This change does two things:
1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)
2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)
Fixes#45090
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.
Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.
3D physics is not affected by this issue.
Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.