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Author SHA1 Message Date
lawnjelly 55978b5024 Revert "FTI - Reduce `VisualInstance3D` xform notifications"
This reverts commit e10003ce33.
2025-06-22 15:44:52 +01:00
Rémi Verschelde 0e9a59b16b
Merge pull request #105901 from lawnjelly/fti_reduce_xform_notifications4
FTI - Reduce `VisualInstance3D` xform notifications
2025-06-13 01:30:31 +02:00
Rémi Verschelde ae484828bb
Merge pull request #107408 from Ivorforce/node-path-string-explicit
Make conversions from `NodePath` to `String` explicit.
2025-06-12 22:49:03 +02:00
Lukas Tenbrink e2931a5c19 Make conversions from `NodePath` to `String` explicit. 2025-06-11 16:50:27 +02:00
lawnjelly 2674ffe1b7 FTI - `global_transform_interpolated()` on demand for invisible nodes 2025-06-09 09:34:09 +01:00
lawnjelly e729fa7c54 `SceneTreeFTI` - fix identity_xform flag getting out of sync
This could cause incorrect rendered xform for one frame.
2025-06-02 11:17:23 +01:00
lawnjelly e10003ce33 FTI - Reduce `VisualInstance3D` xform notifications 2025-05-30 06:32:07 +01:00
lawnjelly c7764ef26b FTI - Optimize `SceneTree` traversal 2025-05-24 17:38:33 +01:00
lawnjelly ae04a3a5dd Physics Interpolation - Move 3D FTI to `SceneTree`
Moves 3D interpolation from server to the client code (`SceneTree`).
Complete rework of 3D physics interpolation, but using the same user API.
2025-04-26 14:13:30 +01:00
Pāvels Nadtočajevs b106dfd4f9
Base accessibility API. 2025-04-08 20:14:28 +03:00
Rémi Verschelde 194894d937 Merge pull request #100597 from Zshandi/position-follow-editor-default-float-step
Node2D/3D: Make position follow default float step
2025-01-12 18:07:07 +01:00
Silc Lizard (Tokage) Renew d0c421976c Fix looking at with 180 degree arc
Co-authored-by: Fruitsalad <949631+fruitsalad@users.noreply.github.com>
2025-01-02 15:47:01 +09:00
Zshandi Krahn 0d40fe46e3 Node2D/3D: Make position follow default float step 2024-12-19 00:11:39 -08:00
Silc Lizard (Tokage) Renew f5b49af99f Add RetargetModifier3D for realtime retarget to keep original rest 2024-11-18 22:44:55 +09:00
kobewi b9d25580ce Fix implementation of property_can_revert() in various classes 2024-10-04 23:02:04 +02:00
Ricardo Buring 2f8ab4a654 Fixed Timestep Interpolation (3D)
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 22:15:23 +02:00
kobewi 59f05ed31a Cleanup unused/underused singleton StringNames 2024-05-14 18:18:29 +02:00
kobewi 413c11357d Use Core/Scene stringnames consistently 2024-05-13 23:41:07 +02:00
kobewi a262d2d881 Add shorthand for using singleton string names 2024-05-11 18:53:08 +02:00
kobewi 0b877a9962 Expose is_part_of_edited_scene() 2024-04-26 11:49:38 +02:00
Rémi Verschelde 42e6f9a9d8
Merge pull request #76140 from jeronimo-schreyer/add_secondary_light_to_3d_resource_importer
Added secondary light to 3D Advanced Import Settings
2024-04-19 16:26:42 +02:00
Jeronimo Schreyer c3bc768d64
Make Advanced Import lights more like the mesh and material editors
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-04-16 10:15:25 -07:00
Birk Magnussen dd97ff44ab
Fixes the issue where setting global rotation would reset scale.
This was caused because the basis for the target global transform was entirely recreated. This process did not account for the scale of the basis of the current global transform.
This PR amends this by scaling the recreated basis for the global transform by the current global scale of the Node3D.
Note that this scaling has to be done from the current global scale and not from the local scale of the Node3D, otherwise issues would arise if parents of this Node3D would be scaled.
2024-04-16 13:43:00 +02:00
Rémi Verschelde 810a0dbff1
Don't access Node3D/Node2D/Control global transform in `reparent` unless needed
Fixes #89002.

