Commit Graph

1224 Commits

Author SHA1 Message Date
lawnjelly 83f1377a8f Portals - lift roomlist restrictions and fix link bug
Allows users to have the RoomManager as the roomlist.

Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.

Adds a PortalEditorPlugin allowing you to flip individual portals.
2021-07-20 19:05:16 +01:00
lawnjelly 06d66488c2 Portals - Add the ability to autoplace static objects
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
2021-07-20 13:24:30 +01:00
Rémi Verschelde 2ee38416a4
Merge pull request #50507 from Calinou/light-tweak-property-hints
Tweak Light property hints for greater flexibility
2021-07-20 11:13:16 +02:00
PouleyKetchoupp beeebb4c2f More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:17 -07:00
PouleyKetchoupp 2fbb6fff4e Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:16 -07:00
Rémi Verschelde 4d3c11e85e
Merge pull request #49446 from nekomatata/sync-to-physics-3d-3.x
[3.x] Support for 3D sync to physics
2021-07-16 07:15:17 +02:00
Hugo Locurcio 0fe771dfe5
Tweak Light property hints for greater flexibility
- Specular can now be set above 1.0.
- Some properties now allow more precise values.
- The Bake Mode property hint was changed to be more descriptive.
- The maximum shadow bias values were adjusted to follow the property
  hints in `master`.
2021-07-16 04:12:10 +02:00
lawnjelly 44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
Rémi Verschelde bc40546406
Merge pull request #50457 from lawnjelly/portals_config_warn 2021-07-15 12:30:33 +02:00
Hendrik Brucker fe616d443a
Fix color properties of particle nodes/material
(cherry picked from commit 3a4a2198ed)
2021-07-15 10:25:35 +02:00
lawnjelly b663acef93 Portals - Add configuration warnings for nodes
Checks for invalid children / grandchildren etc.
2021-07-15 08:01:42 +01:00
Rémi Verschelde 041115ca41
RoomManager: Fix build with CSG module disabled
Fixes #50462.
2021-07-15 08:51:15 +02:00
Rémi Verschelde a3310c1da2
Merge pull request #46130 from lawnjelly/portals
Portal occlusion culling [3.4]
2021-07-14 13:38:01 +02:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Rémi Verschelde aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
PouleyKetchoupp 240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
JFonS a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Rémi Verschelde ef3c346df2
Merge pull request #49835 from nekomatata/soft-body-disable-physics-3.x
[3.x] Support for disabling physics on SoftBody
2021-07-01 10:01:33 +02:00
Rafał Mikrut cb5faca39a
Prevent setting too big or too small Collision Mask and Layer 2021-06-27 17:40:07 +02:00
PouleyKetchoupp 4694b2b3e4 Support for disabling physics on SoftBody
New property physics_enabled, can be useful for optimization purpose.
2021-06-22 11:38:17 -07:00
Hugo Locurcio 3143f5fcc5
Use double-sided material for RayCast
This makes RayCasts visible if the camera is fully inside one
(e.g. a RayCast parented to the current Camera).
2021-06-19 09:16:42 +02:00
Hugo Locurcio a6a6ad5c08
Add custom debug shape thickness and color options to RayCast
This backports the improved RayCast debug drawing functionality
from the `master` branch.

`ArrayMesh.clear_surfaces()` was also backported from the `master`
branch and exposed because the new debug drawing code requires it.
2021-06-19 06:01:25 +02:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Rémi Verschelde fc95c4d84c
Merge pull request #49476 from nekomatata/kinematic-collision-rid-3.x
[3.x] Expose collider RID in 2D/3D kinematic collision
2021-06-18 12:32:42 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
PouleyKetchoupp a146e79758 Expose collider RID in 2D/3D kinematic collision
Can be useful to access the colliding body information for bodies
created with the physics server directly.
2021-06-09 18:26:16 -07:00
PouleyKetchoupp 8a095b2b15 Support for 3D sync to physics
Same implementation as in 2D, specific to 3.x branch.
2021-06-08 16:28:58 -07:00
lawnjelly 0c6617887e Fix VisibilityEnabler to work with AnimationTree
Although the visibility enabler worked to turn on and off AnimationPlayer as it enters and exits the view frustum, this was of little use as bones animation and especially software skinning still take place driven by the AnimationTree node.

