Commit Graph

7235 Commits

Author SHA1 Message Date
Rémi Verschelde dc5cee74bd
Merge pull request #55197 from timothyqiu/bookmark-gutter 2021-11-22 13:00:42 +01:00
kobewi 5b55599211 Show tooltips even when paused or time_scale is 0 2021-11-22 12:54:05 +01:00
Rémi Verschelde 86fd7da7a3
Merge pull request #54899 from clayjohn/MultiMesh-update 2021-11-22 08:30:49 +01:00
clayjohn b54d4a93be Update CanvasItem when MultiMesh instance transform changes 2021-11-21 12:27:22 -08:00
Haoyu Qiu eb6f74855f Allow toggle TextEdit bookmark gutter 2021-11-21 21:34:30 +08:00
Marcel Admiraal 4d3690eba5 Remove unimplemented methods 2021-11-18 12:47:36 +00:00
Anton Christoffersson 62db47a7fb
Fixed crash in `ScrollContainer` _notification
(cherry picked from commit ee81979f90)
2021-11-18 12:22:26 +01:00
BrunoSXS 8fd0fe3d20
Fixes a game crash caused by instantiating Camera2D and sending a notification from it before adding it to the tree.
(cherry picked from commit eb2deabffe)
2021-11-18 12:21:28 +01:00
Pedro J. Estébanez 0ebbc5b07c
Fix crash when loading scene instance after node vanished from parent
(cherry picked from commit 78ffc2a987)
2021-11-17 15:55:36 +01:00
Rémi Verschelde c3a6b0f418
Merge pull request #51433 from Calinou/spatialmaterial-improve-simple-parallax 2021-11-16 14:43:49 +01:00
Rémi Verschelde 4103b0b7d8
Merge pull request #50823 from fbcosentino/3d-material-overlay 2021-11-16 08:21:18 +01:00
Fernando Cosentino cc8846bef6 Added material_overlay property to MeshInstance
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance
(and therefore MeshInstance), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.

Implemented in rasterizer of both GLES2 and GLES3.
2021-11-15 23:50:34 +00:00
Rémi Verschelde 86e0a0674a
Merge pull request #54330 from LennyPhoenix/lennyphoenix-patch-1 2021-11-15 23:36:12 +01:00
Rémi Verschelde 6c0afa470e
Merge pull request #54435 from robfram/hidden-tile-map-light-occlusion 2021-11-15 23:29:04 +01:00
Rémi Verschelde 89792e5c49
Merge pull request #54921 from lawnjelly/portals_roaming_margin 2021-11-15 22:45:46 +01:00
vdyotte 30f359ee3c
fix hardcoded raycast distance with viewport object picking
having the raycast distance hardcoded to `10000` caused input events
to not be registered in very large 3D scenes.

This resolves the issue by using the cameras far distance instead.
Creating the more predictable behavior of if an object is visible,
it will be picked by the viewport.

resolves: #49735
(cherry picked from commit 02b6bbc5df)
2021-11-15 16:31:25 +01:00
Lightning_A 086db0bf9f
Scrollwheel (w/o ctrl) to zoom, mouse warping when panning
Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants

(cherry picked from commit 13ba788b63)
2021-11-15 16:10:00 +01:00
lawnjelly 788f075b44 Portals - Allow user to set roaming expansion margin
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
2021-11-12 15:46:04 +00:00
Rémi Verschelde 5752457854
Merge pull request #54911 from akien-mga/3.x-modules-check-enabled 2021-11-12 14:49:39 +01:00
Rémi Verschelde 6f4858f184
Modules: Make sure to include `modules_enabled.gen.h` where needed
Fixes #51677.

Co-authored-by: Arkadiusz Marcin Kołek <aksoftware91@gmail.com>
2021-11-12 13:45:33 +01:00
Haoyu Qiu 936832d59c Add methods to remove theme overrides 2021-11-11 18:23:37 +08:00
Hendrik Brucker 97074dcf95 Add GradientTexture2D
Co-authored-by: Mariano Javier Suligoy <marianognu.easyrpg@gmail.com>
Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
2021-11-10 19:00:40 -07:00
PouleyKetchoupp 1560c8b5aa 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 11:07:32 -07:00
Haoyu Qiu 74e8d5c7bd Fix AnimationTree function call track loop 2021-11-10 14:28:27 +08:00
PouleyKetchoupp b93aeec4a2 Fix errors in KinematicBody 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.
2021-11-09 15:15:40 -07:00
Pedro J. Estébanez a02bb2b598 Fix detection of non-default and overridden property values in scenes 2021-11-09 15:08:22 +01:00
Rémi Verschelde 1f8497d281
Merge pull request #53411 from RandomShaper/ubershaders_3.x 2021-11-09 13:12:44 +01:00
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
Rémi Verschelde f9174d1c28
Merge pull request #54625 from bruvzg/surrogates 2021-11-09 00:08:28 +01:00
Rémi Verschelde 8923e2d449
Merge pull request #54038 from nekomatata/fix-soft-body-memory-corruption-3.x 2021-11-09 00:01:00 +01:00
Rémi Verschelde bee67513fb
Merge pull request #54033 from nekomatata/fix-collision-mouse-exit-error-3.x 2021-11-09 00:00:47 +01:00
Rémi Verschelde 4b4e92b3d4
Merge pull request #52944 from RandomShaper/property_pin_control_natural_3.x 2021-11-08 18:53:25 +01:00
Pedro J. Estébanez 4dba25b3ff Add property value pinning 2021-11-08 17:42:27 +01:00
Rémi Verschelde 5f87d5ebea
Merge pull request #54385 from Calinou/colorpicker-overbright-indicator-tweak-icon-3.x 2021-11-08 13:15:35 +01:00
Pedro J. Estébanez 76b7d23a10 Unify determination of default property values 2021-11-08 11:17:49 +01:00
Hugo Locurcio cc2b6acbd2
Improve the appearance of simple parallax in SpatialMaterial
This uses offset limiting to avoid distortion in the distance,
and makes simple (non-deep) parallax more usable overall.
2021-11-07 00:58:04 +01:00
Josh Jones 7df8bd6b85 Fix request headers being included in response. 2021-11-06 12:56:25 -07:00
bruvzg 262ec9033a Implement limited surrogate pairs support for platforms with 16-bit wchar_t. 2021-11-06 11:55:06 +02:00
PouleyKetchoupp ec0dc93083
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.

