Commit Graph

1339 Commits

Author SHA1 Message Date
Haoyu Qiu 0f7f3d08ba Add autocompletion for AnimatedSprite.play() 2022-05-05 09:04:40 +08:00
Pawel Lampe 505ace250d Add ability to `bake_navigation_mesh` off thread.
This feature makes it possible to workaround problems such as:
 - long baking time due to heavy synchronization when parsing geometry
   from mesh instances
 - crash when freeing `NavigationMeshInstance` while baking
 - errors when actively baking node tree is being detached from the
   scene tree
2022-05-04 22:41:38 +02:00
smix8 ebcbbec563 Add get_region_rid() to NavigationPolygonInstance and NavigationMeshInstance
Add get_region_rid() to NavigationPolygonInstance and NavigationMeshInstance
2022-04-30 15:54:12 +02:00
Rémi Verschelde 841d6e7fad
Merge pull request #59439 from fabriceci/3x-fix-move-and-collide-reported-collisions 2022-04-28 18:47:28 +02:00
lawnjelly 49eaa7bd65 Physics interpolation - fix streaking when unhiding nodes
The data flow to the VisualServer of current and previous transforms is essential for allowing correct interpolation. An optimization was present that disabled sending transforms when nodes were hidden, however this meant that when unhidden, nodes would interpolate incorrectly from the last transform received when hiding, rather than the up to date previous transform.

This PR disables the optimization and sends always sends transforms when a node is interpolated.
2022-04-28 12:15:14 +01:00
lawnjelly fbbb208a35 Fix CPUParticles emission updating using physics interpolation
When switching emission on and off, processing was always being switched on and off using internal_process, which was incorrect for using physics interpolation (where physics_process is the relevant one).

This PR correctly updates the process mode according to whether physics interpolation is being used.
2022-04-18 15:30:37 +01:00
Rémi Verschelde e1eb3c2fb1
Merge pull request #60147 from lawnjelly/interpolation_out_of_scenario 2022-04-13 17:08:08 +02:00
lawnjelly d2b1d29634 Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
2022-04-11 15:04:24 +01:00
Hugo Locurcio 4bf6cbe4fe
Allow `size` values as low as `0.001` in Camera's orthogonal/frustum mode
This allows for lower field of view (or higher zoom) in orthogonal
and frustum camera modes.

The property hint also allows setting the size with greater precision.
2022-04-08 18:53:07 +02:00
Rémi Verschelde 21c3048397 Add missing argument names in bindings 2022-04-04 12:56:59 +02:00
Pedro J. Estébanez 9e2d5120c1 Fix crash when passing null to AudioStreamPlayer::set_stream() 2022-04-03 12:52:17 +02:00
Rémi Verschelde 5c0dccace9
Merge pull request #59413 from ellenhp/preinstance-audio-streams 2022-03-31 18:49:05 +02:00
Ellen Poe 027546ee8a [3.x] instance audio streams before AudioServer::lock call 2022-03-31 08:48:36 -07:00
FireForge 7f787857ef Fix inspector group name capitalization
(cherry picked from commit 88b09694e7)
2022-03-29 00:20:23 +02:00
fabriceci 65b3200a16 Fix wrong collision reported on move_and_collide 2022-03-23 11:39:54 +01:00
Rémi Verschelde 6a524b2cc0
Merge pull request #57661 from lawnjelly/bind_mesh_merging 2022-03-17 19:54:31 +01:00
Haoyu Qiu 7e07d4781a Fix AnimatedSprite infinite loop
(cherry picked from commit 3a439a9c03)
2022-03-02 11:00:26 +01:00
Rémi Verschelde 195b7374b2
Merge pull request #58650 from lawnjelly/portals_fix_prefix_duplication
Portals - fix duplication of instanced scenes during conversion
2022-03-01 19:56:20 +01:00
Rémi Verschelde 29d78f20de
Merge pull request #58642 from rburing/joints_fix_signals_3.x 2022-03-01 11:01:35 +01:00
lawnjelly 4ec4b5a60d Portals - fix duplication of instanced scenes during conversion
During room conversion, if a prefixed Spatial is converted to a Room / RoomGroup etc, when using instanced scenes the owner was incorrectly set, resulting in the instanced scene objects being duplicated.

