Commit Graph

1311 Commits

Author SHA1 Message Date
Rémi Verschelde 4f294b958f doc: Sync classref with current source
Fix a few missing bindings or unspecified argument names and default values.
2019-09-24 11:52:06 +02:00
Rémi Verschelde 159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Rémi Verschelde fdc2463a1b
Merge pull request #32150 from luzpaz/typos
Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Rémi Verschelde 28265fb526
Merge pull request #31202 from azagaya/light-data
Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
Chaosus 1333ea2a2d Implement shader array support for varyings 2019-09-14 18:23:25 +03:00
azagaya b835868067 Create shadow_vec for altering shadow computation
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.

Add inverse light transformation to shadow vec, so it's not affected when rotating lights;

Added usage define for shadow vec.

For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
Yuri Roubinsky 96ea1e6fb0
Merge pull request #31600 from Chaosus/shader_func_return_fix
Fix shader crash when users miss the return statement
2019-08-28 16:39:33 +03:00
Yuri Roubinski 38601dd3e9 Fix shader crash when users miss the return statement 2019-08-28 11:32:33 +03:00
follower 8499033354
Typo fix: "differt" -> "different" 2019-08-28 19:12:54 +12:00
Rémi Verschelde f2777c04c3
Merge pull request #31596 from Chaosus/shader_switch
Implements switch flow control operator in shaders
2019-08-24 14:47:44 +02:00
Andrii Doroshenko (Xrayez) 718f09ad20 Fix uninitialized inertia value in Body2DSW 2019-08-23 20:13:57 +03:00
Yuri Roubinski 4dda253ee0 Implements switch to shaders 2019-08-23 14:43:09 +03:00
RaphaelHunter 74713fe970 Fix custom inertia in physics2d, closes#30838 2019-08-22 20:30:03 +08:00
Rémi Verschelde 6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
2019-08-14 13:45:54 +02:00
Yuri Roubinski a525e3c5ce Implemented do/while loops for shaders 2019-08-13 18:39:55 +03:00
Yuri Roubinski 24417f1975 Force user to initialize local shader constants 2019-08-13 12:31:25 +03:00
IAmActuallyCthulhu 82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Saracen d8ba9f1824 Fix recording bus regression. 2019-08-12 08:10:56 +01:00
Cameron Reikes 9f7a166c35 Show that identifier found in function names 2019-08-09 21:15:33 -07:00
Michael Alexsander Silva Dias 5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
Rémi Verschelde 7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
Implemented local shader constants
2019-08-07 15:14:35 +02:00
Rémi Verschelde ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
Rémi Verschelde af935af38d
Merge pull request #30468 from SaracenOne/expose_audio_capture
Exposes capture methods to AudioServer + documentation
2019-08-07 13:27:25 +02:00
qarmin e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Yuri Roubinski b24b3497d6 Implemented local shader constants 2019-08-05 10:35:53 +03:00
Rémi Verschelde 507e41e698
Merge pull request #30999 from nekomatata/fix-regression-godot-physics
Fixed regression in Godot Physics
2019-07-31 19:47:33 +02:00
PouleyKetchoupp 53ac260d19 Reverted fix that makes sense for collision_solver_2d_sat but not for the 3d version
(original commit: aab8da25ad)

Fixes #30886
2019-07-31 17:36:09 +02:00
IAmActuallyCthulhu 4e617d2ca2
Correct typo and format of comments 2019-07-30 16:43:07 -05:00
santouits 472cda9047 Remove physics thread getting the gl context 2019-07-27 22:08:10 +03:00
Michael Alexsander Silva Dias 12ae7a4c02 Update some dead links in the codebase 2019-07-23 21:06:12 -03:00
Rémi Verschelde 4c943cca2c
Merge pull request #30716 from qarmin/fixed_static_analiser_code
Fix some code found by Coverity Scan and PVS Studio
2019-07-23 15:08:44 +02:00
qarmin aab8da25ad Fix some code found by Coverity Scan and PVS Studio 2019-07-23 09:14:31 +02:00
Rémi Verschelde fec28da0ad
Merge pull request #30349 from qarmin/fix_arvr_crash_at_exit
Fix ARVRServer crash at exit
2019-07-20 12:41:56 +02:00
Rémi Verschelde d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Rémi Verschelde df62bfdd49
Merge pull request #30548 from Calinou/tweak-audio-cutoff-property-hints
Tweak audio cutoff property hints to allow reasonable values only
2019-07-16 08:54:25 +02:00
Chaosus cfcc9ee9c1 Allows to use non-constants in the local shader array initializer 2019-07-16 08:04:49 +03:00
Chaosus 9379cbc774 Added local array initializer 2019-07-16 07:13:37 +03:00
Saracen 47c558b98a Expose audio callbacks as signals. 2019-07-16 04:10:26 +01:00
Saracen c81ec6f26d Exposes capture methods to AudioServer, variable renames for consistency,
added documentation.
