Commit Graph

  • 73fa94274b Fixed the bone editor's bone tree. Relintai 2022-08-10 12:51:20 +0200
  • b352060a62 Added a new bones_updated signal to Skeleton. Relintai 2022-08-10 12:42:04 +0200
  • 49f76407ba Fix unsigned signed comparison warnings. Relintai 2022-08-10 11:34:12 +0200
  • 7a9fe9117a Fix build. Relintai 2022-08-10 10:17:02 +0200
  • 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. Relintai 2022-08-10 01:01:38 +0200
  • cf918406ae Renamed Skeleton's skeleton_updated signal to pose_updated to make the following backports that much easier. Relintai 2022-08-09 22:31:17 +0200
  • 0ffa8e33a7 Backporter from Godot 4: Unexpose methods and property for binding children to Bones. - madmiraal 65faa12fd3 Relintai 2022-08-09 22:05:43 +0200
  • a478334d4a Backported from Godot master: Made low level changes to the Skeleton3D class and Skeleton3D inspector. Changes listed below: * Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa. * Updated the Skeleton3D class reference. * Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon. * Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible. * Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector. - TwistedTwigleg 24905becb2 - Also fixed smaller issues. Relintai 2022-08-09 21:57:46 +0200
  • 3d4a55a1a3 Backported: Added feature to move physical bones with skeleton when not simulating physics. - AndreaCatania 374432d074 Relintai 2022-08-09 19:19:50 +0200
  • 3b0c27d89c Fixed the skeleton editor. Relintai 2022-08-09 18:32:39 +0200
  • 27aaa70037 Added back set_bone_pose to Skeleton, as I don't see any reason not to have it. Also improved it it. Relintai 2022-08-09 18:31:47 +0200
  • 6d293dc7a3 Removed Transform type track from the Animation. This leaves a few things, like the skeleton editor broken, it will be fixed soon. Relintai 2022-08-09 17:40:42 +0200
  • 5cd0ea7e60 Fix serializing variants into binary files. Relintai 2022-08-09 15:50:30 +0200
  • 3a8ffc6df3 Added missing cases to switch. Relintai 2022-08-09 12:26:47 +0200
  • 8fd473f685 Backported: "Remove animation 3D transform track, replace by loc/rot/scale tracks" from Godot4. ec19ed3723 Its a bit broken right now, more patches need to be ported. Also I kept the Transform track for now, and I did not touch the gltf module yet. Relintai 2022-08-08 23:49:18 +0200
  • d89dc61436 Switched back to the old gltf module. Apparently this one can export aswell. Relintai 2022-08-08 19:45:06 +0200
  • 9ae0437034 Backported and added EditorSceneFormatImporterFBX and EditorSceneFormatImporterGLTF to the build. Relintai 2022-08-08 18:52:58 +0200
  • f086cf4128 Now GLTFDocument can be built. Relintai 2022-08-08 18:01:02 +0200
  • 6decccc54f Now Color::clamp() actually has an implementation. Relintai 2022-08-08 18:00:42 +0200
  • 0517f3e462 Fix _scs_create's implementation. Relintai 2022-08-08 17:58:43 +0200
  • a23d917937 use the proper _NO_DISCARD_ macro. Relintai 2022-08-08 17:36:15 +0200
  • 453c6cdda4 Remove duplicate methods. Relintai 2022-08-08 17:31:56 +0200
  • 2d2dfb6a84 Backported some of the improvemnents to BoneAttachment from Godot4. Relintai 2022-08-08 17:29:59 +0200
  • 5fa6f5e5fb Backported a few helper methods from Godot4 to Skeleton. Relintai 2022-08-08 17:29:34 +0200
  • 0b1ae86963 Backported the improvements to StringName from Godot4. Relintai 2022-08-08 17:26:23 +0200
  • 89b1ed9263 Ported contains for String from Godot4. Relintai 2022-08-08 16:06:34 +0200
  • 42607ee8ca Lots of work on GLTFDocument. Relintai 2022-08-08 02:53:46 +0200
  • ffd29397f8 Added clamp() to color from Godot4. Relintai 2022-08-08 02:52:30 +0200