(cherry picked from commit 8d9619ad46)
2021-11-03 17:31:10 +01:00
Yuri Sizov ec15227be8 Prevent MeshDataTool from crashing due to invalid bones/weights arrays 2021-11-02 16:52:36 +03:00
Michael Alexsander d5adb9e4b4
Fix uninteractable singular tab in `TabBar`
(cherry picked from commit 96fdb030ec)
2021-10-31 23:10:47 +01:00
robfram cf9220b7d5 Only visible TileMaps should add light occluders 2021-10-30 23:15:07 +02:00
Hugo Locurcio cb441dd9eb
Tweak overbright indicator icon to be more visible on white background
An outline is now present on all sides to ensure it's more visible
when the "new" color (on the right of a ColorPicker) is overbright.
2021-10-29 16:20:40 +02:00
lawnjelly ab76cd6ff2 Faster editor line drawing - Path2D and draw_line
Changes the Path2D drawing to use POLYLINE instead of thick lines.
Add a path to translate thick lines (that are not using anti-aliasing) to draw as polygons instead. This should be faster because polygons can be batched.
2021-10-29 12:40:24 +01:00
Rémi Verschelde 14ef65e49b
Merge pull request #54348 from akien-mga/3.x-clang-format-dont-align-operands 2021-10-28 15:43:15 +02:00
Rémi Verschelde 1b65550ec7
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 14:50:32 +02:00
Rémi Verschelde 42d385b312
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 13:23:38 +02:00
Lenny Critchley 3d1249a520
Add error condition for Control EXIT_TREE notif 2021-10-28 00:26:57 +01:00
Rémi Verschelde 187f293189
Merge pull request #54154 from bjauny/fix_areanotification 2021-10-27 20:38:55 +02:00
Bastien JAUNY a6ca61797c Checking validity of world reference before using it. Fix #54094. 2021-10-27 19:32:44 +02:00
Haoyu Qiu 23c64fc43c Fix RichTextLabel underline appearance when inside fill tag 2021-10-27 21:04:20 +08:00
Yuri Sizov b3fc278dcf Ignore property groups and categories in GDScript code completion 2021-10-26 20:01:49 +03:00
Yuri Sizov 7fe0dab69b Add focus font color to Button and derivatives 2021-10-26 17:40:51 +03:00
kobewi cef504b955
Fix multiple definitions of Listener2D
(cherry picked from commit 6b68445e4d)
2021-10-26 13:34:33 +02:00
Rémi Verschelde 8ff437822a
Control: Rename `Input` group that confuses GDScript completion
Fixes #47926.
2021-10-25 22:07:20 +02:00
Zae a1b282cc16
Fix unexpected crashes in `notification`
(cherry picked from commit 924c2078da)
2021-10-25 11:16:59 +02:00
Anton Christoffersson 35eeafdb0c Fixes crash in caused by calling `ColorPickerButton.propagate_notification(33)` 2021-10-25 08:47:44 +02:00
Rémi Verschelde 62f56af694
Merge pull request #54146 from akien-mga/3.x-cherrypicks 2021-10-23 18:34:23 +02:00
Rémi Verschelde 5a48cba649
Merge pull request #54152 from bjauny/fix_treenotification 2021-10-23 18:33:32 +02:00
Bastien JAUNY e74db1de23 #54143 Fix potential null pointer dereference 2021-10-23 14:47:02 +02:00
Sean Kim 378ca68dc1
Fix potential nullptr dereference in CanvasLayer
* Changed another instance of ERR_FAIL_COND in the same file to
  ERR_FAIL_NULL_MSG instead.
* Checked for potential access of the viewport pointer elsewhere in same
  file.

Fixes #54098

(cherry picked from commit 497b00a937)
2021-10-23 11:57:52 +02:00
Kemikal1 fa2feb9bec
Change the unreacheable return value of shape_find_owner()
(cherry picked from commit 563d3dbf94)
2021-10-23 11:57:10 +02:00
kobewi f0dabe4ac5
Fix MeshInstance2D rect
(cherry picked from commit 1a347e9cf3)
2021-10-23 11:54:55 +02:00
Robin Arys 0dcf1e3a45
Fix Tabs crash where it still tries to detect the clicked tab even if there are none
(cherry picked from commit 2203670ccc)
2021-10-23 11:53:58 +02:00
Haoyu Qiu 5366743454 Fix RichTextLabel meta link detection when used inside a fill tag 2021-10-22 16:20:56 +08:00
Rémi Verschelde 2c548d5005
Merge pull request #54049 from rxlecky/baked-lightmap-add-no-root-error-53774 2021-10-21 13:51:30 +02:00
SeleckyErik 98c0ffb749 Add BAKE_ERROR_NO_ROOT to BakedLightmap
Add new error type to BakeError to signalise that there is no root node to
start baking from.
Document the new error type, as well as BAKE_ERROR_NO_LIGHTMAPPER.
2021-10-21 13:32:03 +02:00
Rémi Verschelde b7ded89fe9
Merge pull request #54057 from skimmedsquare/procedural-sky-thread-done-crash-53621 2021-10-21 12:00:07 +02:00
Sean Kim 8de5b78a97 Fix crash on null image ref in ProceduralSky 2021-10-20 22:55:08 -07:00
Haoyu Qiu 7e6e6c871b Make RichTextLabel honor content margin when drawing font shadow 2021-10-21 11:30:45 +08:00
PouleyKetchoupp 67635bfcc2 Fix SoftBody memory corruption when switching mesh at runtime
When switching the mesh at runtime, the physics server wasn't properly
updated with the new mesh. Now we keep track of the soft body mesh to
make sure everything is properly initialized on pre-draw.

Also cleaned a few things around private methods.
2021-10-20 10:52:38 -07:00
PouleyKetchoupp b4b94ac8a0 Fix errors in mouse detection when removing collision object from tree
Now behaves the same way as ui elements, mouse exit is skipped when the
object is removed from the tree.
2021-10-20 09:01:26 -07:00
Haoyu Qiu 37ef6036d0 Add missing cache clear in RichTextLabel::_process_line 2021-10-20 23:46:57 +08:00
Hugo Locurcio dc3b614a6a
Tweak AudioStreamPlayer3D property hints for usability
This also improves the documentation for the `max_distance` property.

