Fix Raycast node render debug not showing in editor camera preview.
Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.
Fixes#43571
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.
Switchable in project settings between using octree or BVH for rendering and physics.
This allows the user to query the AnimationNodeStateMachinePlayback's current
play position and total length of current animation state. These methods are currently
used in the editor plugin, but can also be useful for querying general playback state
information.
Added documentation for AnimationNodeStateMachinePlayback's `get_current_play_position`
(cherry picked from commit 674fb52f52)
Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.
Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.
3D physics is not affected by this issue.
(cherry picked from commit 11bee25de4)
See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.
Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.
This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.
(cherry picked from commit 79ba70f7ee)
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.
See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
(cherry picked from commit a655de89e3)
Prevents `Timer` to prematurely start and timeout immediately if internal
processing is enabled manually with `Timer.set_process_internal(true)` or
`Timer.set_physics_process_internal(true)`.
Even if the internal processing is enabled manually, the user still has to
actually start the timer with `start()` method explicitly.
(cherry picked from commit afcb6f38db)