2019-07-15 15:12:29 +01:00
Chaosus c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
Chaosus e7f5640632 Added missed "textureProjLod" shader built-in overload for 3D textures 2019-07-15 09:59:11 +03:00
Hugo Locurcio 9387114ce1
Tweak audio cutoff property hints to allow reasonable values only
This also makes all cutoff property hints consistent.

This closes #29588.
2019-07-12 22:44:17 +02:00
hbina085 26c0609656 Make the default return value on crash explicit
Noticed that the error condition will return a NULL instead of something more explicit like "false".
Should make the code more readable at a glance.
2019-07-11 23:06:58 -04:00
Chaosus a2b2da2454 Removed invalid mix shader overloads 2019-07-11 17:16:26 +03:00
Rémi Verschelde 34d7484039
Merge pull request #30455 from qarmin/const_reference
Pass by reference to const
2019-07-10 15:43:15 +02:00
qarmin 01cc7a996b Use reference to constant in functions 2019-07-10 11:54:12 +02:00
Chaosus 4083d0c784 Fix "not" shader function return type 2019-07-09 15:55:00 +03:00
Rémi Verschelde af80182016
Merge pull request #30407 from qarmin/small_fixess
Fixes minor issues found by static analyzer
2019-07-08 08:16:50 +02:00
qarmin 9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Ibrahn Sahir 4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
geequlim 253cd73f1d Fix code completion for shader editor 2019-07-06 12:03:17 +08:00
qarmin a4ae7131c3 Fix ARVRServer crash at exit 2019-07-05 21:14:43 +02:00
Rémi Verschelde 916c5c1e4b
Merge pull request #30318 from bojidar-bg/28501-ysort-modulate
Ensure that nested YSort preserves intermediate modulate values
2019-07-05 09:41:11 +02:00
Bojidar Marinov c3495ef652
Ensure that nested YSort preserves intermediate modulate values
Fixes #28501
2019-07-04 17:57:47 +03:00
Bojidar Marinov f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
Rémi Verschelde d40dbd6d11
Merge pull request #29951 from raphael10241024/add_physics_2d_optimize
add 2d physic optimization similar to 3d physics
2019-07-01 17:08:05 +02:00
Rémi Verschelde 6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
Fix some editor crashes
2019-07-01 14:59:29 +02:00
Rémi Verschelde 380bf04566
Merge pull request #29413 from YeldhamDev/global_rate_scale
Add 'global_rate_scale' to the AudioServer
2019-07-01 13:53:04 +02:00
Furkan Türkal 7d8d337b2c fix some crashes 2019-07-01 14:28:29 +03:00
Rémi Verschelde 538c8eec15
Merge pull request #30117 from santouits/mt-pools
Free server id pools directly on closing
2019-06-27 15:15:15 +02:00
santouits 7aa4622222 Free server id pools directly.
When closing the game, we flush the command queue but after we are pushing the freeing calls of the id pool to the
command queue and they are never being run. Now we free them directly.