(cherry picked from commit b383181851)
2021-10-18 11:24:42 +02:00
Rémi Verschelde f6784e18d1
Merge pull request #53848 from MaxLap/backport_doc_shape_signals 2021-10-15 18:54:43 +02:00
Maxime Lapointe f3002c62b7 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.
2021-10-15 11:28:17 -04:00
floppyhammer 0b5724514d
Fix bilinear TextureProgressBar with nine patch enabled
(cherry picked from commit a238816f0b)
2021-10-15 12:51:42 +02:00
Red Headphone 066f214654
no limit of negative value for engine_force (VehicleBody class)
(cherry picked from commit fff70a6427)
2021-10-15 12:51:42 +02:00
Fabio Alessandrelli 6c4bb3fc4a Revert HTTPRequest gzip compression support.
Partial revert of commit c1135cf006.
2021-10-14 12:51:37 +02:00
Yuri Sizov b02c61ddb1 Ignore OS specific values (constants, project settings, properties)
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-10-10 23:40:32 +03:00
Michael Alexsander eeb6652436
Fix invisible tabs not being ignored in `Tabs`
(cherry picked from commit 3c5103ac1d)
2021-10-10 12:27:51 +02:00
Haoyu Qiu 52ebe5993e
Use loop instead of recursion when clearing proximity groups
(cherry picked from commit 6072f38bb1)
2021-10-10 12:27:51 +02:00
Hugo Locurcio 7dcefa7c1b
Add a warning for Timer nodes with very low wait times
Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
2021-10-09 11:36:03 +02:00
Rémi Verschelde c00848ae03
Merge pull request #53572 from kleonc/scene-tree-free-objects-queued-during-destruction-3x 2021-10-08 18:10:45 +02:00
kleonc ae96da28d8 Delete objects enqueued for deletion during SceneTree destruction 2021-10-08 16:38:38 +02:00
Rémi Verschelde 06fc2378de
Merge pull request #51491 from Calinou/glow-add-high-quality-mode-3.x
Add high quality glow mode (3.x)
2021-10-08 07:47:07 +02:00
Haoyu Qiu ff27b994cd Re-prepare VisualServer if SoftBody mesh changed 2021-10-06 23:25:14 +08:00
Haoyu Qiu 52a840b9c9 Fix crash when tooltip_request_func object is freed 2021-10-06 15:33:31 +08:00
PouleyKetchoupp 00d4a30b05
Fix editable children errors when packing scene tree at runtime
When packing a scene node which is not the root, errors where caused
by internal checks in is_editable_instance method.

This check can be safely made outside instead.

(cherry picked from commit 2f6cf3b8a8)
2021-10-06 09:29:31 +02:00
Haoyu Qiu 0f18f225ee Fix crash when deleting Camera2D and Viewport assigned to it 2021-10-06 13:41:21 +08:00
Rémi Verschelde 77f52bdf99
Merge pull request #52137 from Ansraer/3.x-2d-scale-factor 2021-10-05 19:12:19 +02:00
Rémi Verschelde d35fccb651
Merge pull request #52365 from jitspoe/3.x.viewport_error_fix
[3.x] Fix ViewportTexture error when viewport is used from a child scene
2021-10-05 18:51:51 +02:00
Rémi Verschelde bd7bea2087
Merge pull request #53233 from metinc/fix-animated-sprite-precision-error 2021-10-05 15:23:51 +02:00
Ansraer d44aa61735 implement better ui scaling 2021-10-05 14:30:38 +02:00
kobewi f9720a9bf2 Add Listener2D 2021-10-05 13:29:59 +02:00
jitspoe d2637ca950
Fix ViewportTexture error when viewport is used from a child scene
Fix invalid errors when a separate child scene file contains a viewport and
that viewport is used for a texture in the current scene.

Fixes #27790.
2021-10-05 12:17:42 +02:00
Rémi Verschelde 69437eb746
Merge pull request #53012 from lawnjelly/portals_unload_reason 2021-10-05 12:00:43 +02:00
Rémi Verschelde 58fe0bd2cb
Merge pull request #53052 from kleonc/animated-sprites-centered-rendering-3x 2021-10-05 11:22:26 +02:00
Michael Alexsander a5214f437f
Fix `Tabs` offset overreaching when scrolling fast
(cherry picked from commit 0dd65fff3b)
2021-10-05 10:53:06 +02:00
Rémi Verschelde 72a922eb4e
Merge pull request #53300 from Calinou/viewport-tweak-configuration-warning-3.x 2021-10-04 20:31:05 +02:00
Rémi Verschelde 55c9cc21e9
Merge pull request #53397 from pycbouh/theme-improve-change-propagation-3.x
[3.x] Make `Theme` report property list changes less often, and other backports
2021-10-04 18:05:16 +02:00
Yuri Sizov 457d48a1f1 Make Theme report property list changes less often 2021-10-04 18:05:23 +03:00
Yuri Sizov 98cf645258 Expose API to retrieve Theme's default font 2021-10-04 17:44:53 +03:00
Yuri Sizov cd45a70f2d Reorganize Theme resource code for better maintainability 2021-10-04 17:09:32 +03:00
Florian Kothmeier 5185cd4f80
Fix AnimationNodeStateMachinePlayback start() on nonexistent node
(cherry picked from commit b6e7df56cb)
2021-10-04 15:22:16 +02:00
Rémi Verschelde 2b642d68c1
Merge pull request #52752 from Pineapple/fix-richtextlabel-character-offsets 2021-10-04 08:52:26 +02:00
kleonc e2e149f4df Fix rendering centered odd-size texture in AnimatedSprite/AnimatedSprite3D 2021-10-03 14:15:21 +02:00
Hugo Locurcio c6617e956c
Tweak the Viewport configuration warning to mention 2×2 size requirement 2021-10-01 16:43:33 +02:00
boruok 85dd970b81 [3.x] Fix AtlasTexture get_data crash 2021-09-30 22:22:10 +09:00
Metin Celik edcb7b8129 Add half frame to floor() 2021-09-29 20:03:07 +02:00
Duarte David a4fecbb0da
Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
(cherry picked from commits f4ac08a182
and 7d53755ca7)
2021-09-29 10:55:51 +02:00
Rémi Verschelde 60bcc91dd5
Merge pull request #53190 from nekomatata/software-skinning-aabb-optimization 2021-09-29 10:34:55 +02:00
Haoyu Qiu eab1e228c8 Fix LineEdit undo crash
Make sure all related member variables are initialized before creating
the first undo state.
2021-09-29 13:52:40 +08:00
PouleyKetchoupp 304102f66f Optimize AABB calculation in software skinning
Using min/max instead of regular AABB for optimal processing.
2021-09-28 10:11:04 -07:00
Rémi Verschelde 72950684c8
Merge pull request #53157 from boruok/fix-atlas-texture-return-null 2021-09-28 18:53:53 +02:00
boruok 768cff7c02 fix atlas texture return null 2021-09-28 16:34:00 +09:00
Rémi Verschelde d4d4603827
Merge pull request #53144 from nekomatata/software-skinning-aabb
Update mesh AABB when software skinning is used
2021-09-28 07:27:23 +02:00
PouleyKetchoupp 941cff4157 Update mesh AABB when software skinning is used
Not updating the mesh properly can cause rendering issues in some cases,
like shadows not updating properly.
2021-09-27 11:56:58 -07:00
Rémi Verschelde ac01b1cb1c
Revert "Fixes the normals of SphereMesh when the sphere/hemisphere is oblong"
This reverts commit c4d0074aae.