  • eff5153375 Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image. Relintai 2022-08-08 02:39:21 +0200
  • 2e30e9f2d6 Ported uri_encode and uri_decode to String from Godot4. Relintai 2022-08-08 01:28:25 +0200
  • ba00b5bf91 Added char utils header from godot4. Relintai 2022-08-08 01:27:57 +0200
  • ae7d514cf3 Added set_column to Basis. Relintai 2022-08-08 01:18:58 +0200
  • 341b1a105f Update method in GLTFDocumentExtensionConvertImporterMesh. Relintai 2022-08-08 00:52:21 +0200
  • b28af3a912 Proper 3.x style bindings for GLTFDocumentExtension. Relintai 2022-08-08 00:50:00 +0200
  • 53fcf8b2d3 Cleaned GLTFDocumentExtensionConvertImporterMesh too. Relintai 2022-08-08 00:43:26 +0200
  • 5e5ae40009 Cleaned up GLTFDocumentExtension aswell. Relintai 2022-08-08 00:39:35 +0200
  • 2f9608aa65 GLTFState is also in the build now. Relintai 2022-08-08 00:23:19 +0200
  • 435a59947a Cleaned up and added GLTF helper methods to the build. Relintai 2022-08-08 00:20:08 +0200
  • 4090cb34d7 Backported helper classes to pair.h from Godot4. Relintai 2022-08-08 00:05:12 +0200
  • 37eb131c50 Uncommented hashing methods for the new types. Relintai 2022-08-07 23:31:58 +0200
  • 31603bec29 Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. Relintai 2022-08-07 23:30:31 +0200
  • 705643310e Ported the improvements to the hash funcs from Godot4. Relintai 2022-08-07 23:22:21 +0200
  • 5ac0285ea4 More fixes. Relintai 2022-08-07 22:53:31 +0200
  • ef5f5f6da4 Fix more includes. Relintai 2022-08-07 22:45:50 +0200
  • 7301c3f43c Backported ImporterMesh and ImporterMeshInstance3D from Godot4. Relintai 2022-08-07 22:44:27 +0200
  • cda00a7b80 Fixed most includes. Relintai 2022-08-07 21:52:04 +0200
  • b31e09f884 Added RBMap and EBSet from godot4. Relintai 2022-08-07 21:38:22 +0200
  • 23c2a98ee1 Deapplied ec19ed3723 from the gltf module for now. Relintai 2022-08-07 21:36:44 +0200
  • 7dd9df5e86 Backport FileAccess and DirAccess usage. Relintai 2022-08-07 21:26:40 +0200
  • e15630d7f2 Added more helper methods to DirAccessRef and FileAccessRef. Also smaller cleanups. Relintai 2022-08-07 21:16:11 +0200
  • 10e87baee9 Added hash_set from godot4. Relintai 2022-08-07 21:08:37 +0200
  • 1bc7531da7 Remove Gridmap and CSG support from the gltf module. Relintai 2022-08-07 21:02:32 +0200
  • fc7f3857da Mass replace godot4 class names to 3.x. Relintai 2022-08-07 21:00:54 +0200
  • 81dc812e6f Move include guards to the top of the files. Relintai 2022-08-07 20:56:19 +0200
  • 7c4416503e Replaced the gltf modlue to the one in godot4. It's currently disabled by default while it can't be built. Relintai 2022-08-07 20:52:06 +0200
  • f8ac4e5708 Check whether the gltf module is enabled or not before trying to use it. Relintai 2022-08-07 20:50:41 +0200
  • 8e6e429653 Removed unnecessary import. Relintai 2022-08-07 20:49:57 +0200
  • 81145db235 Actually check whether modules are enabled, not just for their existence in mesh_data_resource's SCsub. Relintai 2022-08-07 20:49:29 +0200
  • 6f66cad2cb Main build script: Properly set module_ name _enabled in environment to false for modules that get disabled using can_build(). Relintai 2022-08-07 20:46:39 +0200
  • 53f274de2f Ported: AnimatedSprite Fix updating inspector when SpriteFrames is modified - kleonc 8ae246f15e Relintai 2022-08-07 16:20:57 +0200
  • 2e628b7fa8 Ported: Fix skeleton 2D stale bounding rect Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty". -lawnjelly 18bb668a2e Relintai 2022-08-07 16:01:27 +0200
  • eed219ada1 Fix theme propagation for children of top level controls Yuri Sizov 2022-06-01 03:56:51 +0300
