Commit Graph

1577 Commits

Author SHA1 Message Date
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
Rémi Verschelde 26d0c90370
Merge pull request #50477 from lawnjelly/portals_autolink_order
Portals - fix autolink sprawling, refine logs
2021-07-15 15:22:53 +02:00
lawnjelly 44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
fabriceci fba4c9d552 Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:57:58 +02:00
Rémi Verschelde a3310c1da2
Merge pull request #46130 from lawnjelly/portals
Portal occlusion culling [3.4]
2021-07-14 13:38:01 +02:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Rémi Verschelde aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
Rémi Verschelde b0b2b7df31
Merge pull request #50257 from Calinou/physicsserver3d-add-set-iterations-3.x
Add a method to set the number of physics solver iterations in 3D (3.x)
2021-07-14 07:56:57 +02:00
TaskManagerCZ b444bec1f3
Explicit error message when setting active a Viewport that is already active.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit e3be0913d7)
2021-07-13 10:20:03 +02:00
Hugo Locurcio 9259b4adc4
Add a method to set the number of physics solver iterations in 3D
This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
2021-07-10 16:29:41 +02:00
PouleyKetchoupp 9eb6a43cff Remove unused PhysicsShapeQueryResult & Physics2DShapeQueryResult 2021-07-05 11:21:15 -07:00
JFonS a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
PouleyKetchoupp c89476ad41 Expose body_test_motion in 3D physics server
Results are exposed through PhysicsTestMotionResult, the same way it's
done for 2D.

Also cleaned a few things in the 2D version.
2021-07-02 18:04:39 -07:00
Rémi Verschelde cbf6d51d01
Merge pull request #49845 from nekomatata/physics-disabled-shapes-3.x
[3.x] Fix and clean disabled shapes handling in godot physics servers
2021-06-30 10:09:17 +02:00
Rafał Mikrut cb5faca39a
Prevent setting too big or too small Collision Mask and Layer 2021-06-27 17:40:07 +02:00
PouleyKetchoupp 10fdd196b7 Fix and clean disabled shapes handling in godot physics servers
In 3D, disabled shapes are now not added to the broadphase anymore.
Since they are removed right away when disabled, no need to check for
disabled shapes for any query that comes from the broadphase.
Also Fixes raycast queries returning disabled shapes.

In 2D, disabled shapes where already not added to the broadphase.
Remove the same unnecessary checks as in 3D.