It caused regression #52965.
2021-09-27 18:27:55 +02:00
Matthew Newall e01d609c02
Updated Tabs to not update excessively
(cherry picked from commit 082f924566)
2021-09-27 18:09:47 +02:00
Michael Alexsander b4d6afb7ad
Expose `TabContainer`'s tab hidding for scripts
(cherry picked from commit 7ce02b642e)
2021-09-27 18:06:36 +02:00
Yuri Sizov 020807dc0f Correctly calculate position of the folding arrow in Tree 2021-09-25 02:01:35 +03:00
Laurenz Reinthaler aad01cd0c6 Fix VisibilityEnabler2D throwing a signal error when process_parent or physics_process_parent are enabled 2021-09-24 19:03:10 +02:00
lawnjelly 279e6f65cd Portals - add reason string to unload message
To help users identify conditions that are causing room system invalidation, a reason message is passed to the unload function and logged.
2021-09-24 14:00:24 +01:00
Rémi Verschelde 044cafc31a
Merge pull request #52894 from laws65/3d-skeleton-bone-fix 2021-09-23 12:10:26 +02:00
Rémi Verschelde 08887fd391
Merge pull request #52955 from nekomatata/fix-kinematic-collision-reference-3.x 2021-09-23 10:26:17 +02:00
PouleyKetchoupp 8b562543df 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 18:15:03 -07:00
Haoyu Qiu 45b4304f10 Fix crash in Tween.follow_property
Check `p_object` for null before using it.
2021-09-22 13:38:21 +08:00
Rémi Verschelde dd0ee48728
Merge pull request #52900 from akien-mga/3.x-cherrypicks 2021-09-21 21:40:47 +02:00
John Wigg d484e30247
Fix y billboard shear when rotating camera
Fixes shear effect with `BILLBOARD_FIXED_Y` when the camera is rotated around the z-axis by rotating the mesh correctly into view space.

Also removes shearing effects that occur when rotating the mesh by excluding the model rotation and scale from the billboard matrix.

(cherry picked from commit d3850a0954)
2021-09-21 20:33:11 +02:00
PouleyKetchoupp ad5e70cde4 Fix moving platforms with ray shapes
In the case of ray shapes, the body RID used to apply platform velocity
wasn't properly set.
2021-09-21 09:00:23 -07:00
Espeute Clement a259112d6e
Fixed Animation Playback Track not seeking properly
Fixes #38093.

(cherry picked from commit aa72af4f46)
2021-09-21 17:15:00 +02:00
skysphr f53294f874
Added increment_pressed and decrement_pressed icons to scrollbars
(cherry picked from commit e27ab2708f)
2021-09-21 17:14:59 +02:00
kobewi 44a56c9742
Add offset for TextureProgress progress texture
(cherry picked from commit e78ee616f7)
2021-09-21 17:14:59 +02:00
gyroninja 9f0d7b70fd
Fail at instantiating if the root node is instantiated
(cherry picked from commit f400c9239e)
2021-09-21 17:14:58 +02:00
Silc 'Tokage' Renew fa45aa22cb
Fixed seeking behavior of property track with discrete interpolation
(cherry picked from commit 6613d9cf67)
2021-09-21 17:14:57 +02:00
laws65 d1bacb53fd Prevent being able to set bone's parent as itself 2021-09-21 22:06:03 +09:30
Rémi Verschelde be6b7b4f9f
Merge pull request #52475 from tcoxon/fix_43733_3.x
Prevent shaders from generating code before the constructor finishes. [3.x]
2021-09-21 13:53:17 +02:00
Tom Coxon 9e9bac1549 Prevent shaders from generating code before the constructor finishes.
Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."

The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.

The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
2021-09-21 11:47:51 +01:00
Rémi Verschelde 22aab6be1c
Merge pull request #51796 from RandomShaper/dangling_obj_release_3.x
[3.x] Promote object validity checks to release builds
2021-09-21 11:48:11 +02:00
Pedro J. Estébanez 26edc6cd41 Promote object validity checks to release builds
Extra:
- Optimized the debug-only check about why the object is null to determine if it's because it has been deleted (the RC is enough; no need to check the ObjectDB).
- Because of the previous point. the debugger being attached is not required anymore for giving the "Object was deleted" error; from now, it only matters that it's a debug build.
- `is_instance_valid()` is now trustworthy. It will return `true` if, and only if, the last object assigned to a `Variant` is still alive (and not if a new object happened to be created at the same memory address of the old one).
- Replacements of `instance_validate()` are used where possible `Variant::is_invalid_object()` is introduced to help with that. (GDScript's `is_instance_valid()` is good.)
2021-09-21 10:39:04 +02:00
Rémi Verschelde b37776fa2f
Merge pull request #52591 from timothyqiu/error-macros
[3.x] Remove do{ } while(0) wrapper around error macros
2021-09-21 10:38:34 +02:00
Rémi Verschelde 1ceba6e1b0
Merge pull request #52585 from Calinou/screen-texture-improve-no-sampling-error 2021-09-20 16:25:16 +02:00
Silc 'Tokage' Renew a95b015968
fixed AnimationNodeTransition when xfade time is zero
(cherry picked from commit 02d8166427)
2021-09-20 13:19:41 +02:00
Hugo Locurcio 210ab11643
Write node groups one a single line when saving a `.tscn` file
This makes `.tscn` files more readable by ensuring sections are always
written on a single line.

(cherry picked from commit d33a7367b6)
2021-09-19 11:30:21 +02:00
Rémi Verschelde d92405de74
Merge pull request #52728 from jmb462/ninepatchrect_node_warning 2021-09-17 20:22:10 +02:00
Camille Mohr-Daurat bb885c5704
Merge pull request #52369 from bengtsts/3.x
Expose soft body pin methods to GDScript
2021-09-17 06:19:54 -07:00
Bengt Söderström 73b9b84995 Expose soft body pin methods to GDScript 2021-09-17 11:25:31 +02:00
jmb462 a9d0baa4f4 Add a node warning using NinePatchRect's Tile or Tile Fit modes in GLES2 2021-09-17 06:29:10 +02:00
Hugo Locurcio 7922c262f6
Display a editor gizmo icon for Listener
The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.

