Commit Graph

256 Commits

Author SHA1 Message Date
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
6be9bf5dfe Cleaned up and added the skeleton modification stack implementations to the build. Also smaller fixes. 2022-08-18 15:41:28 +02:00
4c4e19223e Added _theme_ infix to the theme helper methods in Control. 2022-08-17 20:57:16 +02:00
9757c39f05 Moved a few more core classes. 2022-08-17 17:43:49 +02:00
99e94b08c4 Moved base input related classes to core/input. 2022-08-17 17:02:24 +02:00
686663d3e4 Moved around more classes in core. 2022-08-17 16:01:01 +02:00
04feb63860 Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
220b2db443 Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
dc9cc716c7 Moved Object related classes under core/object. 2022-08-17 13:45:14 +02:00
9555ee56b9 Moved Variant related classes under a variant folder in core. 2022-08-17 13:17:12 +02:00
388b88678e Moved container related classes in core under a new containers directory. 2022-08-17 12:53:49 +02:00
0d2fc2e9f2 Moved color to core/math. 2022-08-17 11:38:15 +02:00
e71e3ed897 Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code. 2022-08-16 21:55:56 +02:00
8c2e76840c Removed CameraMatrix, and switched to Projection. 2022-08-16 10:26:35 +02:00
87149557b2 Fix sign comparison warning. 2022-08-15 23:12:44 +02:00
220954cf08 Backported most of the improvements to String from Godot4. 2022-08-15 22:54:03 +02:00
5cd44e02d0 Backported the improvements to Transform from Godot4. 2022-08-14 20:35:11 +02:00
e4cad690a3 Renamed elements in Transform2D to columns. 2022-08-14 15:37:05 +02:00
d9a8497546 Renamed translate in Transform2D to translate_local. 2022-08-14 14:59:46 +02:00
170a41ca82 Backported improvements to Basis from Godot4. Also bound all eligible methods. 2022-08-14 00:18:21 +02:00
d9e094ab9a Renamed elements in Basis to rows. 2022-08-13 19:07:59 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
88da0c8d4f Backported from Godot4: Fix animation player crashing when caching disabled tracks - MinusKube
a73882305c
2022-08-12 18:42:34 +02:00
47358bfaab Backported: add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
- verdog
879f84d8f8
- Note that i did not rename the original Camera related methods.
2022-08-12 18:29:04 +02:00
f51c08120e Backported from Godot4: improved way of getting method track keys - TokageItLab
dedc4710a3
2022-08-12 17:48:00 +02:00
65f8c774a8 Backported from Godot 4: Fixed value track blend animation without RESET - TokageItLab
0fe723a1ac
2022-08-12 17:28:51 +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
e3918692a3 Backported from Godot 4: Fixed animation insertion in SkeletonEditor - TokageItLab
653e2a550c
2022-08-12 01:34:45 +02:00
4b939998a7 Removed AnimationTreePlayer, as it was deprecated (and also practically unusable). 2022-08-11 23:01:27 +02:00
ab86ae7c2c Backported form godot4: Respect disabled animation tracks - reduz
11805ac01d
2022-08-11 22:50:39 +02:00
dc3500ec17 Fixed BoneAttachments. 2022-08-11 22:32:32 +02:00
502f8f85c5 Fix infinite recursion issues in Skeleton. 2022-08-11 22:32:25 +02:00
575b830f68 Fixed AnimationTree animating Spatials. 2022-08-11 22:08:44 +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
5e3c3ff4d0 Ported from Godot4: Implement global rest - TokageItLab
4d4ffa3a2c
2022-08-11 20:10:26 +02:00
da62c587e8 Ported from Godot4: get rid set_bone_pose and fix some function in SkeletonEditor - TokageItLab
8e9897b6de
2022-08-11 19:57:23 +02:00
36b5334282 Ported from Godot4: Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function
- TwistedTwigleg
0cedc04769
2022-08-11 19:09:58 +02:00
109a0ca81b Ported from Godot4: Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
- reduz
2dc823273e
2022-08-11 19:06:33 +02:00
15a5bea727 Clear surfaces in ImmediateMesh before adding a new one. 2022-08-11 18:09:33 +02:00
4db7bba945 Now ImmediateMesh actually sends the expected data to the VisualServer. 2022-08-11 17:56:31 +02:00
92600420ba Backported from Godot4: Implemented SkeletonEditorGizmo.
-TokageItLab, lyuma
f2e9867e9f
- It still has some issues, as this one works differently than the 3.x version, they will be fixed later.
2022-08-11 17:31:02 +02:00
d662b2f3c9 Fix unused variable. 2022-08-11 12:31:24 +02:00
1b743e8a6d Fixed comparison of integer expressions of different signedness warnings. 2022-08-11 12:28:04 +02:00
dd250bf678 Backported ImmediateMesh from Godot4. 2022-08-11 12:23:36 +02:00
58539a22b6 Backported from Godot4: Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
- JFonS
cfb555a081
- Note: MeshDataResourceEditor is now kind of painful to use, it will be fixed a bit later.
2022-08-11 01:24:29 +02:00
b352060a62 Added a new bones_updated signal to Skeleton. 2022-08-10 12:42:04 +02:00