Commit Graph

1741 Commits

Author SHA1 Message Date
Rémi Verschelde 2ee933bb77
Merge pull request #64920 from lawnjelly/bind_physics_interpolation
Bind Physics Interpolation functions in VisualServer
2022-08-30 22:02:58 +02:00
lawnjelly 96a1b86717 Bind Physics Interpolation functions in VisualServer
To allow maximum flexibility in the initial rollout, VisualServer functions were not bound in order to prevent compatibility issues if the API changed.

These functions are now bound to allow direct use from the VisualServer.
2022-08-30 18:06:12 +01:00
QbieShay acdcbefa4e added options for sorting transparent objects
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2022-08-30 13:39:32 +02:00
fabriceci b3210c5cd6 Hack as a hot fix for Bullet's collision margin issue 2022-08-25 16:32:48 +02:00
Rémi Verschelde a86da2eb8b
Merge pull request #64608 from RandomShaper/safe_audio_threading_3.x 2022-08-25 10:12:44 +02:00
Yuri Sizov 39f46613bb Backport fixes to documentation for paths, curves and navigation servers 2022-08-19 15:52:03 +03:00
Pedro J. Estébanez c92ceca5ce Make audio thread control flags safe 2022-08-19 11:55:23 +02:00
Cory Petkovsek d7ba3b73a9 Clarify invalid RID errors in Server free() functions. 2022-08-12 23:02:09 +08:00
Rémi Verschelde 36fc99158d
Merge pull request #63971 from paddy-exe/spatial-shader-built-ins 2022-08-08 15:50:25 +02:00
Rémi Verschelde ee3bad3f92
Merge pull request #63430 from lawnjelly/audioserver_optimize 2022-08-08 15:44:04 +02:00
Ryan Heath 4f5c268a60 Add area monitor callback error checking 2022-08-07 13:57:06 -07:00
Manuel Moos 9fbdace917 Remove redundant thread sync counter draw_pending
The functions that used it already use a threadsafe FIFO queue
to communicate between threads and a sync to have the main thread
wait for the render thread.

Fixes #35718
2022-08-06 14:09:25 +02:00
Rémi Verschelde d9d3861f76
Merge pull request #55764 from tinmanjuggernaut/validate_rid
[3.x] Validate RIDs before freeing
2022-08-05 22:38:49 +02:00
Rémi Verschelde 144f3ec94e
Merge pull request #51676 from Calinou/shader-add-hint-transparent-texture-3.x
Add `hint_transparent` to use a transparent black placeholder texture (3.x)
2022-08-05 22:34:05 +02:00
Patrick Exner be3d331f26 Backport spatial shader built-ins
Backport of this PR: https://github.com/godotengine/godot/pull/63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
2022-08-05 21:19:15 +02:00
Rémi Verschelde ccbe083949
Merge pull request #63071 from lawnjelly/skinning2d_bounds 2022-08-05 19:34:48 +02:00
Hugo Locurcio ab9a95f266
Add `hint_transparent` to use a transparent black placeholder texture 2022-08-02 23:32:07 +02:00
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00
lawnjelly b0d2f839bc Optimize AudioServer::_driver_process()
Move expensive calculations outside inner hot loops.
2022-07-25 11:06:19 +01:00
Rémi Verschelde 270f5a3bd1
Merge pull request #63384 from lawnjelly/portals_room_hint_invalid
Portals - Fix invalid room hint when reconverting room graph
2022-07-24 20:10:25 +02:00
lawnjelly d4dc7c4b32 Portals - Allow more logging to be disabled
Some logging messages were still being issued when portals/debug/logging was false. This could be annoying in games that stream in parts of levels and repeatedly call `rooms_convert()`.

This PR allows all but essential logging to be disabled.
2022-07-24 13:44:59 +01:00
lawnjelly 88b7d928c5 Portals - Fix invalid room hint when reconverting room graph
In situations where rooms are converted multiple times, the previous room hint ID can reference a room number that is out of range of the new number of rooms. This fixes the bug by checking the room hint ID is within range.
2022-07-24 11:46:38 +01:00
Hugo Locurcio ed4976d1d5
Expose `VisualServer.viewport_set_use_32_bpc_depth()` to the scripting API
Previously, only the Viewport methods/properties were exposed to the
scripting API.
2022-07-23 03:52:38 +02:00
lawnjelly 18bb668a2e Fix skeleton 2D stale bounding rect
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
2022-07-18 19:47:23 +01:00
Rémi Verschelde df70aa1772
Merge pull request #57566 from Calinou/viewport-shadow-atlas-clamp-sizes 2022-07-03 03:08:03 +02:00
Pedro J. Estébanez f971c886fa Add safe defaults for async shader compilation 2022-06-28 11:50:38 +02:00
smix8 721c99a530 Add NavigationServer map_force_update() function
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.

(cherry picked from commit fdea269805)
2022-06-24 10:19:00 +02:00
smix8 f0069cc1e9 Add NavigationServer.region_owns_point() helper function
Adds a helper function to check if a world space position is currently owned by a navigation region.