This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).
2021-09-16 23:37:12 +02:00
Bartłomiej T. Listwon 903765f94d Fix RichTextLabel character horizontal offset calculation 2021-09-16 21:44:17 +02:00
PouleyKetchoupp ab55c33c20 Fix TextEdit cursor update when adding or deleting text
Updating the viewport while setting the line index before the column is
set could wrongly cause the text to be scrolled down.
2021-09-16 09:14:22 -07:00
Rémi Verschelde c33ff6bf6b
Merge pull request #47235 from opl-/fix/25046-3.x 2021-09-16 15:24:09 +02:00
Rémi Verschelde 627577d615
Merge pull request #47346 from nekomatata/heightmap-draw-triangles-3.x 2021-09-16 15:23:06 +02:00
Ed Swartz c79898a7b8 Use left/right arrow to move cursor when unselecting in LineEdit
-- useful for rename dialog (the filename portion is selected by
default, and usually, want to change the end of the name, not the
beginning)
2021-09-14 20:26:10 -05:00
Rémi Verschelde 20f14e0a16
Merge pull request #52586 from JFonS/lm_bake_end
Fix editor getting stuck after baking lightmaps from a script
2021-09-14 22:40:48 +02:00
Haoyu Qiu 018f28bead
Make sure IK target is inside tree before using its transform
(cherry picked from commit 88e3ba83f0)
2021-09-14 13:41:30 +02:00
PouleyKetchoupp 389e67aa98
Fix loading packed scene with editable children at runtime
At runtime, packed scenes with nodes marked as editable instance where
saved with node type tags, which prevented the scene to be then loaded
as an instance, causing duplicated nodes in the tree.

This change ensures nodes marked as editable instances and their owned
children are properly set as instances.

That doesn't make a difference in the editor, since such nodes where
already set as instances based on their instance state, but it helps
at runtime where instance states are disabled.

Co-authored-by: latorril <latorril@gmail.com>
(cherry picked from commit fab88a810c)
2021-09-14 13:41:27 +02:00
Yuri Roubinsky b36b81cbdd
Better port handling connection for `GraphEdit`
(cherry picked from commit 61904d56ea)
2021-09-14 13:41:27 +02:00
Lewis Pollard 4e68f089e0
Fix is_playing() method in AnimatedSprite3D
(cherry picked from commit 2450173495)
2021-09-14 13:41:26 +02:00
Duarte David c4d0074aae
Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
(cherry picked from commit f4ac08a182)
2021-09-14 13:41:26 +02:00
Haoyu Qiu 930a1ea746
Make RichTextLabel honour default cursor shape property
(cherry picked from commit d12cceadd2)
2021-09-14 13:41:26 +02:00
Vincent ea13ff860d
implement individual mesh transform for meshlibrary items
(cherry picked from commit 70108fd850)
2021-09-14 13:41:22 +02:00
Rémi Verschelde f85ad007c0
Merge pull request #52338 from lawnjelly/portals_fix_portal_import
Portals - fix import of portal normal + small bug fixes
2021-09-14 10:21:44 +02:00
Haoyu Qiu 70853fd669 Remove do{ } while(0) wrapper around error macros 2021-09-12 15:04:53 +08:00
JFonS 14eb739418 Fix editor getting stuck after baking lightmaps from a script 2021-09-12 01:01:29 +02:00
Hugo Locurcio 1c63e335b3
Improve the error message about `SCREEN_TEXTURE` being unavailable
This also tweaks the Viewport `usage` property hint to match the
project setting used for the root viewport.
2021-09-11 23:17:07 +02:00
opl- a8a52f576e Fix DynamicFont breaking mouse grab in inspector spinners
This was caused by DynamicFont not specifying which property was edited, resulting in the whole inspector property tree being recreated.
2021-09-11 20:12:44 +02:00
Endri Lauson 077083938e Add a new high quality tonemapper: ACES Fitted 2021-09-08 19:12:09 -03:00
Max Hilbrunner 76693aa364
Merge pull request #52182 from lawnjelly/portals_pvs_enum
Portals - Fix RoomManager PVS enum
2021-09-07 21:23:48 +02:00
Gilles Roudière cf48297ea2
Merge pull request #52047 from nobuyukinyuu/bind-get-tab-idx-at-point
[3.x] Bind TabContainer::get_tab_idx_at_point() to ClassDB
2021-09-07 11:10:27 +02:00
Camille Mohr-Daurat 8608ece42f
Merge pull request #50405 from nekomatata/clean-convex-hull-decomposition-3.x
[3.x] Clean convex hull decomposition code
2021-09-06 09:34:50 -07:00
Gilles Roudière ac89f9d7d7
Merge pull request #52361 from Calinou/minimap-add-hover-pressed-feedback-3.x
Add visual feedback when hovering or dragging the code minimap grabber (3.x)
2021-09-06 17:02:46 +02:00
Marcus Brummer d3866d78f2 Initialize n_warnings_dropped to 0 in ScriptDebuggerRemote 2021-09-05 12:20:49 +02:00
Hugo Locurcio 85ebe8e3f6
Add visual feedback when hovering or dragging the code minimap grabber
This makes it more obvious that the minimap grabber can be dragged
to scroll.
2021-09-04 02:25:44 +02:00
lawnjelly 116e2ce799 Portals - fix import of portal normal + small bug fixes
When converting portal meshes during import, indices were not being taken into account, which could lead to incorrect estimation of the portal direction. This PR now copes with either indexed or non-indexed portal meshes.

Added a bug fix to cope with portals pointing almost directly straight up or down, which could cause problems with the lookat transform.

Added the ability for named portals to link to short room names (in addition to postfix room names).
2021-09-02 10:39:47 +01:00
kleonc 8004678d57 TabContainer Fix drawing current tab when it's disabled 2021-09-01 04:01:07 +02:00
Aaron Franke ee69b57434
[3.x] Fix KinematicBody axis lock 2021-08-29 20:38:09 -05:00
nobuyuki_nyuu 522af5c614 Bind TabContainer::get_tab_idx_at_point() to ClassDB 2021-08-29 09:11:41 -05:00
lawnjelly 7ea35da462 Portals - Fix RoomManager PVS enum
The PVS mode enum had been declared using scope operator, which does not seem to work correctly from GDScript with the BIND_ENUM_CONSTANT macro.

