Commit Graph

316 Commits

Author SHA1 Message Date
Rémi Verschelde 21f0529aa9
Revert "Update Node::get_configuration_warnings signature"
This reverts commit d3852deaa4.
2024-02-17 19:03:21 +01:00
Rémi Verschelde ca733a4bf8
Merge pull request #88019 from mihe/wrong-contact-count
Fix `get_contact_count` sometimes being incorrect in `_process`
2024-02-14 10:59:45 +01:00
RedMser d3852deaa4 Update Node::get_configuration_warnings signature 2024-02-08 23:05:20 +01:00
Mikael Hermansson f2d615cdc7 Fix contact count sometimes being incorrect in `_process` 2024-02-06 14:29:43 +01:00
A Thousand Ships fb1662b939
Fix crash with `PhysicsBody2D/3D::get_gravity` with invalid state 2024-02-05 16:40:49 +01:00
Aaron Franke aed5ea9460
Expose a method to get gravity for any physics body 2024-01-30 23:57:38 -06:00
Mikael Hermansson a3278c772e Fix transform sync in `RigidBody*D::_body_state_changed` 2023-11-15 01:45:45 +01:00
Mikael Hermansson 21a3ed1715 Fix transform changes in `_integrate_forces` being overwritten 2023-11-12 19:32:08 +01:00
A Thousand Ships bea7cc784d Make error suggestion less ambiguous 2023-10-14 14:56:05 +02:00
Rémi Verschelde 72cdb0b4c5
Merge pull request #82393 from jrouwe/body_changed_state
Fix performance regression in RigidBody2D/3D and PhysicalBone3D
2023-10-04 15:35:30 +02:00
Hugo Locurcio 14f40ec70e
Tweak Gravity Scale property hints to make dragging more useful
This also allows a more precise step.
2023-10-01 20:01:46 +02:00
Jorrit Rouwe eff7f27c48 Fixed performance regression in godot 4.2 in RigidBody2D/3D and PhysicalBone3D
After change c118256865 the body state is synched 2x, but this is only needed if _integrate_forces is overridden.

Adding this extra if increases the FPS by 2.5% in a heavy physics scene, see: https://github.com/godot-jolt/godot-jolt/discussions/611
2023-09-26 21:19:58 +02:00
A Thousand Ships e45927b2f2 Replace `radians` range hint with `radians_as_degrees` 2023-09-25 08:50:19 +02:00
Aaron Franke 49e0a01bf1
Add Mass Distribution, Deactivation, Solver inspector property groups 2023-08-06 21:26:33 -05:00
Chinmay Awale c118256865 added state sync after call to _integrate_forces 2023-08-01 19:03:43 +05:30
kobewi de4a3fa151 Unify and streamline connecting to Resource changes 2023-07-17 19:35:57 +02:00
Ninni Pipping dcd2b883eb Use NULL instead of COND checks when appropriate
Restricted to scene
2023-06-10 08:56:30 +02:00
VolTer 818d57b5b4 Light3D show scaling warning immediately 2023-05-01 02:55:17 +02:00
Aaron Franke a83ce0b104
Improve some units in RigidBody nodes 2023-04-15 22:03:24 -05:00
fabriceci 1381e6da4f Exposes the apply_floor_snap function to allow a snap to be made regardless of velocity. 2023-02-22 14:08:32 +01:00
Juan Linietsky 398e73c689 Error when removing a phycics node during a physics callback
* This behavior is not allowed, the error text suggests using call_deferred().
* Added a check in Node::remove_child to prevent future crashes of this type.
* Fixed a performance regression introduced by #36244.

Fixes #63718, probably other crashes too.
2023-01-07 12:57:24 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Haoyu Qiu 06a0b26c9e Fix inspector not showing name for LabelSettings.font 2022-11-25 12:48:37 +08:00
Rémi Verschelde 3a874804ab
Merge pull request #68886 from timothyqiu/motion-distance
Revert move vector parameter name to "motion"
2022-11-20 11:43:32 +01:00
Hugo Locurcio 2a0afb1dcc
Improve collision exception error messages for easier understanding 2022-11-19 17:35:44 +01:00
Haoyu Qiu 42ab2b9ef5 Revert move vector parameter name to motion 2022-11-19 20:19:50 +08:00
bruvzg 0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Ricardo Buring 311cdd2571 Revert "Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor."
This reverts commit 10395f5df2.
2022-10-05 22:51:29 +02:00
Rémi Verschelde d96b7d767a Merge pull request #66110 from Zylann/reference_get_count
get_reference_count()`
2022-09-22 08:26:29 +02:00
Marc Gilleron 474cee7daf Rename and expose `RefCounted::get_reference_count()` 2022-09-21 21:18:54 +01:00
Rémi Verschelde 28e1dc6162 Merge pull request #65828 from rburing/body_state_sync_callable
make `body_set_state_sync_callback` take a `Callable`
2022-09-21 11:05:41 +02:00
Rémi Verschelde 209a837f79 Merge pull request #66112 from Zylann/get_configuration_warnings_psa
Change return type of `get_configuration_warnings` to `PackedStringArray`
2022-09-19 22:03:44 +02:00
Marc Gilleron aed3822a93 Change return type of `get_configuration_warnings` to `PackedStringArray` 2022-09-19 16:43:15 +01:00
fabriceci 10395f5df2 Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor. 2022-09-18 22:23:09 +02:00
fabriceci a72d5be2c6 Add recovery_as_collision in move_and_collide/test_move 2022-09-17 11:40:03 +02:00
Ricardo Buring ff4e72a0bc PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
2022-09-15 15:09:23 +02:00
Hugo Locurcio f7292dbeb3
Rename `or_lesser` range property hint to `or_less`
"less" should be used for quantity, rather than "lesser".

Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
2022-09-02 19:08:20 +02:00
Jonathan Nicholl 15d057c521 Add `is_zero_approx` methods to `Vector2`, `3`, and `4` 2022-09-02 00:29:50 -04:00
fabriceci f8cc88fab3 Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
fabriceci 31549dca29 Shorten variable names for moving platforms in CharacterBody 2022-08-25 09:15:18 +02:00
fabriceci 59bf35f3df Improves the API for monitoring contacts in RigidDynamicBody 2022-08-24 21:23:11 +02:00
Rémi Verschelde 91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
kobewi 1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Rémi Verschelde 7764151bc1 Rename properties unnecessarily using slash (`/`) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00
Yuri Sizov 1a24c9e14b Make `_validate_property` a multilevel method 2022-08-22 18:35:11 +03:00
RedMser c25b8f2876 Remove unintentional PROPERTY_USAGE_INTERNAL
The flag only matters for property definition,
but was also used in _validate_property a lot.
2022-08-18 16:25:00 +02:00
Silc Renew 7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
FireForge 4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
Aaron Franke 5dc3bfb80e
Use suffixes for units in nodes and resources 2022-05-19 14:34:27 -05:00