This PR adds the ability to turn on and off AnimationTree, and AnimationTreePlayer nodes as they enter or exit the view frustum, which achieves the intention of switching off expensive animation processing.
2021-06-08 07:13:25 +01:00
Marcel Admiraal fd982ecd15 Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 09:50:47 +01:00
Hugo Locurcio e0facdaf61
Uncap the range for gravity and change the slider hints
There's not really a reason to cap the gravity amount, and we can also
give better hints for the range (for 3D, ±32 is much more sensible
than ±1024).
2021-06-03 02:08:57 +02:00
Haoyu Qiu 14969a5945
Check cache_parent_physical_bone when rebuilding parent cache
(cherry picked from commit 96fe795bdb)
2021-06-01 12:53:31 +02:00
Rémi Verschelde 1d06a7edac
Merge pull request #48974 from trollodel/debug_shapes_update_crash_3.x
Fix crash on debug shapes update if CollisionObject is not in tree
2021-05-22 18:29:31 +02:00
trollodel 7043d6d1c6 Fix crash on debug shapes update if CollisionObject is not in tree
Also fix ConcavePolygonShape not emitting the changed signal
2021-05-22 17:33:51 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

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

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Haoyu Qiu f75ace5ac5
Fix ragdoll simulation when parent was readded to scene
(cherry picked from commit a701927d89)
2021-05-19 19:48:36 +02:00
Marcel Admiraal 09456c2a01 Return RID instead of Object id in area-body_shape_entered-exited signals. 2021-05-19 10:51:59 +01:00
Rémi Verschelde 0053b31592
Merge pull request #47801 from QbieShay/ring-emitter-3.x 2021-05-18 10:54:15 +02:00
Sonoracpp 0b723358bb Disable GIProbe emission when disabled on a material
Fixes https://github.com/godotengine/godot/issues/48230
2021-05-17 20:24:33 +04:00
kleonc 7eccdbe693
Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
(cherry picked from commit ef589a7cd3)
2021-05-17 13:08:46 +02:00
trollodel 60ee8c9639 Create CollisionObject debug shapes using VS 2021-05-09 18:30:27 +02:00
QbieShay 3af20b9bdf Added ring emitter for 3D particles
This commits adds a new emitter type for particles material
and 3D CPU particles. The new emitter is called "ring"
and it can emit either in a ring or cylinder fashion.
This adds the following properties for the emitter:
1. ring_emitter_axis: the axis along which the ring/cylinder
    will be constructed
2. ring_emitter_radius: outer radius of the ring/cylinder
3. ring_emitter_inner_radius: inner radius of the cylinder.
    when set to zero, particles will emit in the full volume.
4. ring_emitter_height: height of the ring/cylinder emitter.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-09 13:18:05 +02:00
Marcel Admiraal 8766769fd4 Move collision layer and mask into CollisionObject. 2021-05-08 11:40:57 +01:00
TwistedTwigleg c1bc87ed0d Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides 2021-05-06 20:11:21 -04:00
clayjohn 3dd2e5d870 Only set base in Sprite3D when needed 2021-05-05 22:35:21 -07:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde 0c8b5b5c4d
Style: Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2021-05-04 16:40:33 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 9052d56c92
Merge pull request #48217 from nekomatata/fix-mesh-instance-skinning-init
Fix skinning initialization in MeshInstance when loaded from thread
2021-05-04 12:28:04 +02:00
Rémi Verschelde 6abf571d79
Merge pull request #48324 from MaxStgs/fix_comparsion
[3.x] Fix BakedLightmap bias bound check
2021-05-03 17:06:15 +02:00
MaxStgs b4cc8ed6f2 Fix BakedLightmap bias bound check 2021-04-30 15:16:51 +05:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Lightning_A e4addffde1
Put physics override parameters in their own group and document that areas can be used to influence audio
(cherry picked from commit 80b1a29c46)
2021-04-29 12:27:31 +02:00
David Hoppenbrouwers 224fce946b
Fix joint RID not being passed to _set in PhysicalBone
Also remove default RID() argument from JointData._set()

