Commit Graph

6716 Commits

Author SHA1 Message Date
kleonc
063d1a5d53 TabContainer: Fix error on removing top-level Control child, Remove _get_tab method 2021-08-04 22:10:06 +02:00
Yuri Sizov
e7bd53b690 Make theme item overrides more obvious in the Inspector 2021-08-04 17:02:00 +03:00
kleonc
8274d18244
TabContainer Fix moving dropped tab at incorrect child index
(cherry picked from commit a5a4532378)
2021-08-03 10:20:18 +02:00
foxydevloper
f807c7e569
Name nodes added from drag & drop by name_casing
(cherry picked from commit 07a8f0fe38)
2021-08-03 10:18:04 +02:00
Raul Santos
d46d66020e
Fix forward calculation in PathFollow3D for the position at the end of the curve
(cherry picked from commit e23f6a5bba)
2021-08-03 10:18:04 +02:00
Rémi Verschelde
69c194736d
VariantParser: Fix uninitialized ResourceParser funcs
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.

Fixes crash part of #42115.

(cherry picked from commit f3aaa713d9)
2021-08-03 09:33:25 +02:00
vitika9
bea67d7763
Fixed Camera2D's reset_smoothing() does not work as described
(cherry picked from commit 22eaec6895)
2021-08-03 09:15:33 +02:00
Rémi Verschelde
08b67aabb8
Merge pull request #51193 from timothyqiu/atp-remove
memdelete the node in AnimationTreePlayer.remove_node
2021-08-03 08:08:22 +02:00
Rémi Verschelde
7b97243521
Merge pull request #51040 from nekomatata/layer-grid-32-3.x
[3.x] Refactor layer property editor grid
2021-08-02 21:14:43 +02:00
Haoyu Qiu
859922a5f0 Delete the node in AnimationTreePlayer.remove_node 2021-08-03 00:12:04 +08:00
Rémi Verschelde
73c6ab0215
Merge pull request #51152 from lawnjelly/portals_improve_ui 2021-08-02 14:40:18 +02:00
lawnjelly
2eae35693e Portals - change import naming convention to postfix
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
2021-08-02 11:04:02 +01:00
lawnjelly
8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00
lawnjelly
776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Marcel Admiraal
e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
PouleyKetchoupp
e0e9f575ae Refactor layer property editor grid
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
2021-07-30 11:43:04 -07:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
Rémi Verschelde
7f4eafa6f2
Merge pull request #50983 from Calinou/editor-use-bullet-points-3.x
Use bullet points in the editor instead of dashes where relevant
2021-07-30 13:42:27 +02:00
Aaron Franke
e47018ffa4
[3.x] Fix building with the FreeType module disabled 2021-07-29 21:47:40 -05:00
lawnjelly
d578ea99b9 Portals - fix gizmo margin scaling
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.

This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.

This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
2021-07-29 18:58:19 +01:00
Rémi Verschelde
bab9c02f47
Merge pull request #51014 from pycbouh/core-texture-webp-crash-3.x
[3.x] Fix a crash when trying to load a WebP `StreamTexture`
2021-07-29 16:00:30 +02:00
Rémi Verschelde
7a35eec705
Merge pull request #50979 from lawnjelly/portals_autoplace_priority_setting 2021-07-29 15:46:01 +02:00
Yuri Sizov
62f7eb7b2f Fix a crash when trying to load a WebP StreamTexture 2021-07-29 16:00:04 +03:00
lawnjelly
e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
Hugo Locurcio
10ef55ce23
Use bullet points in the editor instead of dashes where relevant 2021-07-28 19:47:11 +02:00
lawnjelly
d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00
lawnjelly
d7d7abf057 Portals - fix autolink portals to detect internal
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.

This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
2021-07-28 15:54:45 +01:00
Rémi Verschelde
56d7de2208
Merge pull request #50909 from fabriceci/fix-multiple-direction-collision-3x
[3.x] Allow multiple collision direction at the same time
2021-07-27 19:10:52 +02:00
Rémi Verschelde
717ba8f9d8
Merge pull request #50932 from lawnjelly/portals_fix_margin_loading
Portals - Fix default portal margin loading
2021-07-27 13:09:01 +02:00
lawnjelly
d012a26e6a Portals - Fix default portal margin loading
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.

This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.

This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
2021-07-27 11:48:34 +01:00
Haoyu Qiu
eb31a39e82
Add check to internal methods to prevent crash
(cherry picked from commit 448295cd51)
2021-07-27 12:17:14 +02:00
Rémi Verschelde
6a6b6fa5cb
Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
Haoyu Qiu
fb15adfad0 Fix crash when executing PopupMenu.new()._submenu_timeout() 2021-07-27 12:11:28 +08:00
fabriceci
aaf09f864a Allow multiple collision direction at the same time 2021-07-26 20:11:22 +02:00
Haoyu Qiu
2131b3c61c Fix selection of spaced atlas tile when using priority 2021-07-26 20:05:59 +08:00
Hugo Locurcio
974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
lawnjelly
5e59f7ce3a Portals - Config warning for Rooms with too many planes
Just a small addition, a config warning if the user creates a Room with a large number of bounding planes, letting them know to simplify it.
2021-07-23 10:19:09 +01:00
lawnjelly
c2dd51a85e Portals - fix adding statics twice
Due to an oversight in the autoplace recursive search for static objects, static objects were getting added twice to the portal renderer, which meant they were being rendered twice, lowering performance.

This PR corrects this horrendous error.
2021-07-22 20:23:57 +01:00
Rémi Verschelde
86054e00bf
Merge pull request #50446 from AnilBK/graphnode-improv-3.x
[3.x]Add missing graphnode setters.
2021-07-22 16:41:20 +02:00
Rémi Verschelde
e3c545668b
Merge pull request #50112 from lawnjelly/camera_2d_current
Most recently added current Camera2D takes precedence
2021-07-22 12:16:44 +02:00
lawnjelly
83f1377a8f Portals - lift roomlist restrictions and fix link bug
Allows users to have the RoomManager as the roomlist.

Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.

Adds a PortalEditorPlugin allowing you to flip individual portals.
2021-07-20 19:05:16 +01:00
lawnjelly
06d66488c2 Portals - Add the ability to autoplace static objects
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
2021-07-20 13:24:30 +01:00
Tomasz Chabora
d966f00954
Calculate __focus_rect when TreeItem is focused
(cherry picked from commit 2035992a07)
2021-07-20 13:05:14 +02:00
Eric M
7b6b402a0c
Added Node name to print() when printing Nodes.
(cherry picked from commit 3ca25ffe8a)
2021-07-20 13:05:09 +02:00
Rémi Verschelde
2ee38416a4
Merge pull request #50507 from Calinou/light-tweak-property-hints
Tweak Light property hints for greater flexibility
2021-07-20 11:13:16 +02:00
Aaron Franke
7dc2edc430
[3.x] Allow reading shaders from .gdshader files 2021-07-19 23:34:23 -04:00
Rémi Verschelde
526447b86f
Merge pull request #50495 from nekomatata/move-and-slide-fixes-3.x
[3.x] Backport KinematicBody move_and_slide and move_and_collide fixes
2021-07-19 20:11:51 +02:00
PouleyKetchoupp
beeebb4c2f More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:17 -07:00
PouleyKetchoupp
2fbb6fff4e Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:16 -07:00