Overall harmonized API for disabled shapes in the physics servers and
removed duplicate method.
2021-06-22 16:48:24 -07:00
Marcel Admiraal 8788472b8c Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
Hugo Locurcio a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Rémi Verschelde 2827d6be19
Merge pull request #49699 from nekomatata/mass-properties-disabled-shapes-3.x
[3.x] Ignore disabled shapes for mass property calculations
2021-06-18 18:37:56 +02:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
PouleyKetchoupp c3107349a4 Ignore disabled shapes for mass property calculations 2021-06-17 17:17:05 -07:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Rémi Verschelde c45ce768b1
Merge pull request #47854 from mortarroad/3.x-lossless-webp
[3.x] Implement lossless WebP encoding
2021-06-11 19:35:47 +02:00
Morris Tabor 5de08ef1d6 Implement lossless WebP encoding 2021-06-11 18:48:04 +02:00
Yuri Roubinsky 2d7c9f1ef1 [3.x] Makes shader 'TIME' available in custom functions by default 2021-06-11 15:23:24 +03:00
Marcel Admiraal 01dd6b0593 Apply infinite inertia checks to Godot physics 3D 2021-06-11 09:24:58 +01:00
PouleyKetchoupp c6bd0fd0f7 Fix uninitialized members in physics query results 2021-06-07 10:40:15 -07:00
Rémi Verschelde 80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
Arkadiusz Marcin Kołek 7f14210a4c
Avoid division by zero when calculating inertias for bodies with colliders without areas.
(cherry picked from commit e347baddf3)
2021-06-01 12:53:31 +02:00
lawnjelly 6e022a382d Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 08:44:59 +01:00
lawnjelly 14ce176f10 BVH - thread safety option
Added optional thread safe version through template argument and runtime switch, that wraps access with a mutex.
2021-05-25 10:47:32 +01:00
Hugo Locurcio a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Rémi Verschelde 4100a80502
Merge pull request #43506 from QbieShay/fix-depth-sort
[3.x] VisualServer now sorts based on AABB position
2021-05-23 01:23:46 +02:00
Morris Tabor ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Rémi Verschelde cca2a9d2d5
Merge pull request #38387 from Rhathe/set_iterations
[3.x] Enable setting of collision iterations in Physics2DServer
2021-05-19 19:48:08 +02:00
Yuri Roubinsky 2d1f8f2352 Prevents shader crash if two struct with the same name are declared 2021-05-14 11:28:49 -07:00
Yuri Roubinsky ac547031d5 Prevents shader crash if passing invalid struct to the return statement 2021-05-14 11:28:49 -07:00
Yuri Roubinsky ae8de1f2ce Fix shader crash if duplicated struct members created 2021-05-14 11:28:49 -07:00
Lyuma fba6b62054 Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma 0c028ad96e Backport bc0e8e7 "Fix using post-init shader array constructors" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma 25016bf715 Backport 6b99bda "Added support for arrays as shader struct members" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma fc6bee0750 Backport 6f16239 "Implementation of struct for shaders" to 3.4 2021-05-14 11:28:48 -07:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Bastiaan Olij 8f8c9c2f57 Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for 2021-05-05 16:22:03 +10:00
PouleyKetchoupp 0dacc681b6 Fixed unnecessary bvh tree updates when calling set_pairable
Dynamic BVH doesn't update the tree anymore when calling set_pairable
with no parameter change.

Also modified Godot Physics broadphase to create objects directly with
pairable (static) set correctly to make use of this optimization for the
BVH broadphase.

Note: Octree broadphase doesn't use this optimization because it forces
an update on move, so passing the proper AABB and static parameters on
creation would cause the tree to update twice.
2021-05-04 12:24:31 -07:00
Rémi Verschelde 0c8b5b5c4d
Style: Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2021-05-04 16:40:33 +02:00
Rémi Verschelde b4af1eba0a
Style: Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2021-05-04 16:39:13 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 32cc022267
Merge pull request #48314 from nekomatata/physics-2d-dynamic-bvh
[3.x] Support for Dynamic BVH as 2D Physics broadphase
2021-05-04 09:23:04 +02:00
PouleyKetchoupp d8f681029f Support for Dynamic BVH as 2D Physics broadphase
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
2021-04-30 15:53:15 -07:00
Rémi Verschelde 594764c2ec
Revert "make 2d constraint solving more deterministic by solving in push order"
This reverts commit 266314ba26.

There seems to be some performance concerns, so reverting the cherry-pick for
now and we'll revisit later (see https://github.com/godotengine/godot/pull/44112#issuecomment-829426790).
2021-04-29 19:12:19 +02:00
Rémi Verschelde e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Jordan Schidlowsky 266314ba26
make 2d constraint solving more deterministic by solving in push order
(cherry picked from commit 043b6c2d93)
2021-04-29 11:27:56 +02:00
Rémi Verschelde a706fb11e5
Merge pull request #47943 from nekomatata/joint-check-body-types-3.x
[3.x] Fix errors related to joints setup with two non-dynamic bodies
2021-04-28 16:58:23 +02:00
Rémi Verschelde f85d59c97f
Merge pull request #47349 from nekomatata/heightmap-support-3.x
[3.x] Heightmap collision shape support in Godot Physics
2021-04-28 16:57:29 +02:00
Rémi Verschelde 80619a00d7
Merge pull request #47979 from HenryWConklin/3.x-optimize-hashgrid-layers
Optimize BroadPhase2dHashGrid to not pair elements on different layers
2021-04-28 16:57:19 +02:00
Rémi Verschelde 6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
Maganty Rushyendra c5e8a81737
Fix AudioServer Crash when bus count equals 0
(cherry picked from commit ccc375f163)
2021-04-26 13:07:58 +02:00
Rémi Verschelde e554ecd691
Merge pull request #47451 from BastiaanOlij/arvr_positional_tracker_ref
Change ARVRPositionalTracker to a reference (3.x)
2021-04-26 07:45:34 +02:00
clayjohn 0546c8760a Add setting for shadow cubemap max size 2021-04-20 23:17:45 -07:00
Henry Conklin 8e4641bc88 Optimize BroadPhase2dHashGrid to not pair elements on different layers
Clean up logic in _check_motion