(cherry picked from commit 41e00b6787)
2021-04-29 11:30:17 +02:00
Lyuma 11b8b8ad27
Allow renaming bones and blendshapes.
(cherry picked from commit d13568a8d1)
2021-04-29 11:27:56 +02:00
Rémi Verschelde 3edf1adf91
Merge pull request #38348 from asheraryam/convex-decompose
[3.x] Create GDScript bindings for creating multiple-convex collision bodies
2021-04-28 16:48:59 +02:00
Rémi Verschelde 6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
asheraryam 342c88841d Create bindings for creating multiple-convex-collision static bodies from gdscript 2021-04-27 06:55:17 +03:00
PouleyKetchoupp feee9f9695 Fix skinning initialization in MeshInstance when loaded from thread
Fix for a regression from software skinning support:
instance_attach_skeleton wasn't called in set_mesh before, and it's
causing issues when the mesh instance is loaded from a thread.
1. Call from a thread queues instance_attach_skeleton with RID() in the
visual server.
2. Call from the main thread when entering tree calls
instance_attach_skeleton immediately with a valid skeleton
3. Queued instance_attach_skeleton resets the attached skeleton

This change prevents that to happen by making sure
instance_attach_skeleton is not called on set_mesh as it was doing
before, but there might be a more general problem to solve in how
visual server commands are executed when resources are loaded from
a different thread.
2021-04-26 11:42:46 -07:00
Rémi Verschelde e554ecd691
Merge pull request #47451 from BastiaanOlij/arvr_positional_tracker_ref
Change ARVRPositionalTracker to a reference (3.x)
2021-04-26 07:45:34 +02:00
Rémi Verschelde e572be0c5f
Merge pull request #47484 from rafallus/fix/rigidbody-crash3.x
Fix crash on RigidBody _direct_state_changed (3.x)
2021-04-24 01:36:24 +02:00
JFonS 2db2d1153d CPU lightmapper environment energy fixes.
* Better handling of the scene's environment energy in the lightmapper
  bakes.
* Fixed a bug where ProceduralSky::get_panorama() returned a reference
  instead of a copy.
* Removed includes to Embree's internal header files.
2021-04-22 16:26:04 +02:00
smix8 fe7b624353 fix skeleton (ik) not resetting global_bone_overrides properly
fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-15 16:50:59 +02:00
PouleyKetchoupp a1db6784d6 Fix crashes with CollisionObject debug shapes
MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.

Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
2021-04-12 20:04:13 -07:00
rafallus e075b6b411 Check if _direct_state_changed() argument is valid
- Modified classes: RigidBody, PhysicalBone, VehicleBody, RigidBody2D, KinematicBody2D
- The input argument is untrusted even in release mode
2021-04-07 20:00:30 -05:00
Bastiaan Olij 4cce36e35d Change ARVRPositionalTracker to a reference and better expose it to GDNative 2021-03-29 23:01:04 +11:00
PouleyKetchoupp 0b51cb7a11 Fix spamming errors when SoftBody pinned nodes have no attachment
There was a specific case where the node path wasn't checked for
validity before trying to access the attachment node.

It could cause lots of error log noise in both editor and game.
2021-03-18 16:22:53 -07:00
PouleyKetchoupp baf24b4503 Disable debug collision shapes in the editor
If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
2021-03-16 17:58:51 -07:00
Rémi Verschelde 3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
Angad Kambli 144749c31b use collision mask in vehicle raycast
(cherry picked from commit bfc533fc4c)
2021-03-08 17:40:22 +01:00
Hugo Locurcio ac6251d8b2
Remove deprecation warning messages from InterpolatedCamera
Since Godot 4.0's relea	se is still a while away, warning users
every time the project starts might be a bit too dramatic.
2021-03-07 15:56:41 +01:00
sps1112 6ea1e97e06 Add null check for NavigationMesh.create_from_mesh()
(cherry picked from commit cf6bfea93f)
2021-03-04 11:41:46 +01:00
sps1112 216aba8228 Add size<=0 check in BakedLighmapData._get_user_data()
(cherry picked from commit 18bb6e74be)
2021-03-04 11:41:10 +01:00
Rémi Verschelde c003423674
Merge pull request #46579 from nekomatata/fix-joint-remove-body-regression-3.2
[3.2] Fix Joint2D/Joint node path reset on scene switch
2021-03-03 16:41:59 +01:00
PouleyKetchoupp cdf0ebfac7 Fix Joint2D/Joint node path reset on scene switch
When one of the bodies exited the tree, the corresponding node path was
reset instead of just resetting the joint from the physics server. That
was causing the node path to be reset on scene switch when one of the
bodies is under the joint in the scene tree.
2021-03-02 08:32:00 -07:00
Pedro Rodrigues 279b9f43f3 Fix crash in GIProbe::bake
The problem happened when the passed from_node was null and the GIProbe
node had no parent node.