This PR removes the scope operator in the declaration.
2021-08-28 07:27:50 +01:00
Max Hilbrunner 17e61fa0af
Merge pull request #52095 from kleonc/tree-item-drag-drop-drawing-3x
[3.x] Tree Fix line rendering when drag and dropping TreeItem
2021-08-27 20:55:58 +02:00
LeaoLuciano 9cecabb186 LinkButton's text now is automatically translated 2021-08-26 17:56:34 -03:00
Haoyu Qiu 5183c473f7 Backport new methods for KinematicBody and KinematicCollision
For both 2D and 3D, three methods are added:

- `get_floor_angle` on `KinematicBody` 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`.
2021-08-26 12:16:40 +08:00
kleonc 92ea0f7dd9 Tree Fix line rendering when drag and dropping TreeItem 2021-08-25 12:03:05 +02:00
Hugo Locurcio f5e83e7305
Merge pull request #52052 from Calinou/dynamicfont-allow-woff
Allow using WOFF fonts in DynamicFont
2021-08-25 10:37:15 +02:00
Hugo Locurcio 1ab3ddf94a
Allow using WOFF fonts in DynamicFont
This is already supported by FreeType, but it wasn't exposed.

Adding support for WOFF2 would require linking a Brotli decompression
library in Godot, so only WOFF1 is exposed here.
2021-08-25 08:09:23 +02:00
Camille Mohr-Daurat 5ce734c073
Merge pull request #52056 from jmb462/fix-raycast3D-color-update
[3.x] Fix Raycast3D color update when not colliding anymore (Fix #52051)
2021-08-24 08:11:05 -07:00
Camille Mohr-Daurat 9c893d3c78
Merge pull request #52057 from fabriceci/fix-transmission-velocity-on-wall
[3.x] Remove the transmission of the velocity when a body is on_wall Fix #51960
2021-08-24 08:02:29 -07:00
fabriceci 13d5fa2c43 Remove the transmission of velocity when a body is on_wall 2021-08-24 11:29:40 +02:00
jmb462 5de6376a22 Fix Raycast3D color update when not colliding anymore 2021-08-24 11:24:02 +02:00
Max Hilbrunner 8c98320f93
Merge pull request #51967 from Calinou/spatialmaterial-gles2-allow-more-features
Allow clearcoat, anisotropy and refraction in SpatialMaterial in GLES2
2021-08-23 16:01:55 +02:00
Hugo Locurcio 43da1790c8
Remove deprecation warning for `BaseButton.enabled_focus_mode`
There were too many instances of false positives that are difficult
to fix. The note in the class reference has been clarified instead.
2021-08-22 21:47:53 +02:00
Anas Saifi 4874270592
Removed unused variable 2021-08-22 15:58:45 +05:30
Anas Saifi 9b06355488
Update scene/gui/rich_text_label.cpp
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-08-22 15:18:52 +05:30
anazr9 b8bf2ec3cd fixed crash with RichTextLabel [fill] tag #51968 by using 3.3 as reference 2021-08-22 14:17:01 +05:30
Hugo Locurcio 33d23281cb
Allow clearcoat, anisotropy and refraction in SpatialMaterial in GLES2
These SpatialMaterial features work just fine in GLES2,
but they were not exposed in the inspector when GLES2 was used.
2021-08-22 02:18:36 +02:00
Rémi Verschelde 6a058cbf39
Merge pull request #51746 from Calinou/add-shader-comment-3.x
Add a comment at the top of generated shaders (3.x)
2021-08-19 00:16:29 +02:00
Rémi Verschelde a67eaa67b0
Merge pull request #51732 from codecat/fix-caret-selection-3.x
Move cursor to edge of selection when moving caret left/right
2021-08-18 20:12:19 +02:00
Yuri Sizov 29f0a0eebf Adjust the material key bit size for ParticlesMaterial 2021-08-18 17:53:24 +03:00
Melissa Geels 6bf6d18ee1 Move cursor to edge of selection when moving caret left/right
This is to mimic the behavior of many third party text editors.
The reasons it's not doing it when moving by word is due to that
behavior being mostly the same on other editors.

This was backported to 3.x from pull request #51502.
2021-08-18 14:28:57 +02:00
Rémi Verschelde 1de8f31448
CI: Upgrade Emscripten to 2.0.25
That's the version used by current containers for Godot 3.4.

Fixes a couple stray warnings that new Emscripten/LLVM catches.
2021-08-18 11:13:34 +02:00
Rémi Verschelde 92a7ae022d
Merge pull request #51769 from The-O-King/oct_split_stream_fix
Fix Octahedral/Split Stream Options
2021-08-18 08:01:56 +02:00
Omar El Sheikh a63028e172 Fix Octahedral/Split Stream Options
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting

Update _get_array_from_surface to also support vertex stream splitting

Add a condition on split stream usage to ensure it does not get used on
dynamic meshes

Handle case when Tangent is compressed but Normal is not compressed

Make stream splitting option require a restart in the settings

Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions

Update Sprite3D to use the dynamic mesh flag
2021-08-17 16:11:47 -04:00
Haoyu Qiu 5f316aa216 Improve Undo/Redo menu items
* Make Undo/Redo menu items disabled when clicking it does nothing.
    * Context menu of `TextEdit`
    * Context menu of `LineEdit`
    * Editor's Scene menu
    * Script editor's Edit menu and context menu  (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-08-18 00:46:51 +08:00
Rémi Verschelde c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
Rémi Verschelde 53cc7a9be9
Merge pull request #51648 from pycbouh/editor-merge-custom-theme-3.x
[3.x] Add support for partial custom editor themes
2021-08-17 13:12:49 +02:00
Rémi Verschelde e321b5c12f
Merge pull request #51489 from nekomatata/fix-moving-platform-3d-snap-3.x
[3.x] Fix 2D/3D character snap on moving platforms
2021-08-17 11:40:17 +02:00
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
Gordon MacPherson f038c6a926 Fix octahedral compression with Sprite3D
Needs a default which is not zero
2021-08-16 22:25:44 +01:00
PouleyKetchoupp be13538b71 Fix 3D character snap on moving platforms
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent.

Now it's done in both 2D and 3D, as it's already done in 2D on master.
2021-08-16 11:30:28 -07:00
Rémi Verschelde dc1b18e832
Merge pull request #51743 from fabriceci/3x-avoid-useless-snap
[3.x] Avoid useless call to move and collide during snapping
2021-08-16 20:19:39 +02:00
Hugo Locurcio 8dae2f9f00
Add a comment at the top of generated shaders
This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or SpatialMaterial).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 18:46:55 +02:00
fabriceci 2cb364bab1 Avoid to snap when the body is already on the floor. 2021-08-16 18:09:44 +02:00
Rémi Verschelde 7722eea613
Merge pull request #51252 from kleonc/tab_container-fix-disconnecting-errors-3x
[3.x] TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
2021-08-16 10:35:45 +02:00
Hugo Locurcio 5335a0368c
Add a Viewport property to use full floating-point precision in HDR
This is only available on the GLES3 backend.

