The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.
Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.
Fixes#7589, where it's also discussed.
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
Since joint resources are created by joint nodes and also they take care of freeing them, the physics server doesn't need to free bodies' joints explicitly.
The logic for clearing the constraints map/set is still relevant as there may be collision pairs and in their case its the server itself the one creating them and therefore releasing them.
Don't abort the loop when one is already released
Remove warning on already-released constraint
Clean up area's contraints as well
Clear the constraint data as well
Do the cleanup as soon as the space changes
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.
Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
Fixes#2416.
The KinematicBody::can_move_to function was likely designed for two behaviours:
- discrete: check if the body can "teleport" to the destination
- continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.
The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
I could reproduce the crash described in #1284 only with 32bits versions of godot.
The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape.
The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`.
I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
-=-=-=-=-=-=-=-=-=-=-=-=-=-
3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
-PinJoint
-HingeJoint (with motor)
-SliderJoint
-ConeTwistJoint
-Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
-input_event (mouse or multitouch input over the body)
-mouse_enter (mouse entered the body area)
-mouse_exit (mouse exited body area)
For Area it needs to be activated manually, as it isn't by default (ray goes thru).
Other:
-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
-=-=-=-=-=-=-=-=-=-=-=-=-=
-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
-=-=-=-=-=-
-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.