2019-06-27 03:25:36 +03:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
yakun.zhang 434fd71d2a add 2d physic optimization simlilar to 3d physics 2019-06-21 19:33:01 +08:00
Rémi Verschelde 5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin 072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
Rémi Verschelde cf76b713cb
Merge pull request #24487 from Meirinha/master
Added UV and UV2 to shader function light() built-in, fixes issue #24120
2019-06-20 12:46:54 +02:00
Rémi Verschelde 5a29be31b3
Merge pull request #27188 from samH-FIT/MacroUpdate
Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
2019-06-19 22:59:49 +02:00
Rémi Verschelde 922a4f5413
Merge pull request #29901 from BastiaanOlij/fix_cameraserver_const
Made constants fully upper case in camera server
2019-06-19 20:20:47 +02:00
Michael Alexsander Silva Dias 1c2ba35074 Add 'global_rate_scale' to the AudioServer
Closes #28953.
2019-06-19 11:36:46 -03:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 30cbe28677
Merge pull request #27310 from KoBeWi/angular_dank
Make angular_damp of new Area nodes match the global default
2019-06-19 15:00:44 +02:00
Bastiaan Olij 4ebedb5f11 Made constants fully upper case in camera server 2019-06-19 22:24:54 +10:00
Rémi Verschelde 0eb8484c8a
Merge pull request #29037 from mdahlgrengadd/master
Make FFT size and oversampling adjustable in smbPitchShifter, add windowing to smbFFT
2019-06-19 12:31:09 +02:00
Rémi Verschelde 24ee8c3566 Add script to fix style issues and copyright headers
This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
2019-06-17 13:35:47 +02:00
Rémi Verschelde 6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio 786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Rémi Verschelde c8db517993
Merge pull request #29316 from Chaosus/shader_const
Added constant support to shaders
2019-06-12 14:26:45 +02:00
Rémi Verschelde 30e8b53c38
Merge pull request #29680 from akien-mga/fix-headers
Add missing license headers
2019-06-11 19:01:40 +02:00
Rémi Verschelde f18121824c Add missing license headers
Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Martin Dahlgren 17adece6ad Add windowing before FFT to avoid flickering spectrogram 2019-06-03 12:58:33 +02:00
Martin Dahlgren f78c7377c9 Make FFT size and oversampling adjustable for pitchshifting 2019-06-03 12:56:45 +02:00
Chaosus c2d4abf62e Added constant support to shaders
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
Arthur Brainville 147b2403e4
audio_server.h : fix typo in comment (minor)
Line 152 : `//re-expose this her,` should be `//re-expose this here`
2019-05-30 13:47:18 +02:00
qarmin 66a36ba474 Fix some unincialised variables 2019-05-28 19:12:19 +02:00
Rémi Verschelde 6305030ee5
Merge pull request #29020 from raphael10241024/inertia
Fix some shape2d get_moment_of_inertia error
2019-05-28 10:23:55 +02:00
Rémi Verschelde 01c41c782b
Merge pull request #28796 from clayjohn/GLES2-optimization
GLES2: Allow Viewports to render directly to screen
2019-05-24 17:31:44 +02:00
Rémi Verschelde 193837a8f5
Merge pull request #28829 from vreon/swizzle-up
Allow constructing larger data types by swizzling
2019-05-24 17:02:26 +02:00
Martin Dahlgren 47f628a013 Fix getting max magnitude in AudioEffectSpectrumAnalyzer 2019-05-24 12:40:04 +02:00
Bastiaan Olij 3ea778e66e Implement shadow to opacity 2019-05-21 20:07:46 +10:00
yakun.zhang 1808c5113a Fix some shape2d get_moment_of_inertia error 2019-05-20 12:19:14 +08:00
Rémi Verschelde e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
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
```
2019-05-19 13:10:35 +02:00
clayjohn 65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
Rémi Verschelde 86a74e2cb3
Merge pull request #27798 from clayjohn/gles2-proj-mat-bug
Fixes bug when setting projection matrix in shader GLES2
2019-05-13 17:59:40 +02:00
Rémi Verschelde 0594db96a9
Merge pull request #28780 from bojidar-bg/x-audio-record-passthrough
Fix AudioEffectRecord messing up the effect stack by not writing to dst_frames
2019-05-13 13:50:34 +02:00
Jesse Dubay 1b9d26765f Allow constructing larger data types by swizzling
GLSL allows the construction of larger data types by swizzling smaller
ones, but Godot shading language treated this as an error:

  vec2 test2 = vec2(0.0, 1.0);
  vec3 test3 = test2.xxx; // error: Invalid member for vec2 expression

This commit updates the expression parser for the 2 and 3-component data
types accordingly.

