Commit Graph

1731 Commits

Author SHA1 Message Date
fabriceci 856142a97d rename free mode to floating mode 2022-01-24 15:19:43 +01:00
kobewi d7f51dd2ec Better clarify map_to_world() description 2022-01-24 14:13:40 +01:00
kobewi f74d52e80d Fix error on scene tiles cleanup 2022-01-19 00:39:26 +01:00
Rémi Verschelde 7c771ea310
Merge pull request #47522 from madmiraal/rename-test_width-test_height 2022-01-18 13:39:57 +01:00
Rémi Verschelde e0f2902a11
Merge pull request #55665 from KoBeWi/you_touched_my_TouchScreeenButton 2022-01-13 12:23:49 +01:00
Rémi Verschelde 189662e5bd
Merge pull request #56696 from AnilBK/use-init-lists 2022-01-12 10:04:45 +01:00
Anilforextra 6c3a0460a8 Use List Initializations for Vectors. 2022-01-12 10:15:12 +05:45
Arnav Vijaywargiya 0c46f73b5e Fixed incorrect property types 2022-01-11 17:17:11 +05:30
Anilforextra b770a4d0ac Path2D: Check points count before rendering. 2022-01-09 15:17:41 +05:45
Pawel Lampe 9bda2d5859 Fix NavigationObstacle errors
* `NavigationObstacle2D` premature radius estimation (before entering the tree)
* `NavigationObstacle3D` premature radius estimation (before entering the tree)
2022-01-07 19:55:22 +01:00
Rémi Verschelde 4dbef3a4f5
i18n: Sync template with current 3.x codebase
Weblate will now track the state of `3.x` to prepare for the 3.5 release.

(cherry picked from commit 02d9ac1071)
2022-01-07 13:35:28 +01:00
Rémi Verschelde b23552922f
NavigationServer: Restore constness for thread safe `get_singleton`
This was removed by mistake in #47024, NavigationServer uses internal
mutability for thread safety, and removing `const` breaks the contract.
2022-01-05 15:41:21 +01:00
Marcel Admiraal f107139979 Rename Project Window width and height settings to match their function 2022-01-04 13:59:16 +00:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
luz paz a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Haoyu Qiu 1078c389f9 Fix crash when executing `TileMap.map_pattern`
Validates the input reference.
2021-12-18 15:53:21 +08:00
Rémi Verschelde 7f9a82b944
Merge pull request #52998 from AnilBK/node2d-renames
Node2D member renames.
2021-12-13 09:15:12 +01:00
PouleyKetchoupp 940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde 4f9b6d9a3f
Merge pull request #51235 from AnilBK/awkward-funcs 2021-12-10 16:58:11 +01:00
Rémi Verschelde 3c448437f6
Merge pull request #55263 from RPicster/ParticleMaterial-random-start-color 2021-12-10 10:06:46 +01:00
Rémi Verschelde f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Aaron Franke e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Jonathan Gollnick 0c14b930ef
Fix _validate_property on AnimatedSprite 2D and 3D 2021-12-08 16:59:11 -06:00
Raffaele Picca 76e2c87f57 Fixed sphere emission shape to emit particles in a spheres volume and added "Sphere Surface" to keep the old behaviour. 2021-12-06 20:48:02 +01:00
kobewi 6a2938471b Rename TouchScreenButton's textures 2021-12-06 15:46:05 +01:00
Raffaele Picca ddf82697d7 Random initial color parameter for ParticleMaterial
Works with 2D and 3D GPU Particles
2021-12-03 13:58:17 +01:00
Rémi Verschelde bb3f0a9d58
Merge pull request #55271 from RPicster/particles-texture-animation-speed 2021-12-02 10:14:26 +01:00
lawnjelly 6db29583f2 Faster Path2D drawing with polyline
Changes the Path2D drawing to use POLYLINE instead of thick lines.
2021-12-01 15:23:27 +00:00
Rémi Verschelde cae5615a22
Merge pull request #55417 from ekumlin/issue-54856 2021-11-29 14:46:01 +01:00
Raffaele Picca 37cfa56db3 Visibility rect only shown when a GPUParticle2D is selected to reduce visual clutter in scenes with a lot of Particle nodes. 2021-11-28 19:42:42 +01:00
Raffaele Picca 459e2a4b6f Fixed texture animation speed when using random lifetime ( Particle2D gpu + cpu) as mentioned here: https://github.com/godotengine/godot/issues/54993 2021-11-26 01:12:23 +01:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
kobewi 4682f22293 Improve various texts 2021-11-23 12:20:57 +01:00
fabriceci 3a4debfa59 Scales the horizontal velocity according to the wall slope in 2D 2021-11-19 14:09:17 +01:00
Eric 7257bb6ad0 Fix condition on 'jump to limits' logic
This is a fix for: #54856
2021-11-17 21:12:34 -08:00
Yuri Roubinsky 8be89357ce Fix `ColorPicker` inverted input on color circle 2021-11-17 20:33:17 +03:00
Rémi Verschelde b99792b5d9
Merge pull request #54167 from brunosxs/fix-game-crash-when-sending-a-notification-from-a-camera-class 2021-11-16 14:11:14 +01:00
Camille Mohr-Daurat 74facb6d39
Merge pull request #54803 from goostengine/shape-cast-2d
Add `ShapeCast2D` node
2021-11-12 13:28:44 -07:00
Andrii Doroshenko (Xrayez) 6a67350910 Remove `get_closest_*` methods from `ShapeCast2D`
The physics API cannot provide needed functionality to ensure the correct behavior, which might lead to confusion (see `rest_info()`).