Closes 45824
2021-04-17 10:49:06 -04:00
PouleyKetchoupp 64b11b6126 Fix errors related to joints setup with two non-dynamic bodies 2021-04-15 17:53:15 -07:00
lawnjelly 2ffdfdfd1a Add buffer orphan / stream options
Allows users to override default API usage, in order to get best performance on different platforms.

Also changes the default legacy flags to use STREAM rather than DYNAMIC.
2021-04-14 12:08:32 +01:00
Marcel Admiraal a3f4bd96c5
Ensure ConvexPolygonShape support count variable is initialised
(cherry picked from commit 0d4d8925b7)
2021-04-06 22:37:03 +02:00
Rémi Verschelde bd9ee18fb1
Merge pull request #47679 from madmiraal/fix-47436.1-3.x
[3.x] Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:36:01 +02:00
Rémi Verschelde a145f4a5dc
Merge pull request #47677 from madmiraal/fix-47436-3.x
[3.x] Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:10 +02:00
Marcel Admiraal 83da95b6e4 Check for empty ConcavePolygonShape2D before checking for intersection 2021-04-06 19:43:51 +01:00
Marcel Admiraal ebcff3b4a6 Check ConvexPolygonShape2D point count before calcuating moment of inertia 2021-04-06 19:11:40 +01:00
Marcel Admiraal 28c7b3a17d Ensure ConvexPolygonShape support count variable is initialised 2021-04-06 16:46:04 +01:00
lucicam 1cd13d22c2
Fix crash caused by null parameter passed to CameraServer.add_feed()
Fixes #46181

CameraServer.add_feed() takes a CameraFeed object type as parameter.
Passing in another type of data while binding the method it will make
tha parameter null.
Added a check for null which returns from function and does not make the
engine crash anymore.

(cherry picked from commit c158a63a8a)
2021-04-05 11:58:48 +02:00
Bastiaan Olij 4cce36e35d Change ARVRPositionalTracker to a reference and better expose it to GDNative 2021-03-29 23:01:04 +11:00
Rémi Verschelde ab4c73604d
Merge pull request #44696 from madmiraal/fix-44632-3.2
[3.x] Remove all elements from monitored_bodies and monitored_areas when processed
2021-03-26 16:34:27 +01:00
Rémi Verschelde acbd1e8b02
Merge pull request #46781 from BastiaanOlij/gdn_set_interface
Add set_interface for access by GDNative
2021-03-26 11:27:27 +01:00
PouleyKetchoupp 3ea72b273d Heightmap collision shape support in Godot Physics 2021-03-25 16:52:20 -07:00
lucicam 7c0255695d Fix failure in set_primary_interface when parameter is null
The program would fail if the parameter is passed as null in set_primary_interface because
in the print_verbose, the get_namea) method is called on the parameter and this causes a
failure if the parameter that was passed is null.
2021-03-25 15:29:16 +02:00
Bastiaan Olij 717f3227ec ARVR GDNative enhancements:
- add set_interface function
- add access to depth buffer
- add supplying a depth buffer from an ARVR plugin
2021-03-25 22:37:47 +11:00
Rémi Verschelde 7c82092b41
Merge pull request #47286 from DarkKilauea/fix-moment-of-inertia-3.x
[3.x] [Godot Physics]: Correct typo in moment of inertia calculations.
2021-03-23 10:31:26 +01:00
Rémi Verschelde 1ed0280de7
Merge pull request #47160 from puchik/shadow-filter-resolution
[3.x] Take resolution into account when setting the max shadow cubemap size (omni light shadow jaggies fix)
2021-03-23 09:45:14 +01:00
Arman 8d156d9e5c Take resolution into account when setting the max shadow cubemap size
Co-authored-by: Clay John <clayjohn@gmail.com>
2021-03-22 23:11:38 -07:00
Josh Jones 9327052bed [Godot Physics]: Correct typo in moment of inertia calculations.
The moment of inertia calculation for BoxShape is:

```
Vector3(
    (p_mass / 3.0) * (ly * ly + lz * lz), 
    (p_mass / 3.0) * (lx * lx + lz * lz), 
    (p_mass / 3.0) * (lx * lx + ly * ly));
```

