Commit Graph

7732 Commits

Author SHA1 Message Date
lawnjelly 36474d6142
Merge pull request #90928 from timothyqiu/toggle-tab-icon-3.x
[3.x] Fix TabContainer not updating content rect after toggling tab icon
2024-04-21 19:29:38 +01:00
lawnjelly a73715cf55
Merge pull request #58577 from pfertyk/issue_58543_audio_not_paused
[3.x] Fix AudioStreamPlayer not paused on pause mode change
2024-04-20 09:18:46 +01:00
Haoyu Qiu 30dead8a5e Fix TabContainer not updating content rect after toggling tab icon 2024-04-20 16:12:45 +08:00
lawnjelly d56d1ff4d2 Deprecate NOTIFICATION_MOVED_IN_PARENT
* NOTIFICATION_MOVED_IN_PARENT makes node children management very inefficient.
* Replaced by a NOTIFICATION_CHILD_ORDER_CHANGED (and children_changed signal).
* Most of the previous tasks carried out by NOTIFICATION_MOVED_IN_PARENT are now done not more than a single time per frame.

This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same.
2024-04-20 07:52:05 +01:00
Rémi Verschelde 1869243644
Merge pull request #88807 from lawnjelly/portals_fix_enter_tree_order
[3.x] Portals - defer setting active in `VisualServer` until enter tree
2024-04-19 10:24:37 +02:00
lawnjelly ea68c2bfab
Merge pull request #88946 from lawnjelly/fix_physics_on_floor_body
[3.x] Fix physics `on_floor_body` crash
2024-04-16 15:02:00 +01:00
lawnjelly db3fe5e5c3
Merge pull request #90669 from timothyqiu/owner-id-3.x
[3.x] Store `ObjectID` instead of pointer for KinematicCollision owner
2024-04-16 13:49:58 +01:00
Haoyu Qiu 33043c63d5 Fix SceneTree not respecting virtual process methods
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2024-04-16 18:49:02 +08:00
Haoyu Qiu 43862fbf44 Store ObjectID instead of pointer for KinematicCollision owner 2024-04-15 12:32:17 +08:00
Haoyu Qiu ed952f82bd Add is_zero_approx methods to Vector{2,3} 2024-04-10 19:02:42 +08:00
Haoyu Qiu fe65682937 Add Node.is_node_ready 2024-04-08 17:44:23 +08:00
Paweł Fertyk 90cf873979 Fix AudioStreamPlayer not paused on pause mode change
Fixes #58543.
2024-04-05 14:20:44 +02:00
lawnjelly a0f130e23c Optimize `AnimationTree::_process_graph()`
Removes redundant lookups on HashMap.
2024-03-18 09:01:41 +00:00
lawnjelly f8438601ef Physics Interpolation 2D - fix light and light occluder resetting
It turns out `NOTIFICATION_TRANSFORM_CHANGED` is deferred for these nodes, which can mean the transform is not set in the `VisualServer` until after the reset has been sent, even if the transform is set before the reset in script. This prevented the reset from acting correctly.

Here we explicitly set the transform prior to each reset, to ensure the `VisualServer` is up to date.
2024-03-16 16:02:22 +00:00
A Thousand Ships 0f6d2c3441
Fix building with `disable_3d` 2024-03-16 11:31:23 +01:00
Rémi Verschelde 1ad9e856a0
Merge pull request #88198 from lawnjelly/fix_facecount_bug
[3.x] Fix `Mesh::get_face_count()`
2024-03-08 17:54:04 +01:00
Rémi Verschelde ae7dfd1f13
Merge pull request #85437 from lawnjelly/lod_scene_side
[3.x] Discrete Level of Detail
2024-03-08 17:53:58 +01:00
lawnjelly 9a9dccbaa2 Fix physics on_floor_body crash
Physics body previously stored the RID of a collision object and accessed it on the next frame, leading to a crash if the object had been deleted.
This PR stores the ObjectID in addition to the RID, and checks the object still exists prior to access.
2024-02-28 07:54:00 +00:00
lawnjelly 788567987a Portals - defer setting active in `VisualServer` until enter tree
`set_portal_active()` was being called loading packed scenes prior to entering the tree, visual server portals had not been fully created at this point hence the call was being ignored with an error flagged.
This PR defers the call until after entering the tree.
2024-02-25 10:11:06 +00:00
Ansraer 1e7c60174e fix crash on mat creation after orm refactor 2024-02-16 20:51:27 +01:00
lawnjelly a32a2613e9 Fix `Mesh::get_face_count()`
This fixes a minor bug whereby facecount was actually returning the facecount * 3.
There were no major problems from this, but it did mean the optional threshold poly count used when merging was out by a factor of 3.
2024-02-11 12:19:52 +00:00
lawnjelly 1b5fa74e39 Discrete Level of Detail
Add scene side discrete level of detail.