Fixes #45978

(cherry picked from commit 82fed7b6da)
2021-03-02 10:26:14 +01:00
Eryk Dwornicki 127f3c0566 Fixed bug that caused collision not to be properly reenabled when joint between two bodies is destroyed
(cherry picked from commit 519e314bea)
2021-03-02 10:26:14 +01:00
trollodel 2da6d82f3b Allow CollisionObject to show collision shape meshes
Add an editor gizmo to CollisionObject.
CollisionShape no longer shows collision shapes directly.
2021-02-24 21:33:40 +01:00
Hein-Pieter van Braam 220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Rémi Verschelde 7af8da32b1
Merge pull request #45933 from nekomatata/cylinder-support-3.2
[3.2] Cylinder support in Godot Physics 3D
2021-02-18 19:36:42 +01:00
PouleyKetchoupp c6fbd55ca9 Cylinder support in Godot Physics 3D
Backport of cylinder support from Master.
2021-02-18 08:44:23 -07:00
Pedro J. Estébanez 4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
Angad Kambli 013fc360d7 add null check in MeshInstance::_mesh_changed() 2021-02-18 16:36:27 +05:30
Pedro J. Estébanez 4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Ellen Poe 8a426923c2
Fix pops in play() of both spatial audio players
(cherry picked from commit 5e1442ad55)
2021-02-18 10:33:46 +01:00
Angad Kambli bba67729ca
add null check in _update_particle_data_buffer()
add check to see if p_order is in range for CPUParticles3D::set_draw_order'

(cherry picked from commit c97fffdc59)
2021-02-18 00:36:20 +01:00
Jitesh d968a03cbc
Add animation_finished signal and fix frame_changed signal for AnimatedSprite3D
Fixes #40301.
Fixes #45947.

(cherry picked from commit c3be0c2c04)
2021-02-18 00:36:20 +01:00
Ellen Poe 3d34803edc
Return setseek position if one exists in get_playback_position.
(cherry picked from commit 15b8480b2c)
2021-02-16 14:27:40 +01:00
hoontee d91a5e7883
Implement CollisionPolygon3D margin
(cherry picked from commit fbb1ef759c)
2021-02-16 14:27:39 +01:00
JFonS 56bf256d76 Add options to reduce lightmaps disk usage.
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.

Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
2021-02-16 13:20:27 +01:00
Rémi Verschelde e71510097d
Merge pull request #45837 from Kayomn/3.2
Accomodate blend shape ranges of -1 to +1 for GLES
2021-02-12 09:28:19 +01:00
Rafał Mikrut 24d03afc9b
Fix nan errors when using VehicleBody
(cherry picked from commit 1b8cbcf946)
2021-02-08 22:36:36 +01:00
Rémi Verschelde b060b2e68f
Merge pull request #45750 from revilo/3.2
[3.2] Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED
2021-02-08 21:33:21 +01:00
Kayomn d923df52c5 Accomodate blend shape ranges of -1 to +1 2021-02-07 21:42:02 +00:00
Rémi Verschelde f05e068d6c
Merge pull request #45583 from lawnjelly/optimize_transform_propagate
Optimize transform propagation for hidden 3d objects
2021-02-06 12:23:52 +01:00
Rémi Verschelde f36c529ad0
Merge pull request #45752 from JFonS/cpu_lightmapper_fixes
Assorted CPU lightmapper fixes
2021-02-06 11:44:52 +01:00
Oliver Dick 09924d6d73 Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED (fixes invalid transform of collision shape in cases where the node is not supposed to enter the scene tree) 2021-02-06 02:41:16 +01:00
JFonS 27c1e65969 Assorted CPU lightmapper fixes
- Fix crash when a ray hits a texel with a UV2 coordinate exactly
  equal to 1.0.
- Take BakedLightmap extents into account.
- Clear capture data between bakes.
- Fix minor issues with seam correction.
2021-02-05 19:18:19 +01:00
lawnjelly cb8134f371 Optimize transform propagation for hidden objects
When visual instances are hidden, there is no need to update their global transforms and send these to the visual server. This only needs to be done when the objects are reshown.
2021-02-03 15:16:47 +00:00
Rémi Verschelde 30fd2f171d
Merge pull request #45497 from Chaosus/fix_particles_3.2
[3.2] Fix particles not properly updated by their lifetime
2021-02-03 15:51:14 +01:00
kobewi 7a6ab8c558
Cache world in VisibilityNotifier3D to avoid crash
(cherry picked from commit 4d172f1fca)
2021-02-02 13:02:45 +01:00
Azamat Nabiullin 5611a17219 Fix disconnection between Gizmo and inspector values on BakedLightmap
After adding `_change_notify("extents");` to `set_extents()` method in `BakedLightmap` class
the issue was fixed