  • 3b84a64a36 Ported: Mark node groups as dirty for every children if parent is moved - YuriSizov 6d53c60bf7 Relintai 2022-08-07 15:32:28 +0200
  • c81f43e454 Added a todo. Relintai 2022-08-05 00:59:21 +0200
  • 9e4ac41f4a Added a new templated WeakRef (WRef) class. Relintai 2022-08-04 14:31:00 +0200
  • 9a56f6b6ad Actually increase version in version.py. Relintai 2022-08-03 21:31:45 +0200
  • cdbcabc96b Updated changelog.md. v3.7.0 Relintai 2022-08-02 18:45:00 +0200
  • a7f9cc21b7 Fix crash when executing AnimationTreePlayer.are_nodes_connected Haoyu Qiu 2022-08-01 23:26:40 +0800
  • 4204828965 Ported: Improve some export error messages. - bruvzg e0101e511c Relintai 2022-08-02 18:01:58 +0200
  • 2f68738632 SCons: Fix creating VS solution with SCons 4.4.0 Rémi Verschelde 2022-07-31 13:58:05 +0200
  • 2ca1470010 File: Re-add support to skip CR (\r) in File::get_as_text Rémi Verschelde 2022-07-31 18:46:53 +0200
  • 44c23ae9a5 SCons: Fix X11 use_lld fallback not being applied Rémi Verschelde 2022-07-31 13:49:09 +0200
  • a5381e1c18 Fix typo. Relintai 2022-08-02 16:29:52 +0200
  • 7a274ee454 Fix android editor build. Relintai 2022-08-02 16:27:43 +0200
  • d485aa11ff Fix emscripten version for the podman build all script. Relintai 2022-08-02 14:20:22 +0200
  • 78a36e9b2f Updated DONORS.md. Relintai 2022-08-02 10:34:35 +0200
  • 0095078e25 Fixed an another warning on the pi. Relintai 2022-08-02 00:22:41 +0200
  • 6cceda5101 Fix warnings on the pi. Relintai 2022-08-01 23:32:12 +0200
  • 9a85a52e0d Updated the build containers based on: 18b7ecfcd9 Relintai 2022-08-01 22:17:12 +0200
  • 39fa5450c2 Fix potential crash in VisualServer. Relintai 2022-07-31 19:54:25 +0200
  • 2aa3fa0468 Fix typo, and init variable to 0. Relintai 2022-07-31 18:03:18 +0200
  • 22afd8f1c8 More todos. Relintai 2022-07-31 15:30:28 +0200
  • 970f018fa1 Added a few todos. Relintai 2022-07-31 15:12:24 +0200
  • 068143691c Added simple scaling for uvs for TiledWalls. Relintai 2022-07-31 14:52:58 +0200
  • 1a7c404a17 Implemented texture scale for TiledWalls. Relintai 2022-07-31 14:47:23 +0200
  • 40d9d6b49b Implemented handling the new collider_z_offset property for merged TiledWalls. Relintai 2022-07-31 14:04:26 +0200
  • 0227b18d06 Codestyle fixes. Relintai 2022-07-31 13:43:36 +0200
  • 6af9f9045d Actually disabled modernize-use-nullptr for clang tidy, Relintai 2022-07-31 13:43:26 +0200
  • 9771f1af99 Codestyle fixes. Relintai 2022-07-31 13:36:54 +0200
  • f5b3262bde Fix setter type. Relintai 2022-07-31 13:31:14 +0200
  • 27eafa074e Fixed the 2 add methods in TiledWallData. Relintai 2022-07-31 13:22:55 +0200
  • 71f9dd4cd2 Added collider z offset, and texture scale parameters to TiledWallData. Also smaller fixes and codestyle improvements. Relintai 2022-07-31 11:29:03 +0200
  • 6c35a83d9f Remove the modernize nullptr option from the clang tidy file. Relintai 2022-07-31 11:02:46 +0200
  • 9a79a37ec9 Codestyle fixes for the PropMesher. Relintai 2022-07-31 11:01:57 +0200
  • bb323b5bee Fixed lights. Relintai 2022-07-31 01:32:43 +0200
  • ec789f1b87 Fixed the property validation for aura triggers and aura stat attributes in Spell. Relintai 2022-07-31 00:19:25 +0200
  • 40ed18dd0d Remove accidental import. Relintai 2022-07-31 00:02:31 +0200
  • c4e7bc1c45 Reused the old unused PROPERTY_HINT_SPRITE_FRAMES as PROPERTY_HINT_BUTTON. It allows you to add buttons to the inspectors. Relintai 2022-07-31 00:01:58 +0200
  • 249dd4d661 Updated property hints for variant arrays. Relintai 2022-07-30 21:58:40 +0200
  • 4a39f38bab Fix typo. Relintai 2022-07-30 00:54:25 +0200