During room conversion, if a prefixed Spatial is converted to a Room / RoomGroup etc, when using instanced scenes the owner was incorrectly set, resulting in the instanced scene objects being duplicated.
This PR corrects this.
(cherry picked from commit 4ec4b5a60d)
Take extra constraint info and function description from Node3D.look_at to improve Spatial.look_at docs.
Add an explicit error for up == 0
(cherry picked from commit 83298da9b8)
A regression had occurred whereby particle systems in DYNAMIC mode weren't added to the room correctly.
This PR recognise the case and bypasses the function to retrieve geometry, as retrieving the geometry is not necessary for DYNAMIC objects as they should not affect the room bound. Their AABB will be retrieved during gameplay rather than once off at level conversion.
(cherry picked from commit d86061d7ae)
On macOS, Particles rendering is much slower than CPUParticles
due to transform feedback being implemented on the CPU instead
of the GPU.
(cherry picked from commit 299d277c9c)
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
(cherry picked from commit 788f075b44)
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.
Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
(cherry picked from commit 1560c8b5aa)
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.
In 2D, there is no change in behavior (just no more errors).
In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
(cherry picked from commit b93aeec4a2)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
Add new error type to BakeError to signalise that there is no root node to
start baking from.
Document the new error type, as well as BAKE_ERROR_NO_LIGHTMAPPER.
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
In case the reference is stored in script, create a new instance to
avoid overriding the previous values.
Otherwise, re-use the reference as before to avoid extra allocations.
The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.
This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).