Fix disconnection between Gizmo and inspector values on BakedLightmap

Remove unnecessary `_change_notify("bake_extents")` call from `set_extents()`
2021-01-28 07:03:06 +03:00
Yuri Roubinsky 4ae5aa0153 [3.2] Fix particles not properly modified by their lifetime 2021-01-27 16:32:21 +03:00
hoontee 32d1efdb21
Do not clear materials when setting mesh
(cherry picked from commit 6e2a55c464)
2021-01-26 22:10:30 +01:00
HipsterPenguin 158314c0b9
Fixed 6DOF set/get check for the path starting with joint_constraints
New code checks whether or not property has joint_constraints as the first part of its path.

(cherry picked from commit 6bf46cf70f)
2021-01-26 17:00:15 +01:00
Lyuma 2c2f70c444 embree: cross compile fixes.
Fix typos in #if; add missing _MSC_VER; avoid warning in random generator.
2021-01-18 06:20:24 -08:00
Rafał Mikrut b213c441e4 Fix usage of deleted element in Area::_area_inout 2021-01-16 09:54:55 +01:00
Rémi Verschelde 57e0ef7b95
Merge pull request #45198 from nekomatata/improved-raycast-node-render-debug-3.2
[3.2] Improve Raycast render debug
2021-01-15 16:51:04 +01:00
Rémi Verschelde 497653ab53
Merge pull request #44628 from JFonS/new_cpu_lightmapper_3.2
[3.2] New CPU lightmapper
2021-01-15 13:25:46 +01:00
JFonS b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
Marcel Admiraal 253b1c22da Rename the final parameter of area_shape_entered-exited local_shape. 2021-01-15 09:46:19 +00:00
PouleyKetchoupp 37ef04c986 Improve Raycast render debug
Fix Raycast node render debug not showing in editor camera preview.

Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.

Fixes #43571
2021-01-14 15:51:22 -07:00
JFonS 7d7d7ef16d CPU lightmapper formatting and minor fixes. 2021-01-14 18:08:33 +01:00
JFonS 089da5a71b Gracefully handle atlassed lightmaps in GLES2. 2021-01-14 18:06:16 +01:00
JFonS 112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
Marcel Admiraal b651db999c Fix not clearing a Joint3D with only a B node when removing the B node 2021-01-13 18:29:44 +00:00
Rémi Verschelde f93c2ddc92
Merge pull request #45163 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 16th batch
2021-01-13 17:38:05 +01:00
PouleyKetchoupp a994bb4ad3
Fix collision shape update when changing shape properties
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

(cherry picked from commit 4b43cd17c5)
2021-01-13 16:54:22 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde 188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
Marcel Admiraal 6b3bab6e54 Add signal to inform joint that body has exited tree 2020-12-31 14:51:07 +00:00
Rémi Verschelde 1a64f5d2ec
ProximityGroup: Fix access modifiers, rename private methods for clarity
See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.

Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.

This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.

