3b4b25b5f8
Add working bindings for Projection's get_projection_plane.
2022-08-16 22:33:56 +02:00
9e1588160f
Now all Variant math types are structs.
2022-08-16 22:09:26 +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
904c88c403
Actually fix sign compare warning.
2022-08-16 01:44:25 +02:00
7e5896d81b
Bind everything in String.
2022-08-16 01:41:51 +02:00
eb43e1dfc9
Fixed an another sign compare warning.
2022-08-16 01:23:54 +02:00
b796390962
And an another one.
2022-08-16 00:14:59 +02:00
5f6c223dc4
Fix typo.
2022-08-16 00:14:08 +02:00
c5670d501f
Fix an another sign compare warning.
2022-08-16 00:13:07 +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
d08526393e
Bind everything in Vector3i.
2022-08-15 18:31:59 +02:00
feb5c025cf
Bind everything in Vector3.
2022-08-15 18:22:55 +02:00
e4aebe1783
Bind everything in Vector2i.
2022-08-15 17:40:36 +02:00
88fbeb4fe4
Bind everything in Vector2.
2022-08-15 17:20:15 +02:00
a7b777fd62
Added an another TODO.
2022-08-15 16:37:43 +02:00
608ba7826a
Ported improvements to Vector2, Vector2i, Vector3, Vector3i, Vector4, and Vector4i from Godot4.
2022-08-15 16:13:21 +02:00
bdd94e5b26
Added an another todo.
2022-08-15 13:50:05 +02:00
4bbe1024b5
Todos.
2022-08-15 13:44:33 +02:00
4cc1e75f69
Backported improvements to Quaternion from Godot4. Also bound all eligible methods.
2022-08-15 13:00:32 +02:00
f73af59416
Bound more methods.
2022-08-15 09:34:29 +02:00
007f728438
Bound all eligible transform methods.
2022-08-15 09:20:47 +02:00
bdf93bebcc
Added a few todos.
2022-08-15 02:15:23 +02:00
5cd44e02d0
Backported the improvements to Transform from Godot4.
2022-08-14 20:35:11 +02:00
e9bb723975
Backported some improvements to Transform2D from Godot4. Also bound all eligible methods.
2022-08-14 19:19:51 +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
662c3a7e88
Also did Rect2i.
2022-08-14 14:00:32 +02:00
899ac5cbd8
Backported some improvements to Rect2 from Godot4. Also bound all eligible methods.
2022-08-14 13:15:22 +02:00
7650103ce7
Backported some improvements to Plane from Godot4. Also bound all eligible methods.
2022-08-14 10:52:57 +02:00
c7d2307bd5
Backported some of the improvements to Color from Godot4. Also bound all eligible methods.
2022-08-14 01:08:59 +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
c991043c95
Backported improvements to AABB from Godot 4. Also made sure all eligible methods are bound.
2022-08-13 18:21:54 +02:00
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
f423b30714
Backported from Godot4: Fix secondary handles in editor gizmos
...
Primary and secondary handles are no longer differentiated by their ids, so a bool was added to tell them apart in all the handle-related methods.
Includes a minor fix in CollisionPolygon3DEditor, unrelated to editor gizmos.
- JFonS
5ebea2d120
2022-08-12 22:21:00 +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
a84be665ec
Use AnimationPlayer's root property instead of just getting it's parent when exprting a GLTFDocument.
2022-08-12 13:59:27 +02:00
82550d10e3
Also update BoneAttachment handling code.
2022-08-12 12:58:04 +02:00
d5158716d9
Update the logic of _convert_animation_track in GLTFDocument.
2022-08-12 12:57:02 +02:00
e3918692a3
Backported from Godot 4: Fixed animation insertion in SkeletonEditor - TokageItLab
...
653e2a550c
2022-08-12 01:34:45 +02:00
2bc7355910
Ported from Godot4: Fixes to editor subgizmos
...
* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
- JFonS
d7b58ebc9c
2022-08-12 00:43:53 +02:00
4b939998a7
Removed AnimationTreePlayer, as it was deprecated (and also practically unusable).
2022-08-11 23:01:27 +02:00