(cherry picked from commit e57360d8df)
2022-06-24 10:19:00 +02:00
smix8 38ee593b76 Add Navigation function to get all navigation maps
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.

(cherry picked from commit c0fed1d4e8)
2022-06-23 16:29:11 +02:00
lawnjelly e4f252d94f Physics Interpolation - fix continuous updating in unmoving objects
Adds instances to the transform update list as well as the interpolate update list when unhiding them. This ensures that the system auto-detects non-moving objects, and removes them from the interpolate update list on the next tick, preventing unnecessary updates.
2022-06-19 11:26:13 +01:00
Marcel Admiraal b257d552e7 Cleanup AudioEffectRecord thread_active variable 2022-06-17 08:52:20 +01:00
Rémi Verschelde 4e7363cac7
Merge pull request #61996 from smix8/navigation_bp_update_3.x
[3.5] Update NavigationServer backport
2022-06-16 00:17:16 +02:00
Rémi Verschelde 17e472fb9b
Merge pull request #61995 from Calinou/gles3-shader-compilation-default-asynchronous-cache
Enable asynchronous shader compilation + cache by default in GLES3
2022-06-16 00:13:43 +02:00
lawnjelly 991687cc10 Physics Interpolation - fix stale interpolation data when unhiding
A previous optimization prevented instances being added to the interpolation lists when hidden to save processing. This caused a regression when unhiding nodes outside of the physics tick - the interpolated transforms would be stale until the next physics tick, causing a glitch.

This PR readds instances immediately to the interpolation lists when they are unhidden, preventing this glitch.
2022-06-14 10:25:23 +01:00
smix8 8bd7c6188b [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
2022-06-14 05:55:14 +02:00
Pedro J. Estébanez f46d7583ff Add INFO_SHADER_COMPILES_IN_FRAME to GL ES 3 render info 2022-06-13 18:53:15 +02:00
Hugo Locurcio 70d8e71b0e
Enable asynchronous shader compilation + cache by default in GLES3
This reduces stuttering when a material is displayed for the first
time, and prevents stuttering from occurring entirely after the
project is restarted when a similar situation is encountered.
2022-06-13 16:32:19 +02:00
lawnjelly f8df04ed50 More low priority redraw request cases
Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
2022-06-12 06:44:59 +01:00
Hugo Locurcio 46b7133967 Add a 3D suffix to relevant physics profiler categories
2D physics categories already had a 2D suffix: "Physics 2D"

(cherry picked from commit 36428305a6)
2022-06-01 00:29:46 +02:00
lawnjelly e7a73579e3 Portals - force full check on adding moving object
Moving objects being added during instance_moving_create() were incorrectly not forcing a full check to find which room they were within. This could result in moving objects being re-added not correctly identifying their current room, and thus culling incorrectly. This PR forces a full check on calling instance_moving_create.
2022-05-29 15:53:25 +01:00
Haoyu Qiu 067e738cb8 Fix various typos 2022-05-19 19:07:45 +08:00
Haoyu Qiu b657d0c76c Add dedicated macros for property name extraction
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NOEDITOR
2022-05-19 11:31:35 +08:00
smix8 3977eb9107 Add NavigationServer2D/3D API functions to find missing RID info
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....

Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.

(cherry picked from commit 371054e3e5)
2022-05-16 21:10:36 +02:00
Rémi Verschelde 5e693b6d84 Fix warnings found by Emscripten 3.1.10
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.

(cherry picked from commit d8935b27a9)
2022-05-16 16:38:26 +02:00
lawnjelly ec9a17cfad Physics Interpolation - optimize hidden nodes
In order to prevent glitches when unhiding nodes, set_transform() is still called to the VisualServer even for hidden nodes when the node is interpolated. This activates a lot of logic which is not necessary just to keep the previous transform updated.

This PR adds an early out which misses out on the unnecessary logic when instances are invisible.
2022-05-10 08:59:34 +01:00
Cory Petkovsek 2be0738304 Visual/Physics/Navigation Servers validate RIDs with documentation update 2022-05-06 03:39:06 +08:00
lawnjelly f1bef3c592 Physics Interpolation - improve warnings with NodePath
It has been pointed out to me that it is far more useful to display the NodePath in the warning than the name of the node, as there may be lots of nodes sharing the same name in a project. This PR fixes this.
2022-05-04 18:46:14 +01:00
Rémi Verschelde f06e68f2a2
Merge pull request #54682 from smix8/textureproxy 2022-04-28 19:47:20 +02:00
smix8 ca1216fcef Expose VisualServer.texture_set_proxy() to GDScript
Expose VisualServer.texture_set_proxy() to GDScript
2022-04-28 18:53:29 +02:00
Rémi Verschelde 4cfc96fea7
Merge pull request #60531 from lawnjelly/fti_usage_warnings 2022-04-28 12:00:49 +02:00