This PR corrects this.
2022-03-01 09:44:40 +00:00
Ricardo Buring 322e3a9567 Joint2D and Joint: make set_exclude_nodes_from_collision respect signals 2022-02-28 22:51:40 +01:00
Ricardo Buring f197e5eebb Joint2D and Joint: update joint on NOTIFICATION_POST_ENTER_TREE
This allows reparenting, etc.
2022-02-28 22:48:48 +01:00
lawnjelly 688dc534e5 Fix get_global_transform_interpolated() with multiple ticks per frame
The previous and current transforms in the interpolation data were not being correctly updated in cases where two or more physics ticks occurred on a frame. This PR introduces a simple mechanism to ensure updates on interpolated spatials.
2022-02-25 11:22:00 +00:00
lawnjelly cb108fb4f8 Portals - improve STATIC bounds on conversion
Introduces fallback path for geometry types that are not recognised.
Allows STATIC mode for CPUParticles (using expansion margin)
Allows STATIC mode for Particles (using "visibility_aabb")
2022-02-22 10:00:17 +00:00
Rémi Verschelde 2dd545b512
Merge pull request #58141 from lawnjelly/occluder_shared_resources 2022-02-16 13:29:55 +01:00
lawnjelly 3c2df49832 Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
2022-02-16 09:55:11 +00:00
lawnjelly 522bce1159 Fixed Timestep Interpolation (3D)
Adds fixed timestep interpolation to the visual server.
Switchable on and off with project setting.

This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
2022-02-16 09:41:23 +00:00
JFonS 690f9716fa Add support for saving multiple Images in BakedLightmap
Instead of fitting all atlas slices into a single image, which meant there
was a hard limit on the size, BakedLightmap will now save as many images
as needed to fit all the slices generated by the lightmapper.
2022-02-15 16:13:00 +01:00
Rémi Verschelde 7a16bb2ee4
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.

(cherry picked from commit 1bdb82c64e)
2022-02-11 09:50:59 +01:00
Haoyu Qiu 74a4795fb1 Fix RayCast{,2D}.clear_exceptions clears parent 2022-02-08 16:22:10 +08:00
lawnjelly cf1b3fdd55 Bind mesh merging functionality in MeshInstance
The portal system introduced basic mesh merging functionality, this has wide ranging uses outside of the portal system.
For this reason, this PR binds the mesh merging functionality.
It also slightly modifies the calling from RoomManager to use a Vector of Node *, in order to allow binding of the function.
2022-02-05 13:18:17 +00:00
Rémi Verschelde 689f59dca0
Merge pull request #53463 from lawnjelly/vital_redraws
Add editor vital redraws only option
2022-02-04 21:42:49 +01:00
lawnjelly 10eb9564ca Portals - Improve mesh merging
Some improvements to robustness to account for more properties.
Addition of an "allow merging" flag in the cull instance.
2022-02-04 08:40:46 +00:00
Pawel Lampe 6c6e50bf0c Fix navigation merge errors, fixes #56786
- improved `detail/sample_max_error` default value
- improved floating point precision handling in cell key calculations
- improved `merge error` error message
- exposed `cell_height` of `nav_map` to the `Navigation`
- fixed cell key `y` calculation
2022-02-02 23:52:29 +01:00
Rémi Verschelde 78f230885b
Merge pull request #57475 from snailrhymer/look-at-update 2022-02-02 23:07:20 +01:00
lawnjelly d86061d7ae Portals - fix DYNAMIC particle systems
A regression had occurred whereby particle systems in DYNAMIC mode weren't added to the room correctly.
This PR recognise the case and bypasses the function to retrieve geometry, as retrieving the geometry is not necessary for DYNAMIC objects as they should not affect the room bound. Their AABB will be retrieved during gameplay rather than once off at level conversion.
2022-02-02 12:54:35 +00:00
lawnjelly a0c6d16c90 Add editor vital redraws only option
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.

This can be fine on high power desktops but can be an annoyance on lower power machines.

This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.

