigleg
5ffed49907
Note: It still needs some work.
2022-08-10 01:01:38 +02:00
5cd0ea7e60 Fix serializing variants into binary files. 2022-08-09 15:50:30 +02:00
6decccc54f Now Color::clamp() actually has an implementation. 2022-08-08 18:00:42 +02:00
0517f3e462 Fix _scs_create's implementation. 2022-08-08 17:58:43 +02:00
a23d917937 use the proper _NO_DISCARD_ macro. 2022-08-08 17:36:15 +02:00
0b1ae86963 Backported the improvements to StringName from Godot4. 2022-08-08 17:26:23 +02:00
89b1ed9263 Ported contains for String from Godot4. 2022-08-08 16:06:34 +02:00
ffd29397f8 Added clamp() to color from Godot4. 2022-08-08 02:52:30 +02:00
eff5153375 Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image. 2022-08-08 02:39:21 +02:00
2e30e9f2d6 Ported uri_encode and uri_decode to String from Godot4. 2022-08-08 01:28:25 +02:00
ba00b5bf91 Added char utils header from godot4. 2022-08-08 01:27:57 +02:00
ae7d514cf3 Added set_column to Basis. 2022-08-08 01:18:58 +02:00
4090cb34d7 Backported helper classes to pair.h from Godot4. 2022-08-08 00:05:12 +02:00
37eb131c50 Uncommented hashing methods for the new types. 2022-08-07 23:31:58 +02:00
31603bec29 Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. 2022-08-07 23:30:31 +02:00
705643310e Ported the improvements to the hash funcs from Godot4. 2022-08-07 23:22:21 +02:00
ef5f5f6da4 Fix more includes. 2022-08-07 22:45:50 +02:00
b31e09f884 Added RBMap and EBSet from godot4. 2022-08-07 21:38:22 +02:00
e15630d7f2 Added more helper methods to DirAccessRef and FileAccessRef. Also smaller cleanups. 2022-08-07 21:16:11 +02:00
10e87baee9 Added hash_set from godot4. 2022-08-07 21:08:37 +02:00
9e4ac41f4a Added a new templated WeakRef (WRef) class. 2022-08-04 14:31:00 +02:00
Rémi Verschelde
2ca1470010 File: Re-add support to skip CR (\r) in File::get_as_text
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.

For performance this is done directly in `String::parse_utf8`.

Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.

Supersedes #63717.

(cherry picked from commit 1418f97c70a5551bdbfeea853cbc479b32ea9e08)
2022-08-02 17:58:32 +02:00
0095078e25 Fixed an another warning on the pi. 2022-08-02 00:22:41 +02:00
c4e7bc1c45 Reused the old unused PROPERTY_HINT_SPRITE_FRAMES as PROPERTY_HINT_BUTTON. It allows you to add buttons to the inspectors. 2022-07-31 00:01:58 +02:00
9f5fb428ab Ported: Add error messages and docs to explain restrictions when calling NetworkedMultiplayerCustom.initialize()
- dsnopek
5eaf83f2d7
2022-07-30 00:49:12 +02:00
641c15f906 Ported: [3.x] HTML5: Add support for Input.vibrate_handheld() - pattlebass
fb7ecc748f
2022-07-30 00:29:14 +02:00
a917d1bed4 Ported: Address remaining scoped storage regressions
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
- m4gr3d
fc2c202312
2022-07-29 23:48:31 +02:00
Ricardo Buring
899a41e0d7 Fixup BVH debugging statements 2022-07-29 23:20:04 +02:00
Fredia Huya-Kouadio
361b5b23f7 Address slow copy performance when using the FileAccessFilesystemJAndroid implementation.
Read/write ops for this implementation are done through the java layer via jni, and so for good performance, it's key to avoid numerous repeated small read/write ops due the jni overhead.

The alternative is to allocate a (conversatively-sized) large buffer to reduce the number of read/write ops over the jni boundary.
2022-07-29 22:35:08 +02:00
7161d7bc29 Ported: Add NetworkedMultiplayerCustom so high-level multiplayer backends can be added from GDScript. - dsnopek
8ad5889c1a
2022-07-29 22:19:12 +02:00
fabriceci
dfd8e09953 Fix the calculation of the angular velocity when the rotation speed is not high.
(cherry picked from commit db7c91e0ada0c91ba48269cf3cc217631ca33bba)
2022-07-29 22:00:03 +02:00
Pedro J. Estébanez
a58186c82a Use the right memory ordering in SafeNumeric operations
(cherry picked from commit 02a584d8e68fad988fbbe43e05f8437284c00733)
2022-07-29 21:58:53 +02:00
9af3a7a709 Ported sort() for poolVectors from 7b8b91f505 . 2022-07-29 21:18:44 +02:00
88fe196e79 Ported: [3.x, macOS, Windows, X11] Add stylus inverted/eraser support to InputEventMouseMotion event.
- hansemro
193d5c11f3
2022-07-29 20:31:16 +02:00
Wilson E. Alvarez
756795a486 Add error messages to String::bin_to_int64, and accept capital B in prefix
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-29 19:56:15 +02:00
Wilson E. Alvarez
71fe78538f Add error messages String::hex_to_int functions, and accept capital X in prefix
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-29 19:55:58 +02:00
9d76074b58 Ported: Add full support for Android scoped storage.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
- m4gr3d
24e3b3b88d
2022-07-29 19:24:07 +02:00
Haoyu Qiu
1d2b59b941 Check thread func in base scripts for argument info 2022-07-29 17:59:32 +02:00
Estelle Linkpy Reid
6c65c86669 Corrected InputEventKey::as_text to return a non-empty string for physical keys. 2022-07-29 16:42:10 +02:00
Rémi Verschelde
c2d36b2c34 Errors: Fallback to fprintf if OS singleton doesn't exist
Otherwise we would crash if something prints an error before init or
after destruction of the `OS` singleton which handles printing/logging.

(cherry picked from commit c83084fccb4cdc42d2ca324c974ace0cf974630d)
2022-07-29 16:31:28 +02:00
Marcel Admiraal
24d15ae3f7 Ensure AudioFrame variables l and r are always initialised
(cherry picked from commit d3f099457226ab833127ca66f5876855a9f2da0f)
2022-07-29 11:02:34 +02:00
8ca3043a28 Ported: ProjectSettings: Ensure 'editor/' settings aren't nested
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
- akien-mga
acd4a01b8c
2022-07-29 10:45:12 +02:00
Theraot
375670222d Added missing p_bidirectional to AStar2D methods
The methods disconnect_points and are_points_connected  now have an optional p_bidirectional parameter matching AStar.

(cherry picked from commit 3590cdfd34eea8dda746d7db1c7e5a79af389026)
2022-07-29 09:13:46 +02:00
Yuri Rubinsky
1a68039fcf Fix wrapf to correct wrap values with 0.1 stepping
(cherry picked from commit 09418afbc0b5a5642448786751b590352ee6cf97)
2022-07-29 09:08:06 +02:00
bb5acfd745 Ported: [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
2022-07-28 22:34:28 +02:00