Co-authored-by: Tamás Gálffy <ezittgtx@gmail.com>
2024-02-29 14:07:48 +01:00
Rémi Verschelde 7de27ea56a
Merge pull request #84643 from rsburke4/top-level-problem-fix
Fix `Node3D` children using `top_level` in different position in-editor versus runtime
2024-02-02 12:01:25 +01:00
kobewi 0e8f90f4c8 Update deferred calls to use Callables 2024-01-09 16:11:47 +01:00
rsburke4 f191330968 Node3D children using top_level in different position in-editor vs. runtime 2023-11-09 05:10:35 -05:00
bitsawer 12a2177967 Fix notification thread guards 2023-10-02 19:31:54 +03:00
A Thousand Ships e45927b2f2 Replace `radians` range hint with `radians_as_degrees` 2023-09-25 08:50:19 +02:00
Mikael Hermansson 8be20c495c Add `global_basis` property to `Node3D` 2023-08-11 11:41:49 +02:00
Markus Sauermann 399bce02cf Fix 3D top_level resetting
There is no need to erase the top_level flag on EXIT_TREE.
During ENTER_TREE, `top_level = true` is not necessary, because it is
already set to true.
2023-06-22 18:58:29 +02:00
Rémi Verschelde d63794d466
Merge pull request #77629 from GameDevLlama/bugifx/issue-50813
Fix non-functional Node3D `top_level` property
2023-06-18 16:30:42 +02:00
Christian Ringshofer 20e8189f5d Fix non functional Node3D op_level property
Fixes #50813.
2023-06-18 15:01:01 +02:00
Ninni Pipping dcd2b883eb Use NULL instead of COND checks when appropriate
Restricted to scene
2023-06-10 08:56:30 +02:00
Juan Linietsky 5fdc1232ef Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility.

* Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets.
* Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector.

The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
2023-05-24 10:10:24 +09:00
Pedro J. Estébanez 50cf3d6966 Optimize threading-sensitive node data for single-threaded processing 2023-05-17 02:04:41 +02:00
Juan Linietsky 0a9f72d5a8 Make more base nodes thread safe
Ongoing work to make more of the base nodes thread safe.
2023-05-15 16:54:10 +02:00
Rémi Verschelde 3579d7a9f7
Merge pull request #36301 from KoBeWi/daddy_node
Add reparent methods to Node
2023-01-07 13:20:56 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Juan Linietsky 80b578b060 Restore 'rotation_degrees' properties.
By popular demand, restoring the helper properties to rotate objects in degrees.
Affected are local and global rotations for:

* Node2D
* Node3D
* Control
2022-12-19 10:59:47 +01:00
Haoyu Qiu f6ae2f2fd5 Use ObjectID as argument when referred-calling _request_gizmo
Fixes crash on project launch.
2022-12-10 18:52:10 +08:00
Aaron Franke 9225eb461e
Unify Node3D RotationOrder with global EulerOrder 2022-11-02 17:46:03 -05:00
Aaron Franke 8556fdd4bc
Move EulerOrder enum to math_defs.h and global scope 2022-11-02 13:44:13 -05:00
Aaron Franke 7f9a8c99c9
Clean up Basis from Euler code 2022-10-21 17:54:49 -05:00
Aaron Franke 094e8db97c
Fix hide_slider vs no_slider inconsistency in editor property code 2022-10-03 13:40:31 -05:00
kobewi c080b9dc05 Fail look_at() if not inside tree 2022-09-29 13:34:28 +02:00
Marc Gilleron c00c29a136 Expose `NOTIFICATION_LOCAL_TRANSFORM_CHANGED` 2022-09-19 13:43:46 +01:00
Hugo Locurcio f7292dbeb3
Rename `or_lesser` range property hint to `or_less`
"less" should be used for quantity, rather than "lesser".

Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
2022-09-02 19:08:20 +02:00
Jonathan Nicholl 15d057c521 Add `is_zero_approx` methods to `Vector2`, `3`, and `4` 2022-09-02 00:29:50 -04:00
Rémi Verschelde 2961651444
Merge pull request #64691 from TokageItLab/Quaternion-editor 2022-08-24 18:36:54 +02:00