An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:

* Continuous
* Update all changes
* Update vital changes
2022-02-02 11:26:45 +00:00
lawnjelly 8ea20f5fdd Add OccluderShapePolygon
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
2022-02-01 11:31:06 +00:00
SnailRhymer 83298da9b8 Backport improved look_at docs and errors
Take extra constraint info and function description from Node3D.look_at to improve Spatial.look_at docs.
Add an explicit error for up == 0
2022-01-31 11:52:15 +00:00
Rémi Verschelde 9cdd110cc3
Merge pull request #56600 from Scony/fix-navigation-obstacle-errors-3.x 2022-01-28 23:18:57 +01:00
Fitch24 c6890c6d12 Fix "mass" and "weight" properties of the RigidBody (and RigidBody2D) in the Inspector view 2022-01-27 19:58:51 +07:00
Haoyu Qiu fa96505418 Store ObjectID instead of raw pointer for Shape Owners 2022-01-25 17:16:02 +08:00
Mack 36c7110c1b Fixed accessing a null MeshInstance object in BakedLightmap instead of the GeometryInstance 2022-01-24 06:59:48 +00:00
Mak Kma 1c3d3af6ef backported method get_rid for NavigationAgent 2022-01-21 00:15:16 +03:00
Rémi Verschelde e00a6d2b71
Merge pull request #56748 from albinaask/Fix-for-#56324 2022-01-13 17:05:16 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Albin 21ca1c9cd7 Fixed a number of ",or_greater" for the bug #56324
fix to #56324

Note: CPU_Particles_2d is missing ring emitter
2022-01-13 11:51:24 +01:00
Arnav Vijaywargiya a51f3f2a58
Fixed incorrect property types
(cherry picked from commit 0c46f73b5e)
2022-01-12 17:28:07 +01:00
Rémi Verschelde 1b0ba42ea1
Merge pull request #55268 from Calinou/gpu-particles-macos-performance-warning 2022-01-12 16:51:31 +01:00
Pawel Lampe 6093d59b17 Fix NavigationObstacle errors
* Typo in error print leading to false-positive message
* `NavigationObstacle` premature radius estimation (before entering the tree)
* `NavigationObstacle2D` premature radius estimation (before entering the tree)
2022-01-07 20:04:19 +01:00
fabriceci 10e63b8dd6 backport moving_platform_apply_velocity_on_leave 2022-01-07 12:54:49 +01:00
Rémi Verschelde b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Hugo Locurcio 299d277c9c
Warn when using GPU-based particles on macOS due to low performance
On macOS, Particles rendering is much slower than CPUParticles
due to transform feedback being implemented on the CPU instead
of the GPU.
2022-01-06 00:10:32 +01:00
Jake Young 09bc9eb101
Backport NavigationServer with RVO2 to `3.x`
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00
Steve Szilágyi 285b816f1f
VehicleWheel can now return the surface it's colliding with.
Fixed PR issues.

Update vehicle_body_3d.cpp

Apply suggestions from code review

Co-authored-by: Camille Mohr-Daurat <pouleyKetchoup@gmail.com>
(cherry picked from commit 0c352407d8)
2021-12-10 19:01:06 +01:00
Raffaele Picca 6dd593d579 Random initial color for all Particle Nodes 2021-12-10 16:35:25 +01:00
Raffaele Picca 28a6d32971 Fixed texture animation speed when using random lifetime 2021-12-09 19:59:24 +01:00
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Hugo Locurcio 19de92636d
Tweak ReflectionProbe update mode property hint to mention performance
This is similar to the property hint used in `master`.
2021-11-26 19:20:26 +01:00
Marcel Admiraal 4d3690eba5 Remove unimplemented methods 2021-11-18 12:47:36 +00:00
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 89792e5c49
Merge pull request #54921 from lawnjelly/portals_roaming_margin 2021-11-15 22:45:46 +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
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
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
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 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
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
Hugo Locurcio 1806661462
Only show relevant properties in the DirectionalLight inspector
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits and Bias Split Scale can
only be used if the shadow mode is PSSM 2 Splits or PSSM 4 Splits.
2021-10-25 22:08:47 +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
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
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
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
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
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
Haoyu Qiu ff27b994cd Re-prepare VisualServer if SoftBody mesh changed 2021-10-06 23:25:14 +08:00
Rémi Verschelde 69437eb746
Merge pull request #53012 from lawnjelly/portals_unload_reason 2021-10-05 12:00:43 +02:00
kleonc e2e149f4df Fix rendering centered odd-size texture in AnimatedSprite/AnimatedSprite3D 2021-10-03 14:15:21 +02:00
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 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
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
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
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
laws65 d1bacb53fd Prevent being able to set bone's parent as itself 2021-09-21 22:06:03 +09:30
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
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
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
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
Lewis Pollard 4e68f089e0
Fix is_playing() method in AnimatedSprite3D
(cherry picked from commit 2450173495)
2021-09-14 13:41:26 +02:00