New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
2024-02-10 18:54:25 +00:00
Ansraer b9cbffd957 add ORMSpatialMaterial 2024-02-08 20:34:11 +01:00
lawnjelly 0aa22b8f13 Vertex cache optimizer
Optimizes indices to make good use of vertex cache on GPU.
2024-02-07 09:35:50 +00:00
Rémi Verschelde e96ebf9218
Merge pull request #61568 from lawnjelly/merge_node
[3.x] Add MergeGroup node to simplify merging Meshes at runtime
2024-02-07 09:49:45 +01:00
Rémi Verschelde dc776e46b6
Merge pull request #60246 from Calinou/directional-light-add-fade-start-3.x
[3.x] Backport DirectionalLight `fade_start` property
2024-02-07 09:49:21 +01:00
Rémi Verschelde 5eeb4f220d
Merge pull request #87713 from lawnjelly/portal_include_in_bound
[3.x] Portals - include in bound and special cases in start room
2024-02-07 09:41:22 +01:00
Rémi Verschelde 991e922877
Merge pull request #86786 from lawnjelly/calinou_sdf_fixed
[3.x] Fix signed distance field font rendering
2024-02-07 09:40:59 +01:00
Rémi Verschelde 862d63e9f7
Merge pull request #81559 from matorin57/3.x-backport-finished-singal-GPU-particles
[3.x] Backport "Add `finished` signal to GPUParticles"
2024-02-07 09:39:49 +01:00
lawnjelly bc607fb607 Fix signed distance field font rendering
This fix works in both GLES3 and GLES2.

The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-02-05 17:50:33 +00:00
lawnjelly 7f3800ece2 Portals - include in bound and special cases in start room
* Re-introduces a property for portals to decide whether they are included in room bounds during room conversion.
* Adds a special case for portals that extend into the start room, which may be caused by level design inaccuracies.
2024-01-31 09:22:33 +00:00
lawnjelly 8b79135538 Add MergeGroup node to simplify merging Meshes at runtime 2024-01-31 08:28:51 +00:00
Rémi Verschelde e9949a6db7
Merge pull request #87702 from lawnjelly/portal_export_logging
[3.x] Portals - Improve conversion logging
2024-01-29 23:30:11 +01:00
Rémi Verschelde 721eba5d5d
Merge pull request #87539 from SysError99/3.x-get_first_node_in_group
[3.x] Add `SceneTree::get_first_node_in_group` following 4.x
2024-01-29 23:29:04 +01:00
Rémi Verschelde 6f3c5e63f3
Merge pull request #82584 from lawnjelly/lightcull_23
[3.x] Shadow volume culling and tighter shadow caster culling
2024-01-29 23:27:56 +01:00
Rémi Verschelde 4e741ec2ba
Merge pull request #64493 from Mickeon/3.x-editor-group
[3.x] Add Node editor description group
2024-01-29 23:27:07 +01:00
lawnjelly 5e0b298d50 Portals - Improve conversion logging
Logging is now allowed in any TOOLS build (rather than just in the editor), but still prevented in final exports.
Logging can be switched off via project settings.
Autoplacement is now logged.
2024-01-29 14:21:22 +00:00
SysError99 99284482bc [3.x] Add `SceneTree::get_first_node_in_group` following 4.x 2024-01-26 21:26:40 +07:00
kobewi c377bffaa1 Preserve selection when focusing SpinBox 2024-01-18 16:38:05 +01:00
Rémi Verschelde e653473646
Merge pull request #86725 from Mickeon/3-x-remove-unused
[3.x] Remove unused struct in GradientTexture1D
2024-01-05 11:07:44 +01:00
Aaron Franke ab9ed3245d
[3.x] Add "position" as an alias for "translation" in Spatial 2023-12-05 17:25:48 -06:00
Hugo Locurcio 4fefb136ea
Backport DirectionalLight `fade_start` property to `3.x`
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2023-11-20 12:41:55 +01:00
lawnjelly 8ca631a466 Shadow volume culling and tighter shadow caster culling
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.

This is used to:
* More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum.
* Tighter cull shadow casters to the view frustum.

Lights dirty state is now automatically managed:
* Continuous (tighter caster culling)
* Static (all casters are rendered)
2023-11-14 14:17:57 +00:00
Rémi Verschelde 010f53a0b6
Merge pull request #84115 from Chubercik/item_list_separator_fix
[3.x] Remove the separator from `ItemList`'s thumbnails mode
2023-11-14 11:37:33 +01:00
Jakub Marcowski 6637dc28f6 Remove the separator from `ItemList`'s thumbnail mode 2023-10-28 20:20:34 +02:00
kleonc 0cde6800e7 Make gizmo plugin handle SpriteBase3D instead of Sprite3D 2023-10-06 10:43:07 +02:00
Rémi Verschelde 5f9cbe514d
Merge pull request #75468 from Ansraer/four_is_overkill
[3.x] Add support for 3 dir shadow splits
2023-10-01 22:50:57 +02:00
lawnjelly 1f4a6e43df Fix zero scale in particle shader
Fixes the lower bounding of scale when given zero input.

The previous bug was due to `sign` returning 0 with 0.0 input, rather than 1.
2023-09-19 08:30:50 +01:00
lawnjelly 3e19cf834a CPUParticles2D - Add ability to follow physics interpolated target
Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission.
2023-09-18 16:05:03 +01:00
lawnjelly bc1426dd70 CPUParticles2D - non-interpolated global mode use global space
Changes the implementation of non-interpolated global mode particles so that the vertices are specified in proper global space instead of local space (vertices were previously back transformed by the inverse of the parent transform).
2023-09-18 16:05:03 +01:00