However `get_closest_collision_safe/unsafe_fraction()` methods are not removed, because they return correct result from `cast_motion()`.
2021-11-12 21:30:35 +02:00
Andrii Doroshenko (Xrayez) f979d5977a Add `ShapeCast2D` node 2021-11-12 21:29:30 +02:00
Gilles Roudière 1224d7a25c Implement texture padding in TileSetAtlasSources 2021-11-12 15:14:10 +01:00
Camille Mohr-Daurat 11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
PouleyKetchoupp c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
Rémi Verschelde 3668312e78
Merge pull request #54847 from nekomatata/fix-test-move-regression 2021-11-10 20:38:49 +01:00
PouleyKetchoupp 5da057adaf Fix test_move reporting collision when touching another body
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.
2021-11-10 11:20:02 -07:00
PouleyKetchoupp bfd0d33244 Fix errors in CharacterBody when floor is destroyed or removed
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.
2021-11-10 08:27:33 -07:00
PouleyKetchoupp 3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
Andrii Doroshenko (Xrayez) 6742a338a8 Rename `GradientTexture` to `GradientTexture1D`
1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
2021-11-07 15:11:04 +02:00
Rémi Verschelde 13aaa73124
Merge pull request #54573 from nekomatata/query-parameters 2021-11-05 21:52:39 +01:00
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00
Hugo Locurcio c012fbc8b2
Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Rémi Verschelde 25bea73544
Merge pull request #54527 from nekomatata/fix-polygon-bone-path-errors 2021-11-03 17:27:36 +01:00
PouleyKetchoupp 8d9619ad46 Fix errors with invalid bone node path in Polygon2D
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.
2021-11-03 08:28:32 -07:00
Rémi Verschelde 87ddc5bbbf
Merge pull request #54104 from Scony/improve-navigation-obstacles
Improve NavigationObstacle3D usability
2021-11-03 10:13:53 +01:00
rafallus 770e3a8e51 Use `Callable` in Area monitor callback 2021-11-01 21:53:17 -06:00
Rémi Verschelde 529968df30
Merge pull request #54396 from groud/implement_terrain_other_brushes 2021-11-01 22:27:06 +01:00
Camille Mohr-Daurat a57de3b818
Merge pull request #37880 from nekomatata/rigid-body-damping-override
Improved RigidDynamicBody linear/angular damping override
2021-11-01 11:24:01 -07:00
Hugo Locurcio ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
Gilles Roudière c609d39214 Implement missing TileMap brushes for terrains 2021-10-29 19:46:42 +02:00
Lyuma c088a2dd89 Fix crash due to reentrancy in AudioStreamPlayer* finished signal.
This crash occurred when an audio stream finished playing in NOTIFICATION_INTERNAL_PROCESS,
during which it would iterate through a loop of playbacks,
leading to a "finished" signal, which removed the audio player from the tree
which led to a NOTIFICATION_EXIT_TREE,
which would mutate the array of playbacks while within the above loop.

This moves the signal callback outside of the loop which avoids the crash.
Note: previously, the signal was called multiple times if the same player finishes multiple times in one frame. Now it is at most once per frame.