Fixes #10496
2019-05-11 11:01:09 -07:00
Bojidar Marinov 9285aad8b3
Fix AudioEffectRecord messing up the effect stack by not writing to dst_frames 2019-05-09 18:03:08 +03:00
Aaron Franke 702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Rémi Verschelde 262924296b
Merge pull request #27415 from aqnuep/kinematicbody_fixes
KinematicBody performance and quality improvements
2019-05-02 18:03:58 +02:00
Rémi Verschelde dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
clayjohn e37d723695 fixes bug when setting projection matrix 2019-04-30 08:36:38 -07:00
LATRio 0562b78f40 Properly expose PhysicsServer methods 2019-04-30 20:42:07 +09:00
Rémi Verschelde 0327d57cfd
Merge pull request #27007 from BastiaanOlij/arvr_notifications
Send notifications to ARVRInterfaces
2019-04-30 12:05:46 +02:00
Rémi Verschelde f40c62fa29
Merge pull request #27371 from ShyRed/fixdisabled2dcollisions
Allow adding disabled shapes
2019-04-30 11:43:11 +02:00
Rémi Verschelde 18e88c8563
Merge pull request #18992 from aaronfranke/mono-equal-approx
[Core] [Mono] Improve and use approximate equality methods
2019-04-29 10:16:46 +02:00
Juan Linietsky c2027c8233 Added functions to further improve music timing 2019-04-27 14:05:16 -03:00
Juan Linietsky af9bb0ea15 Clean up latency related functions 2019-04-27 12:23:05 -03:00
Bastiaan Olij 1a1b35721a Send notifications to ARVRInterfaces 2019-04-27 08:39:21 +10:00
Aaron Franke b659e1eb2b
Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
ShyRed a9d4cde0f5 Allow adding disabled shapes
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23 18:06:48 +02:00
Daniel Rakos de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
Hein-Pieter van Braam 5d33f241f0
Merge pull request #26064 from JFonS/add_frustum_camera_mode
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-23 06:20:13 +03:00
Hein-Pieter van Braam-Stewart c52f890626 Don't try to statically allocate 2x 8193 pointers
Maximum stack size is only 8KiB, this will try to allocate 8193 *
sizeof(void*) * 2 = 131088 bytes on the stack. This causes a crash in
some cases.
2019-04-22 15:27:10 +02:00
Rémi Verschelde a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Rémi Verschelde 1120b0b2d3
Merge pull request #28200 from bojidar-bg/28115-ysort-breaks-shader
Fix nested YSort breaking "Use parent material"
2019-04-19 21:15:19 +02:00
Juan Linietsky 04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Bojidar Marinov dd9bb6f186
Fix nested YSort breaking use_parent_material
Fixes #28115
2019-04-19 16:18:01 +03:00
Fabio Alessandrelli d0f2b5c8ab Bind AudioEffectSpectrumAnalyzer::FFT_Size enums 2019-04-16 18:00:19 +02:00
Juan Linietsky e33764744c Added generator audio stream, and spectrum analyzer audio effect
Made AudioFrame and Vector2 equivalent for casting.
Added ability to obtain the playback object from stream players.
Added ability to obtain effect instance from audio server.