where the final line includes both the x and y extents.

However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`.  I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape.

This change corrects the final line to include both the x and y components of the shape's extent.
2021-03-22 20:23:39 -07:00
e344fde6bf 9671f8ff4b [3.3] Fix some angular velocity calculations
The angular velocity estimate for kinematic bodies was calculated
incorrectly. Also, fixes its use in some kinematic/rigid collision
calculations.

3.3 version of #47130
2021-03-20 16:58:04 +10:00
jmb462 a5bcacb115
Fix AudioEffectCapture buffer length cannot be changed
(cherry picked from commit b588232b83)
2021-03-19 10:50:18 +01:00
Rémi Verschelde dae319355f
Merge pull request #47068 from nekomatata/cylinder-fix-margins-3.2
[3.3] Fix Cylinder shape collision with margins when using GJK-EPA
2021-03-17 11:05:46 +01:00
PouleyKetchoupp 27a01d054d Fix capsule-cylinder collision in godot physics
Test specific axes before falling back to GJK-EPA algorithm to get more
accurate separation axes for common cases, the same way it's done for
cylinder-cylinder collision.
2021-03-16 19:14:51 -07:00
PouleyKetchoupp abb5660925 Fix Cylinder shape collision with margins when using GJK-EPA
In the case of falling back to GJK-EPA algorithm to generate cylinder
contact points, margins were never taken into account.

This fixes the depenetration phase for kinematic bodies and allows
consistent floor detection for cylinder shapes.
2021-03-16 10:20:19 -07:00
Kongfa Waroros 5f4ac65251
Check if an input image wasn't Image on several functions in CameraFeed
(cherry picked from commit 916e576021)
2021-03-14 12:03:22 +01:00
Rémi Verschelde 3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
lawnjelly d3930b1af2 Change default ninepatch mode to scaling
Changes default ninepatch mode to preserve compatibility, and renames default mode to 'fixed'.

Also adds an editor restart to changing ninepatch mode and software skinning, which will be more user friendly.
2021-03-10 09:30:23 +00:00
Ev1lbl0w bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
Kyle 1c208d6baa Fixes division by zero when 3d body does not have valid shape (3.2 only)
Fixes #46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body.
2021-03-08 20:32:16 -05:00
Rémi Verschelde 118567ca28
Merge pull request #46657 from lawnjelly/revert_snapping
Revert backport of 2D transform and camera snapping options
2021-03-08 14:49:41 +01:00
Hugo Locurcio 0c6873b13e
Tweak shader errors for features only usable in GLES3
See https://github.com/godotengine/godot/issues/42719#issuecomment-792168504.
2021-03-07 13:27:13 +01:00
lawnjelly bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00