This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
2021-08-16 03:16:01 +02:00
Rémi Verschelde 450f7fdc39
Merge pull request #51690 from QbieShay/rotate-y-fix
fixed rotate y flag causing the position to reset
2021-08-15 12:18:54 +02:00
QbieShay 32c287e01b fixed rotate y flag causing the position to reset 2021-08-15 11:35:22 +02:00
Yuri Sizov ab25266213 Add support for partial custom editor themes 2021-08-14 02:11:54 +03:00
Rémi Verschelde 54d14a912a
Merge pull request #51402 from tinmanjuggernaut/texture_array_anisotropic
[3.x] Add Anisotropic Filter option for TextureArrays
2021-08-13 08:46:22 +02:00
Rémi Verschelde f75d8d5c04
Merge pull request #51589 from Geometror/improve-stylebox-aa-3.x
StyleBox fake AA improvements (make anti aliasing size a float property) [3.x]
2021-08-13 01:33:01 +02:00
Rémi Verschelde 4b514bfdff
Merge pull request #51577 from m4gr3d/update_external_texture_config
Update external texture flag configuration.
2021-08-12 22:55:15 +02:00
Hendrik Brucker 6d05ef9ccb StyleBox fake AA improvements (aa_size float property) 2021-08-12 22:21:34 +02:00
Rémi Verschelde e2e34812fe
Merge pull request #51556 from fabriceci/fix-move-and-slide-regression-multiple-collision-3x
[3.x] Fix move and slide regression by allowing multiple collision direction
2021-08-12 20:37:48 +02:00
Fredia Huya-Kouadio 2cc1cdc27b Update external texture flag configuration. 2021-08-12 10:46:09 -07:00
Cory Petkovsek fb609b22e4 Add Anisotropic Filtering option for TextureArrays 2021-08-12 23:56:03 +08:00
Rémi Verschelde f3441fcff0
i18n: Sync translations with Weblate
And sync template with current 3.x codebase.
2021-08-12 17:08:10 +02:00
Anilforextra 081bc20d66
Remove unused swap template.
(cherry picked from commit e3872a244d)
2021-08-12 16:46:02 +02:00
Melissa Geels ac40f5bb75
Triple click in text editor now uses last mouse position for validity
Previously, you would be able to double click a word, followed by
single-clicking another word on the same line, which would select the
entire line. Now, it will only select the whole line if the mouse
position has remained the same after the double click. This mimicks the
behavior in most third party text editors.

Fixes #51312.

(cherry picked from commit 408401a642)
2021-08-12 16:43:22 +02:00
Paulb23 ea0456679a
Redraw on item list custom bg/fg colour change
(cherry picked from commit 738b0fdae5)
2021-08-12 16:42:16 +02:00
Jason Knight 955f2ba75e
Removed the alteration of status.hovering during Focus Enter and Focus Exit events.
This is incorrect and not fully implemented, and results in inconsistency in the UI and in the hovering variable.

(cherry-picked from commit edcbe88389)
2021-08-12 16:37:35 +02:00
Rémi Verschelde 1cd10461ca
Merge pull request #50351 from JestemStefan/node_2D_zero_scale_det_bug
[3.x] Limit scale of `Node2D` to EPSILON (0.00001) to prevent det==0 error
2021-08-12 15:41:04 +02:00
Rémi Verschelde 02541db309
Merge pull request #51565 from mortarroad/3.x-fix-cpu-particles-spread
[3.x] Fix CPU Particles spread
2021-08-12 14:23:22 +02:00
Morris Tabor a517ed7c6d Fix CPU Particles spread
Fixes https://github.com/godotengine/godot/issues/51162
This is the same change as for the GPU Particles in https://github.com/godotengine/godot/pull/47310, including the recent fix for zero direction vectors.
2021-08-12 14:00:02 +02:00
Rémi Verschelde 07c70efcbb
Merge pull request #51555 from mortarroad/3.x-fix-mipmap-loading
[3.x] Fix loading mipmaps, if the mipmap levels have different formats.
2021-08-12 13:17:10 +02:00
fabriceci 1d5a01d12d Fix regression by allowing multiple collision direction 2021-08-12 12:23:17 +02:00
Morris Tabor 0e26f1747b Fix loading mipmaps, if the mipmap levels have different formats.
Fixes https://github.com/godotengine/godot/issues/50647
2021-08-12 12:18:13 +02:00
Morris Tabor fb9685daaa Fix regressions caused by recent particle spread refactor
Caused by https://github.com/godotengine/godot/pull/47310
Fixes https://github.com/godotengine/godot/issues/51043
Fixes https://github.com/godotengine/godot/issues/51424
2021-08-12 11:47:05 +02:00
Hugo Locurcio 0e0af7fa83
Add high quality glow mode
This backports the high quality glow mode from the `master` branch.

Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.