Affects AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2021-10-28 19:45:29 -07:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
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`.
2021-10-28 15:19:35 +02:00
Camille Mohr-Daurat 3c527dcbbd
Merge pull request #54157 from bjauny/fix_potential_nullpointer_collision3d
Fix potential null pointer use, based on #54094 fix
2021-10-27 12:40:50 -07:00
Bastien JAUNY 258b5d0019 Fix potential null pointer use, based on #54094 fix 2021-10-27 20:41:14 +02:00
Camille Mohr-Daurat a1092d14c5
Merge pull request #54302 from fabriceci/fix-2D-character-stuck-on-wall
Fix #54298 where a CharacterBody2D can be stuck on the wall.
2021-10-27 11:24:52 -07:00
Gilles Roudière 756e76293f Implement runtime update of TileData object in TileMap 2021-10-27 18:32:52 +02:00
fabriceci ee3e43c853 Fix #54298 where a CharacterBody2D can be stuck on the wall. 2021-10-27 18:05:35 +02:00
Gilles Roudière a6584e4cb8 Optimize TileMap layers updates 2021-10-27 12:07:52 +02:00
Rémi Verschelde 01afa39d21
Merge pull request #54073 from groud/terrains_for_procgen 2021-10-26 08:15:07 +02:00
PouleyKetchoupp daf7dcac7a Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative.

Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
2021-10-25 18:22:12 -07:00
Pawel Lampe fa26fb865f Improve NavigationObstacle3D usability
Fix NavigationObstacle3D to be attached to navigation map - without it
the NavigationObstacle3D is not working.

Replace radius approximation algorithm with simple "radius" property.
2021-10-25 19:57:33 +02:00
BrunoSXS eb2deabffe Fixes a game crash caused by instantiating Camera2D and sending a notification from it before adding it to the tree. 2021-10-23 17:30:18 -03:00
Rémi Verschelde e0f887accd
Merge pull request #54120 from zaevi/fix_null-ref_crashes 2021-10-23 19:00:12 +02:00
Zae 924c2078da Fix unexpected crashes in `notification` 2021-10-23 13:01:52 +08:00
Rémi Verschelde 9f7218eb69
Merge pull request #54088 from madmiraal/remove-unimplemented-methods 2021-10-22 12:59:32 +02:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde 133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Rémi Verschelde e06d264362
Merge pull request #53990 from Kemikal1/master
Change the unreacheable return value of shape_find_owner()
2021-10-21 19:24:08 +02:00
Gilles Roudière d1aef45072 Allow updating TileMap cells using surrounding terrains 2021-10-21 16:57:28 +02:00
kobewi 1a347e9cf3 Fix MeshInstance2D rect 2021-10-21 15:18:52 +02:00
Kemikal1 563d3dbf94 Change the unreacheable return value of shape_find_owner()
Update collision_object_3d.cpp

2d modified and UINT32 usage

Proper uINT32max usage

Change the unreacheable return value of shape_find_owner()

This reverts commit 5be98b81428169ba2dd5baecd00f1adfd9260e5c, reversing
changes made to efa3ff6b95.

Change the unreacheable return value of shape_find_owner()

changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit c81d1073ec21b4cde4684a6dbd595f3359283bad.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit 6dbd972aa5c4580d4f6270ead6c66eea18617f29.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit b769ac2d11ad12f02a388d9dad17519f81d9c3b6.

Revert "Revert "Revert "changed from 0 to uint32_max""""

This reverts commit 1e8d84f7ec12da01c3153e08bb8609cf2c6fd58a.

Revert "Revert "Revert "Revert "changed from 0 to uint32_max"""""

This reverts commit 0dc17abefad6d540c18bba7b4df9d8c04e090d0c.

