Commit Graph

26 Commits

Author SHA1 Message Date
346f1ab86b Bump version to 4.2-dev
Keep on waitin'
2023-07-05 22:07:03 +02:00
5e3c625e24 Add more info on the nature of NAN 2023-05-30 15:38:10 +02:00
04562662d3 Overhaul the top sections of the class reference (Core classes) 2023-05-19 07:04:48 +02:00
6cd8e706fa Unify descriptions of vector methods
* is_equal_approx
* normalize
* length_squared
* posmod
* posmodv
2023-04-14 23:31:33 +08:00
ff97c481d3 Fix typos and inconsistencies in classref
* Typo fixes.
* Navigation agent's `velocity_computed` signal is not emitted by
  `set_velocity`, but at the end of that frame if `set_velocity` is
  called.
* Simplify link in navigation agent's `avoidance_enabled` description.
* Unify `navigation_layers` description across `NavigationAgent{2,3}D`.
* Unify `is_normalized()` description across `Vector2`, `Vector3`, and
  `Vector4`
2023-03-27 22:26:56 +08:00
cca01afd82 Improve Vector2 / 3 / 4 normalized() classref.
Mention that the results will be unreliable with initial vector near zero.
2023-03-16 11:20:30 +00:00
57d4272984 Fix typos and inconsistencies in classref 2023-03-16 14:10:20 +08:00
1c1524a651 Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
063637ec77 Rename float=64 SCons option to precision=double
This avoids confusion with the old `bits=64` option and building
for 64-bit CPUs in general.
2022-12-10 16:43:45 +01:00
4a8b725bc9 Merge pull request #68386 from MewPurPur/snappedi-snappedf
Implement snappedi, snappedf, and Vector[2/3/4]i.snapped
2022-11-24 18:54:49 +01:00
e26f0906f2 Implement snappedi, snappedf, and Vector[2/3/4]i.snapped 2022-11-19 06:18:55 +01:00
edfb504efe Document that Vector classes are 32-bit 2022-11-12 15:51:11 -05:00
5da515773d Add is_finite method for checking built-in types 2022-10-08 13:25:08 +08:00
ed4571ee37 Document Vector4i 2022-09-03 17:06:36 +02:00
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
dded7c72c1 Make cubic_interpolate() consider key time in animation 2022-08-19 14:48:37 +09:00
1f72f48361 [doc] Use "param" instead of "code" to refer to parameters #3 2022-08-09 22:00:19 -04:00
317ced8204 Merge pull request #64108 from antonWetzel/csharp-update 2022-08-10 00:07:32 +02:00
5361585832 [doc] Use "param" instead of "code" to refer to parameters
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-08-09 10:09:07 -04:00
40a1d6d100 vector4 distance_squared_to and update csharp 2022-08-09 01:59:17 +02:00
c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
36061c5dca Vector4/Vector4i: Add missing methods, tests and fix change of sign operator 2022-08-07 12:25:05 +02:00
ee6fd704b5 Fix Vector4 serialization 2022-07-29 12:09:03 +02:00
d7b30b2327 Add Vector4 documentation 2022-07-26 22:37:05 +02:00
7006f7d693 Add some missing Vector4 methods 2022-07-26 02:35:42 +02:00
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00