(cherry picked from commit 79ba70f7ee)
2020-12-29 16:01:58 +01:00
Tomasz Chabora 107bd09636
Fix PathFollow3D updating on unit_offset 0
(cherry picked from commit cd42e938fc)
2020-12-29 15:12:10 +01:00
Marcel Admiraal 825ad65fc4 Remove Generic6DOFJoint precision property 2020-12-15 10:15:42 +00:00
Rémi Verschelde b9b773c3f0
Merge pull request #43881 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 10th batch
2020-11-26 10:39:20 +01:00
Rémi Verschelde ac8dedd532
doc: Warn about using Node internal processing
See #43689.

Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)

(cherry picked from commit a655de89e3)
2020-11-26 09:38:45 +01:00
Marcel Admiraal e0e7332135 Check joint nodes and generate configuration warning messages. 2020-11-25 20:53:48 +00:00
Rémi Verschelde a239894827
Merge pull request #42902 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 5th batch
2020-10-19 22:14:05 +02:00
Juan Linietsky 388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Rémi Verschelde 4028414e0e
Revert "Made toplevel a property for Node3D and CanvasItem"
This reverts commit a726d011d5.
2020-10-19 16:58:56 +02:00
Hugo Locurcio 34ac0387d6
Deprecate the GIProbe Compress property due to known bugs
This property introduced green artifacts in GI and didn't improve
performance.

The new GIProbe in `master` no longer has a Compress property.
2020-10-19 14:51:23 +02:00
PouleyKetchoupp 5c831bc8d6 Fix mesh instance materials not initialized correctly
This fixes a regression from PR #40313 (support for software skinning in MeshInstance).

Before, the base mesh was always updated on load even if not skinning
was used, which caused mesh instance materials to be reset on the
rendering side.

Now the base mesh is set only when it has been modified, or when
switching software skinning on or off. In this case the mesh instance
materials are always updated properly afterwards.
2020-10-16 09:33:24 +02:00
lawnjelly 0abae185c8 Change per frame software skinning check to is_visible
My mistake I missed this before the PR got merged:

is_visible_in_tree() should be avoided being called per frame unless absolutely necessary, because it is a recursive function that traverses the scene tree. It should be used when deciding on rare occasions whether to switch on or off skeleton processing, but it is better to use the cheaper is_visible() check on the per frame update.
2020-10-12 19:03:43 +01:00
JFonS fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
clayjohn 89677b5b7f Use full float UVs in Sprite3D 2020-10-03 10:54:14 -07:00
Marcel Admiraal be41b818c4 Remove area or body from map before emitting signals. 2020-10-02 17:01:47 +01:00
Rémi Verschelde 10fa15a047
Better validate CollisionShape config. warning after #37226
It could cause a crash when running the test for PlaneShape.
Fixes #42479.
2020-10-02 09:51:45 +02:00
Duroxxigar a726d011d5
Made toplevel a property for Node3D and CanvasItem
(cherry picked from commit 85a8dbb7b6)
2020-10-01 16:00:47 +02:00
Rémi Verschelde e40b4eeeea
Merge pull request #37226 from arrowinaknee/fix-node-config-warnings
[3.2] Update get_configuration_warning() overrides to retrieve warnings from parent class
2020-10-01 14:04:26 +02:00
clayjohn b730c5596c Restore default alpha_scissor_threshold to Sprite3D 2020-09-27 22:54:50 -07:00
Jonathan Vice 96ca267209
Reorder sprite h_frames & v_frames
(cherry picked from commit 28326aec60)
2020-09-24 14:43:10 +02:00
booer bf9090c23f
Fixes updating CPUParticles emmision shape values
(cherry picked from commit 113921b56c)
2020-09-24 14:43:08 +02:00
Hugo Locurcio 369e5a7f35
Mark InterpolatedCamera as deprecated
InterpolatedCamera has already been removed from the `master` branch.
This adds a deprecation notice to inform people about the upcoming removal
in Godot 4.0.

Its functionality could be replicated in a GDScript add-on with relative
ease.
2020-09-16 15:36:40 +02:00
clayjohn a4f2fea2ae Fix axis bug regression in Sprite3D 2020-09-15 08:02:19 -07:00
PouleyKetchoupp d82cc621e1
Fix 2D Particle velocity with directed emission mask
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.

(cherry picked from commit 1c231cacb3)
2020-08-21 02:28:19 +02:00