Change the unreacheable return value of shape_find_owner()
2021-10-21 15:02:28 +03:00
Rémi Verschelde da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Gilles Roudière 1a95f893c4 Implement TileMap patterns palette 2021-10-19 11:57:37 +02:00
Camille Mohr-Daurat 342c1bf1e2
Merge pull request #53054 from MaxLap/doc_shape_signals
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14 14:31:58 -07:00
Maxime Lapointe b66fdb8dd2 Improve area/body_shape_entered/exited signals parameter names and doc
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.
2021-10-14 15:41:26 -04:00
Rémi Verschelde 004b44e915
Merge pull request #53767 from groud/improve_tile_set_change_performances 2021-10-13 16:03:31 +02:00
Gilles Roudière 0de2fce3e1 Greatly improve editor performances by deferring tiles related updates
Solve few update problems
2021-10-13 14:49:47 +02:00
Rémi Verschelde 8240a11ba0
Merge pull request #53761 from groud/fix_tilemap_memory_leak 2021-10-13 14:04:11 +02:00
Rémi Verschelde a564dd7c6d
Merge pull request #53747 from manueldun/trailSectionSubdivCrash 2021-10-13 12:43:48 +02:00
Gilles Roudière 48fb43035c Fix TileMap memory leak 2021-10-13 12:12:25 +02:00
Manuel Dun 3905b4e67a fix so the error macro uses the incomming parameter p_subdivision instead of the class member 2021-10-12 20:22:33 -04:00
kobewi bf3eaa767b Use z_index for TileMap layer darkening 2021-10-13 01:34:34 +02:00
Rémi Verschelde d9667d9262
Merge pull request #53636 from KoBeWi/colorayer
Add modulate property to TileMap layers
2021-10-12 22:32:38 +02:00
Aaron Franke 7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Douglas Leão 39a90751dc Allow AudioStreamPlayer(2D) to provide `pitch_scale` on playback 2021-10-10 18:52:29 -03:00
kobewi ec0d72a828 Add modulate property to TileMap layers 2021-10-10 20:28:57 +02:00
Duroxxigar 54d305eebe Improved readability for failing error conditions 2021-10-08 17:29:25 -04:00
George Marques 70e1a50cd1
Joint2D: Use boolean instead of warning string for validity test
Those strings are stripped at release there's a false positive that the
bodies are valid, causing a crash.
2021-10-07 14:18:44 -03:00
Rémi Verschelde c773c709c0
Merge pull request #53051 from kleonc/animated-sprites-centered-rendering 2021-10-05 11:22:17 +02:00
PouleyKetchoupp 4f8d761be6 Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.

Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
PouleyKetchoupp 3ae5687d48 Script interface improvements for test body motion
-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
2021-10-04 10:49:10 -07:00
kleonc b266b59e56 Fix rendering centered odd-size texture in AnimatedSprite2D/AnimatedSprite3D 2021-10-03 14:30:51 +02:00
PouleyKetchoupp 39f6ca96a3 Rename Joint2D and Joint3D files for consistency
Now matches the class names to be consistent between 2D and 3D and with
other node types.
2021-10-01 12:00:32 -07:00
Camille Mohr-Daurat 95432893e2
Merge pull request #53272 from fabriceci/bug-platform-ceiling
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
2021-09-30 18:05:52 -07:00
fabriceci 3fa76dfe58 Fix body stuck on descending platform 2021-09-30 23:55:50 +02:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
PouleyKetchoupp d0ec46be68 Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00
fabriceci bd411ae187 Add latest changes added in the 3D version 2021-09-30 16:50:07 +02:00
Rémi Verschelde 5d6a98f04e
Merge pull request #53239 from nekomatata/fix-animatable-body-initial-state 2021-09-30 15:15:00 +02:00
PouleyKetchoupp 6e6f292f15 Fix AnimatableBody moving and colliding during the first frame
_update_kinematic_motion() shouldn't be called in the constructor
It's too early and causes a first call to set the body position to 0.
Then the second call to set the actual position triggers kinematic
motion, colliding with objects on the path to the initial position.

Side effect of sync to physics now enabled by default.
2021-09-29 18:30:57 -07:00
Gilles Roudière f2caab4691 Improve TileMap physics for moving platforms and conveyor belts like movements 2021-09-29 17:56:30 +02:00
Camille Mohr-Daurat 341b532d5e
Merge pull request #52754 from nekomatata/dynamic-body-modes
Clarify RigidDynamicBody modes
2021-09-28 17:11:17 -07:00
fabriceci dd5f01e83e Set stop on slope on by default on CharacterBody. 2021-09-28 22:31:46 +02:00
Camille Mohr-Daurat c38ef94951
Merge pull request #53174 from fabriceci/apply-delta-move-and-collide
Physic API change: apply the delta in move and collide like move and slide
2021-09-28 11:32:09 -07:00
fabriceci 32bf7c419c Sync to physics true by default for AnimatableBody 2021-09-28 16:11:17 +02:00
fabriceci 60fee25c44 Apply delta in move and collide 2021-09-28 14:53:24 +02:00
Rémi Verschelde 60988a06c2
Merge pull request #52953 from nekomatata/fix-collision-recovery-depth 2021-09-28 12:11:38 +02:00
PouleyKetchoupp bf523a2b2a Improved logic for CharacterBody collision recovery depth
Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.

Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter

Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27 15:31:41 -07:00
kobewi 140b54fd35 Fix TileMap layer loading 2021-09-27 13:13:48 +02:00
Rémi Verschelde 32ab77ef8f
Merge pull request #52430 from AnilBK/vector2-replacements 2021-09-24 13:04:42 +02:00
Anilforextra d8d055f8ca Node2D member renames. 2021-09-24 12:24:30 +05:45
Anilforextra cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Gilles Roudière f9e6329496 Implement animated tiles 2021-09-23 17:24:37 +02:00
PouleyKetchoupp 9269952053 Don't override KinematicCollision reference when still in use in script
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.
2021-09-22 18:08:04 -07:00
fabriceci fd9e573ba6 Port 2D improvement to move and slide 3D
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-22 00:14:04 +02:00
Anilforextra 90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
PouleyKetchoupp ed1ba5093f Clarify RigidDynamicBody modes
RigidDynamicBody modes are replaced with several properties to make their
usage clearer:
-lock_rotation: disable body's rotation (instead of MODE_LOCKED)
-freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC)
-freeze_mode: Static (can be only teleported) or Kinematic (can be animated)

Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics
servers.
2021-09-16 16:03:48 -07:00
Wilson E. Alvarez f3a564f9a5
Rename Listener2D/Listener3D to AudioListener2D/AudioListener3D 2021-09-16 17:51:51 -04:00
Camille Mohr-Daurat 3581b893ed
Merge pull request #52681 from nekomatata/rename-rigid-body
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16 11:20:21 -07:00
PouleyKetchoupp 85819b199a Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody 2021-09-16 09:55:20 -07:00
fabriceci 04a53f86d0 Retrieve platform layer from PhysicsServer2D 2021-09-16 12:31:55 +02:00
Rémi Verschelde eb1262f6ea
Merge pull request #52308 from rxlecky/parallax-layer-position-reset-fix-issue-51914
Fix ParallaxLayer's transform resetting in editor
2021-09-15 13:16:56 +02:00
Gilles Roudière 173c0f8737
Merge pull request #52622 from rileylyman/tilemap-crash
Break TileMap _clear_internals out from _recreate_internals
2021-09-15 09:39:36 +02:00
Riley Lyman dfcf4491d6 Break TileMap _clear_internals out from _recreate_internals 2021-09-14 20:45:10 -07:00
Gilles Roudière 73cc6f94bf Fix transform of TileMap nodes and tilemap selection 2021-09-14 12:18:36 +02:00
Max Hilbrunner 8f8744a563
Merge pull request #52433 from groud/document_tiles
Tiles renames and documentation
2021-09-10 16:32:19 +02:00
Juan Linietsky d0a7eeaaff
Merge pull request #44844 from KoBeWi/hey_listen!_but_2d
Add Listener2D
2021-09-09 19:19:10 -03:00
Gilles Roudière 0c85f3acc1 Tiles renames/bugfixing and documentation 2021-09-08 15:52:43 +02:00
Juan Linietsky ca11f8ad30
Merge pull request #52237 from ellenhp/polyphony
Add optional polyphonic playback to built-in audio player nodes
2021-09-07 17:38:51 -03:00
Ellen Poe 0e3cab41eb Add polyphony to Audio Stream Player nodes 2021-09-07 09:44:39 -07:00
Juan Linietsky 93aa158b5e
Merge pull request #52277 from groud/implement_array_property_hint
Implement properties arrays in the Inspector.
2021-09-07 11:59:46 -03:00
Gilles Roudière 4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Anilforextra a1f616dcfc Use builtin Vector2 functions for calculation of angles.
.
2021-09-07 08:30:26 +05:45
PouleyKetchoupp 82ea2a7045 Proper support for custom mass properties in 2D/3D physics bodies
Changes:
-Added support for custom inertia and center of mass in 3D
-Added support for custom center of mass in 2D
-Calculated center of mass from shapes in 2D (same as in 3D)
-Fixed mass properties calculation with disabled shapes in 2D/3D
-Removed first_integration which is not used in 2D and doesn't seem to
make a lot of sense (prevents omit_force_integration to work during the
first frame)
-Support for custom inertia on different axes for RigidBody3D
2021-09-06 10:20:16 -07:00
Camille Mohr-Daurat a93fb2655a
Merge pull request #52286 from nekomatata/restore-kinematic-body
Add AnimatableBody inherited from StaticBody for moving platforms
2021-09-06 09:32:46 -07:00
Gilles Roudière a4cd553f42 Fix crash in TileMap physics 2021-09-06 13:11:41 +02:00
SeleckyErik 7741afb55a Fix ParallaxLayer's transform resetting in editor
Disable resetting of ParallaxLayer's position and scale in editor to
allow setting the initial values.
2021-09-01 14:57:14 +02:00
PouleyKetchoupp 83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
Juan Linietsky 7946066577
Merge pull request #49471 from nekomatata/body-state-sync-callback
Clean physics direct body state usage in 2D and 3D physics
2021-08-31 14:30:17 -03:00
Camille Mohr-Daurat 0ee1179c1c
Merge pull request #52279 from fabriceci/delta-double
Change delta type to double in Physics_body_2/3D
2021-08-31 08:25:36 -07:00
kobewi f2cb0a8d4b Add Listener2D 2021-08-31 16:53:14 +02:00
fabriceci f9d548627d delta time as double 2021-08-31 14:32:56 +02:00
fabriceci 1a481c8191 Change platform detection by allowing select layers by type (wall or floor) 2021-08-31 09:59:04 +02:00
Juan Linietsky 07707a3627
Revert "Display a matrix for Node2D and don't display a duplicate origin" 2021-08-29 17:01:07 -03:00
Aaron Franke ee7bb9bbb9
Display a matrix for Node2D and don't display a duplicate origin 2021-08-29 10:34:50 -05:00
Juan Linietsky 54caaa21ce
Merge pull request #51296 from ellenhp/mix_in_audio_server
Move mixing out of the AudioStreamPlayback* nodes
2021-08-27 15:38:20 -03:00
Camille Mohr-Daurat 87f575efdd
Merge pull request #52135 from fabriceci/fix-transmission-velocity-on-wall-4
Remove velocity transmission on_wall when collider is CharacterBody.
2021-08-27 10:56:42 -07:00
Ellen Poe 3598d300cb Do all audio mixing in the AudioServer 2021-08-27 10:41:57 -07:00
fabriceci 4da0cfe459 Remove velocity transmission on_wall when collider is CharacterBody. 2021-08-26 23:02:30 +02:00
PouleyKetchoupp 6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
PouleyKetchoupp d9720d4395 Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.

Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00
reduz 44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Hugo Locurcio 0af213a4e0
Merge pull request #51259 from nekomatata/fix-tilemap-one-way-collision
Fix one-way collision in Tilemap
2021-08-23 18:54:01 +02:00
reduz 5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
QbieShay d6672096fc moved particle parameters to minmax and split scale axis
This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22 18:42:17 +02:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
fabriceci 68f0cf97bc add motion mode to handle TPS 2021-08-20 17:32:33 +02:00
Rémi Verschelde 4f640762f7
Merge pull request #51881 from KoBeWi/zz__iinnddeexx
Fix z_index applied twice for TileMap layers
2021-08-19 21:30:10 +02:00
ThreeRhinosInAnElephantCostume 78e2d35a7e fixed camera2d's "current" property getting reset when switching scenes 2021-08-19 15:19:19 +02:00
kobewi a7ace9fec1 Fix z_index applied twice for TileMap layers 2021-08-19 12:40:09 +02:00
fabriceci 0cfb7de052 Correct jitter and clean code 2021-08-16 17:17:24 +02:00
fabriceci d776b6c154 API improvement on physics, mainly CharacterBody
Changes:

- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
  - get_floor_angle on CharacterBody 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.
2021-08-15 12:53:29 +02:00
Anilforextra c390f0515d Use get_global_* functions instead of using transforms. 2021-08-14 14:01:57 +05:45
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Aaron Franke 03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Rémi Verschelde c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde 78c8b7ffec
Merge pull request #51568 from AnilBK/remove-swap
Remove unused swap template.
2021-08-12 15:52:05 +02:00
Rémi Verschelde f54c5707b5
Merge pull request #50363 from JestemStefan/node2D_zero_scale_det_error
Limit scale of `Node2D` to EPSILON (0.00001) to prevent `det==0` error
2021-08-12 15:40:11 +02:00
Anilforextra e3872a244d Remove unused swap template. 2021-08-12 16:58:03 +05:45
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
fabriceci c6666cc051 Add properties to CharacterBody for more move_and_slide options 2021-08-10 15:57:33 +02:00
Rémi Verschelde 50d5569ad4
Merge pull request #51457 from nekomatata/moving-platforms-3d
Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
PouleyKetchoupp ec9fed69f4 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 20:21:04 -07:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Rémi Verschelde 2de5d2361a
Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:44 +02:00
PouleyKetchoupp 5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
PouleyKetchoupp b9e68c8155 Fix one-way collision in Tilemap
In a given quadrant there can be one or more bodies used, and the
process iterated over cells to add the shapes, so the shape index
doesn't necessarily correspond to the polygon shape index.