2019-04-10 12:58:06 -03:00
Rémi Verschelde 5772f60f96
Merge pull request #27843 from bojidar-bg/27678-ysort-visibility
Do not YSort canvas items that are not visible
2019-04-09 17:15:27 +02:00
Rémi Verschelde c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Bastiaan Olij e0b703e3fe Added eye_height, changed description and fixed size of viewport issue 2019-04-10 01:11:17 +10:00
Bojidar Marinov 11e62cdc79
Do not YSort canvas items that are not visible
Fixes an issue with nested YSorts not regarding visibility
2019-04-09 15:49:38 +03:00
Rémi Verschelde a994db62df
Merge pull request #27644 from lupoDharkael/bus
Allow default audio bus layout modification
2019-04-08 11:06:35 +02:00
qarmin 856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde 4942e96897
Merge pull request #27527 from BastiaanOlij/render_ext_target
Add option to have viewport render into supplied texture (VR)
2019-04-07 11:11:50 +02:00
Rémi Verschelde 35f06eb437
Merge pull request #25630 from BastiaanOlij/arvr_positional_mesh
Added a mesh interface to the arvr positional trackers
2019-04-07 11:09:21 +02:00
Rémi Verschelde 3b697ce8d5
Merge pull request #26486 from marxin/fix-Wdeprecated-copy
Fix new GCC 9 warnings: -Wdeprecated-copy.
2019-04-06 18:21:18 +02:00
Rémi Verschelde 2db0613fb0
Merge pull request #25624 from nekomatata/texture-rect-flip
Add ability to flip TextureRect horizontally or vertically
2019-04-06 13:15:01 +02:00
Bastiaan Olij 8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
lupoDharkael 650b698f51 Allow default audio bus layout modification 2019-04-05 17:19:25 +02:00
Juan Linietsky 19a6a6286a Ability to make CanvasLayers have pseudo 3D depth. 2019-04-05 10:25:51 -03:00
PouleyKetchoupp 8b84638322 Add ability to flip TextureRect horizontally or vertically 2019-04-03 13:05:29 +02:00
Tomasz Chabora fc8ad59af3 Make angular_damp of new Area nodes match the global default 2019-04-01 21:42:06 +02:00
ShyRed 96093778ed Remove hardcoded joint bias
Use user provided bias instead of hardcoded bias.
2019-03-27 19:21:07 +01:00
Daniel Rakos 6dd65c0d67 KinematicBody performance and quality improvements
With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.

List of fixes and improvements:

- Fixed a general bug in move_and_slide that affects both GodotPhysics and
  Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
  is disabled. Not sure where that came from, but looking at the 2D physics
  code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
  tests against individual shapes of compound shapes. This is crucial to get
  good performance with Gridmaps and in general improves the performance
  whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
  module for KinematicBodies to also do broadphase on the sub-shapes of
  compound collision shapes. This is possible thanks to the dynamic AABB
  tree that was previously disabled and it's the change that provides the
  biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
  once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
  was completely broken previously, overwriting previous results and similar
  non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
  not respected at all, and the KinematicBody code for ray separation was
  complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
  used in the ray result array.

There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").

Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
2019-03-27 00:39:47 +01:00
Windy Darian ff318d91ee Fix bone aabb calculation, which caused a skeletal mesh culling issue
There was a bug that could result in most bone aabb boxes ending up with
tiny size upon import and mess up with culling of skeletal meshes. This
fixes it.
2019-03-14 00:35:53 -04:00
Rémi Verschelde 6c2283b2d4
Merge pull request #26660 from marxin/fix-25639-audio-negative-shift
Fix #25639 by not shifting a negative value.
2019-03-05 23:10:02 +01:00
marxin c24f53d4f6 Fix #25639 by not shifting a negative value. 2019-03-05 21:32:18 +01:00
marxin 0e781aeacb Fix #25641 by not shifting a negative value. 2019-03-05 21:18:46 +01:00
Rémi Verschelde 453d239a69
Merge pull request #26532 from aqnuep/texture_array_fixes
Fixed TextureArray and Texture3D issues
2019-03-04 15:09:11 +01:00
Juan Linietsky 34dd772054 Properly redraw if something animated is visible 2019-03-03 13:43:54 -03:00
Daniel Rakos 582f62c2b2 Fixed TextureArray and Texture3D issues
- Texture arrays and 3D textures weren't working previously due to an
  incorrect number of calls to glTexImage3D with incorrect level parameters.
  This change fixes that.
- Fixed the incorrect calculation of the byte size of layered textures.
- Added the layer count to the debugger info when viewing video memory usage.
2019-03-03 16:40:48 +01:00
Juan Linietsky 2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
Rémi Verschelde 467f18b738 Fix style issues from recent commits 2019-03-03 12:45:20 +01:00