High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
2021-08-11 17:00:41 +02:00
Haoyu Qiu f4a6737eed Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:27 +08:00
Rémi Verschelde 03c41fa34c
Merge pull request #51458 from nekomatata/moving-platforms-3d-3.x
[3.x] Fix 3D moving platform logic
2021-08-10 14:12:47 +02:00
Rémi Verschelde 7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
clayjohn f7dbcf95e1 Allow unclamped colors in Sprite3D 2021-08-09 21:44:21 -07:00
PouleyKetchoupp da159cd258 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 18:55:49 -07:00
Rémi Verschelde 0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp f101349225 Fix applied rotation from moving platforms in move_and_slide
When synchronizing KinematicBody 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 12:04:57 -07:00
Rémi Verschelde 89313b9ed1
Merge pull request #51403 from lawnjelly/portals_move_settings
Portals - fix PVS generation and move settings
2021-08-09 00:17:13 +02:00
lawnjelly f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
Rémi Verschelde 0b461cbb01
Merge pull request #51218 from timothyqiu/more-i18n-3x
[3.x] Fix various i18n failures
2021-08-08 19:24:45 +02:00
Rémi Verschelde be22d7b013
Merge pull request #51396 from lawnjelly/portals_sprite3d
Portals - add support for Sprite3D
2021-08-08 17:47:32 +02:00
Rémi Verschelde 6149304c3a
Merge pull request #51394 from lawnjelly/portals_fix_log_crash
Portals - fix crash when logging link room names
2021-08-08 17:47:05 +02:00
Rémi Verschelde 52b3891b59
Merge pull request #51392 from lawnjelly/portals_autolink_internal
Portals - fix autolinking to internal rooms
2021-08-08 17:46:37 +02:00
lawnjelly fc3c01db0f Portals - add support for Sprite3D
Add support for Sprite3D and animated Sprite3D.
2021-08-08 15:43:24 +01:00
lawnjelly ef894c0966 Portals - fix crash when logging link room names
The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
and therefore reading outside the array range. This PR fixes this.
2021-08-08 15:00:39 +01:00
lawnjelly a339f6fc49 Portals - fix autolinking to internal rooms
Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
2021-08-08 14:37:04 +01:00
lawnjelly cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
Rémi Verschelde 41cf7f2760
Merge pull request #51358 from raulsntos/fix-51342-3.x
[3.x] Fix Path3D initial forward calculation
2021-08-07 13:30:11 +02:00
Rémi Verschelde b44f2126f6
Merge pull request #51334 from pycbouh/classref-get-theme-items-3.x
[3.x] Improve `Control`'s theme item methods documentation
2021-08-07 12:41:54 +02:00
Raul Santos 102ec1042b Fix Path3D initial forward calculation 2021-08-07 12:40:14 +02:00
Yuri Sizov 71ec6dba67 Improve Control's theme item methods documentation 2021-08-06 22:31:58 +03:00
kleonc 2eeed26d67 TileMap Fix trying to get data for tile not existing in attached TileSet 2021-08-06 18:52:04 +02:00
lawnjelly 770d9f8220 Portals - add gizmo handles for editing portals and rooms
Gizmo handles are added for much more user friendly editing of portals and room bounds.
2021-08-06 07:53:22 +01:00
Rémi Verschelde 28b5f07355
Merge pull request #51277 from lawnjelly/portals_debug_collision_shapes 2021-08-05 16:39:03 +02:00
lawnjelly 258831c12e Portals - fix showing debug collision shapes
Set the portal_mode to GLOBAL on creation.
2021-08-05 13:28:11 +01:00
lawnjelly f4c5092027 Portals - rooms_set_active needs Editor check
Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
2021-08-05 13:14:00 +01:00
kleonc 063d1a5d53 TabContainer: Fix error on removing top-level Control child, Remove _get_tab method 2021-08-04 22:10:06 +02:00
Yuri Sizov e7bd53b690 Make theme item overrides more obvious in the Inspector 2021-08-04 17:02:00 +03:00
Haoyu Qiu 87e49183bc Fix various i18n failures 2021-08-03 23:36:43 +08:00
kleonc 8274d18244
TabContainer Fix moving dropped tab at incorrect child index
(cherry picked from commit a5a4532378)
2021-08-03 10:20:18 +02:00
foxydevloper f807c7e569
Name nodes added from drag & drop by `name_casing`
(cherry picked from commit 07a8f0fe38)
2021-08-03 10:18:04 +02:00
Raul Santos d46d66020e
Fix forward calculation in PathFollow3D for the position at the end of the curve
(cherry picked from commit e23f6a5bba)
2021-08-03 10:18:04 +02:00
Rémi Verschelde 69c194736d
VariantParser: Fix uninitialized ResourceParser funcs
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.

Fixes crash part of #42115.

(cherry picked from commit f3aaa713d9)
2021-08-03 09:33:25 +02:00
vitika9 bea67d7763
Fixed Camera2D's reset_smoothing() does not work as described
(cherry picked from commit 22eaec6895)
2021-08-03 09:15:33 +02:00
Rémi Verschelde 08b67aabb8
Merge pull request #51193 from timothyqiu/atp-remove
memdelete the node in AnimationTreePlayer.remove_node
2021-08-03 08:08:22 +02:00
Rémi Verschelde 7b97243521
Merge pull request #51040 from nekomatata/layer-grid-32-3.x
[3.x] Refactor layer property editor grid
2021-08-02 21:14:43 +02:00
Haoyu Qiu 859922a5f0 Delete the node in AnimationTreePlayer.remove_node 2021-08-03 00:12:04 +08:00
Rémi Verschelde 73c6ab0215
Merge pull request #51152 from lawnjelly/portals_improve_ui 2021-08-02 14:40:18 +02:00
lawnjelly 2eae35693e Portals - change import naming convention to postfix
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
2021-08-02 11:04:02 +01:00
lawnjelly 8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00
lawnjelly 776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Marcel Admiraal e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
PouleyKetchoupp e0e9f575ae Refactor layer property editor grid
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
2021-07-30 11:43:04 -07:00
Rémi Verschelde 9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
Rémi Verschelde 7f4eafa6f2
Merge pull request #50983 from Calinou/editor-use-bullet-points-3.x
Use bullet points in the editor instead of dashes where relevant
2021-07-30 13:42:27 +02:00
Aaron Franke e47018ffa4
[3.x] Fix building with the FreeType module disabled 2021-07-29 21:47:40 -05:00
lawnjelly d578ea99b9 Portals - fix gizmo margin scaling
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.

This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.

This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
2021-07-29 18:58:19 +01:00
Rémi Verschelde bab9c02f47
Merge pull request #51014 from pycbouh/core-texture-webp-crash-3.x
[3.x] Fix a crash when trying to load a WebP `StreamTexture`
2021-07-29 16:00:30 +02:00
Rémi Verschelde 7a35eec705
Merge pull request #50979 from lawnjelly/portals_autoplace_priority_setting 2021-07-29 15:46:01 +02:00
Yuri Sizov 62f7eb7b2f Fix a crash when trying to load a WebP StreamTexture 2021-07-29 16:00:04 +03:00
lawnjelly e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
Hugo Locurcio 10ef55ce23
Use bullet points in the editor instead of dashes where relevant 2021-07-28 19:47:11 +02:00
lawnjelly d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00
lawnjelly d7d7abf057 Portals - fix autolink portals to detect internal
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.

This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
2021-07-28 15:54:45 +01:00
Rémi Verschelde 56d7de2208
Merge pull request #50909 from fabriceci/fix-multiple-direction-collision-3x
[3.x] Allow multiple collision direction at the same time
2021-07-27 19:10:52 +02:00
Rémi Verschelde 717ba8f9d8
Merge pull request #50932 from lawnjelly/portals_fix_margin_loading
Portals - Fix default portal margin loading
2021-07-27 13:09:01 +02:00
lawnjelly d012a26e6a Portals - Fix default portal margin loading
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.

This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.

This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
2021-07-27 11:48:34 +01:00
Haoyu Qiu eb31a39e82
Add check to internal methods to prevent crash
(cherry picked from commit 448295cd51)
2021-07-27 12:17:14 +02:00
Rémi Verschelde 6a6b6fa5cb
Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
Haoyu Qiu fb15adfad0 Fix crash when executing PopupMenu.new()._submenu_timeout() 2021-07-27 12:11:28 +08:00
fabriceci aaf09f864a Allow multiple collision direction at the same time 2021-07-26 20:11:22 +02:00