Instead body shape indices need to be tracked separately.
2021-08-05 12:10:35 -07:00
kobewi 665dc7805b Fix get_used_rect() calculation 2021-08-05 20:40:21 +02:00
Anilforextra 0c06ed98fb Fixed awkwardly named AnimatedSprite Setters. 2021-08-04 15:31:40 +05:45
PouleyKetchoupp 7d0a28f875 Fix inverted condition in CharacterBody2D/3D set_max_slides 2021-08-03 19:24:46 -07:00
Gilles Roudière ad8b5cd5a4 Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead 2021-08-02 13:54:39 +02:00
Rémi Verschelde 63be3c1f00
Merge pull request #50935 from Vitika9/50807 2021-07-30 23:37:07 +02:00
Rémi Verschelde 78f0d2d1d6
Merge pull request #50905 from fabriceci/fix-multiple-direction-collision
Allow multiple collision direction at the same time
2021-07-27 19:10:47 +02:00
vitika9 22eaec6895 Fixed Camera2D's reset_smoothing() does not work as described 2021-07-27 16:29:30 +05:30
Haoyu Qiu 448295cd51 Add check to internal methods to prevent crash 2021-07-27 12:26:13 +08:00
fabriceci f45af43784 Allow to have multiple collision direction at the same time 2021-07-26 19:14:41 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Gilles Roudière 5d34a81e52 Implement atlas merging and tile proxies 2021-07-21 12:36:37 +02:00
Gilles Roudière 047e9b19f8 Import old tiles in SINGLE_TILE mode as atlases 2021-07-21 12:29:51 +02:00
Rémi Verschelde c82daaed48
Merge pull request #38317 from verdog/get-cam-2d-4.0
add viewport.get_camera_2d()
2021-07-20 22:19:06 +02:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hugo Locurcio 523d6b2ae8
Merge pull request #47395 from sygi/shape_idx_collision
Add shape_idx to CollisionObject2D mouse_entered signal
2021-07-16 19:05:08 +02:00
PouleyKetchoupp d12b44ca13 Move sync to physics to StaticBody2D
Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.

Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
2021-07-15 10:13:27 -07:00
fabriceci cee814e4df 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 11:54:43 +02:00
Rémi Verschelde 8f6240a275
Merge pull request #49348 from Geometror/fix-particles-hidden-basecolor
Fix color properties of particle nodes/material
2021-07-14 15:05:20 +02:00
JestemStefan f84ae146f0 Limit scale of node2D to EPSILON 0.00001 to prevent det==0 bug 2021-07-12 11:55:58 +02:00
Hendrik Brucker 3a4a2198ed Fix color properties of particle nodes/material 2021-07-04 02:14:31 +02:00
Josh Chandler 879f84d8f8 add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
2021-07-03 15:08:17 -04:00
sygi 6f3e7f7cb0 Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-02 20:50:27 +01:00
PouleyKetchoupp cf1ddfdb90 Make move_and_slide collision detection more accurate
More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-01 15:15:42 -07:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Eric 525ad7c37e Enable Camera2D smoothing on limit change 2021-06-30 16:21:29 -07:00
Rémi Verschelde 915344fe76
Merge pull request #49834 from nekomatata/physics-disable-modes
Add support for controlling physics nodes' behavior when disabled
2021-06-30 20:36:36 +02:00
Rémi Verschelde a02620f3a5
Merge pull request #50009 from reduz/fix-suffixes-and-degrees
Fix editor suffixes and degrees conversion
2021-06-30 18:47:40 +02:00
PouleyKetchoupp 5cbdc7a0ac Add support for controlling physics nodes' behavior when disabled
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing

Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
2021-06-30 09:20:44 -07:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Rémi Verschelde bcd1fc832f
Merge pull request #49901 from nekomatata/move-and-collide-fix-slide
Fix move_and_collide causing sliding on slopes
2021-06-30 02:18:01 +02:00
Rémi Verschelde 8fb7a9f023
Merge pull request #49719 from LightningAA/rename-node-is-ancestor-of
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-29 12:07:25 +02:00
PouleyKetchoupp 9758a75221 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>
2021-06-28 17:17:52 -07:00
Gilles Roudière f8c03151be Fix polygon 2D rendering black 2021-06-24 09:26:51 +02:00
Lightning_A 899e5f8685 Rename `is_a_parent_of()` to `is_ancestor_of()` 2021-06-21 08:39:28 -06:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 3e8620c275
Merge pull request #49475 from nekomatata/kinematic-collision-rid
Expose collider RID in 2D/3D kinematic collision
2021-06-18 12:32:26 +02:00
Aaron Franke 8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
reduz ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00
reduz 38d164c74b Refactor VisibilityNotifier
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
2021-06-16 10:48:57 -03:00
Haoyu Qiu d33185d201 Fix crash when using TileMap::fix_invalid_tiles 2021-06-14 14:58:55 +08:00
Rémi Verschelde ef7974f3d9
Merge pull request #49526 from Chaosus/fix_textureregion_errors 2021-06-13 14:44:50 +02:00
Haoyu Qiu 9cbf066feb Initialize PhysicalBone2D::parent_skeleton 2021-06-13 12:10:11 +08:00
Yuri Roubinsky 19afaa0203 Fixed a bunch of connection errors in TextureEditorPlugin 2021-06-12 08:01:02 +03:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
PouleyKetchoupp 0eb51b31d4 Expose collider RID in 2D/3D kinematic collision
Can be useful to access the colliding body information for bodies
created with the physics server directly.
2021-06-09 18:26:00 -07:00
Rémi Verschelde 38ce1fbe84
Merge pull request #49395 from nekomatata/floor-max-angle-degrees
Use degrees instead of rad for floor_max_angle property in CharacterBody
2021-06-09 09:00:43 +02:00
PouleyKetchoupp 863560c6ef Use degrees instead of rad for floor_max_angle property in CharacterBody 2021-06-08 16:00:31 -07:00
Rémi Verschelde abd2349988
Merge pull request #49378 from BastiaanOlij/fix_execute_modifications_bind
Fixed mistake in binding of Skeleton2D::execute_modifications
2021-06-08 08:16:38 +02:00
Bastiaan Olij 51ab10d3f4 Fixed mistake in binding of Skeleton2D::execute_modifications 2021-06-08 12:18:33 +10:00
Rémi Verschelde d10ace8870
Merge pull request #49128 from Calinou/improve-position-node-axis-visibility
Improve axis awareness and visibility for Position2D and Position3D
2021-06-07 17:38:06 +02:00
TwistedTwigleg 8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
andriyDev 9f4bf5ec80 Deleted YSort, moved its functionality directly into Node2D.
YSort now has a compatibility alias to Node2D.
Updated TileMap to use the existing Node2D y_sort_enabled property instead
of its own property.
Updated Node2D doc to include the new y_sort_enabled member.
Updated TileMap doc to remove its mention of cell_y_sort.
Deleted YSort doc.
2021-06-05 00:55:25 -07:00
PouleyKetchoupp 23abac9325 Linear velocity cleanup
CharacterBody has a linear_velocity property to replace the argument in
move_and_slide.

StaticBody handles reporting linear/angular velocity correctly when
kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04 11:40:36 -07:00
PouleyKetchoupp b2bd9f4e51 Safe margin cleanup
Safe margin property on CharacterBody only, used as argument in
move_and_collide.

Removed kinematic_safe_margin in 3D physics server, not really useful
and now harmonized with 2D.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp 65822559ce Support for kinematic_motion in StaticBody
Does the same thing as simulate motion from RigidBody in Kinematic mode,
and CharacterBody (previously KinematicBody).

Added support for constant linear/angular velocity with kinematic_motion
in StaticBody, which moves the body in physics.

Updated documentation for StaticBody and CharacterBody to describe their
functionalities more accurately.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp ee4b756a51 More explanatory names for RigidBody modes
MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER

No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
2021-06-04 11:40:36 -07:00
PouleyKetchoupp 287c3900fd Properties for move_and_slide and remove move_and_slide_with_snap
- snap property to replace move_and_slide_with_snap()
- floor_max_angle, stop_on_slope, infinite_inertia, max_slides,
up_direction properties to replace arguments from move_and_slide()
- up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04 11:40:36 -07:00
PouleyKetchoupp ba13d23140 KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).

Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).

RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
2021-06-04 11:40:36 -07:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Hugo Locurcio 4c1bbebdf3
Improve axis awareness and visibility for Position2D and Position3D 2021-06-02 21:53:50 +02:00