Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
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.
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.
NodePath properties are designed to be relative to the given node, so
validity checks are failing in the editor for Polygon2D nodes, which are
relative to the Skeleton2D node rather than the Polygon2D node.
Fixed by saving bone paths as String properties instead of NodePath.
Shouldn't cause a difference for performance since NodePath properties
are technically saved as String anyway.
(cherry picked from commit 8d9619ad46)
Changes the Path2D drawing to use POLYLINE instead of thick lines.
Add a path to translate thick lines (that are not using anti-aliasing) to draw as polygons instead. This should be faster because polygons can be batched.
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`.
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.
Fixes#43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."
The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.
The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
For both 2D and 3D, three methods are added:
- `get_floor_angle` on `KinematicBody` to get the floor angle.
- `get_angle` on `KinematicCollision` to get the collision angle.
- `get_last_slide_collision` to quickly get the latest collision of `move_and_slide`.