Commit Graph

84 Commits

Author SHA1 Message Date
Yuri Sizov 1a24c9e14b Make `_validate_property` a multilevel method 2022-08-22 18:35:11 +03:00
FireForge de3a62e5ec Add space to ParticlesMaterial "Particle Flags" group name
- "ParticleFlags" -> "Particle Flags"
2022-08-02 17:51:24 -05:00
FireForge 9db973a473 Rename ParticlesMaterial.turbulence_active to turbulence_enabled 2022-08-02 08:41:14 -05:00
Raffaele Picca fe2cc6150e Added default values to particle turbulence. 2022-08-02 10:16:09 +02:00
Raffaele Picca 9137ba7926 Turbulence Noise for Particle Material 2022-07-28 11:04:40 +02:00
mightygoat 59029f1a3f Declaring emission_tex_ofs globally 2022-06-19 01:20:57 +05:30
Rémi Verschelde 1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
Hugo Locurcio 3afc03455e
Remove outdated "not implemented yet" comments in ParticlesMaterial
These features have been working as of 4.0.alpha8.
2022-05-20 23:28:12 +02:00
Aaron Franke 5dc3bfb80e
Use suffixes for units in nodes and resources 2022-05-19 14:34:27 -05:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Yuri Roubinsky a8bbe570ca Rename `hint_albedo`, `hint_white/black` in shaders 2022-05-09 22:50:18 +03:00
clayjohn 1ea4f37c50 Clamp Gradient and Curve Textures in ParticlesMaterial 2022-04-19 15:39:19 -07:00
Rémi Verschelde acc9b5b390
Merge pull request #55399 from RPicster/particlesmaterial-sphere-emittershape
ParticleMaterial: Sphere emission shape emitting from the volume.
2022-03-18 08:21:59 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde 3c448437f6
Merge pull request #55263 from RPicster/ParticleMaterial-random-start-color 2021-12-10 10:06:46 +01:00
Raffaele Picca 76e2c87f57 Fixed sphere emission shape to emit particles in a spheres volume and added "Sphere Surface" to keep the old behaviour. 2021-12-06 20:48:02 +01:00
Raffaele Picca ddf82697d7 Random initial color parameter for ParticleMaterial
Works with 2D and 3D GPU Particles
2021-12-03 13:58:17 +01:00
Raffaele Picca 459e2a4b6f Fixed texture animation speed when using random lifetime ( Particle2D gpu + cpu) as mentioned here: https://github.com/godotengine/godot/issues/54993 2021-11-26 01:12:23 +01:00
Andrii Doroshenko (Xrayez) 6742a338a8 Rename `GradientTexture` to `GradientTexture1D`
1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
2021-11-07 15:11:04 +02:00
Tom Coxon dbe757102c 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 11:51:39 +01:00
QbieShay d6672096fc moved particle parameters to minmax and split scale axis
This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22 18:42:17 +02:00
Hugo Locurcio c9a491b671
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 StandardMaterial3D).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 05:19:39 +02:00
Aaron Franke 03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Morris Tabor 0e4468cbec Fix regressions caused by recent particle spread refactor
Caused by https://github.com/godotengine/godot/pull/47228
Same as https://github.com/godotengine/godot/pull/51553 but for master.
2021-08-12 12:08:37 +02:00
Rémi Verschelde d42f6f4718
Merge pull request #50370 from QbieShay/circle-emitter-particle
Ring emitter for 4.0
2021-07-21 16:50:26 +02:00
Rémi Verschelde 8f6240a275
Merge pull request #49348 from Geometror/fix-particles-hidden-basecolor
Fix color properties of particle nodes/material
2021-07-14 15:05:20 +02:00
QbieShay 9058367d14 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. emission_ring_axis: the axis along which the ring/cylinder
    will be constructed
2. emission_ring_radius: outer radius of the ring/cylinder
3. emission_ring_inner_radius: inner radius of the cylinder.
    when set to zero, particles will emit in the full volume.
4. emission_ring_height: height of the ring/cylinder emitter.
2021-07-11 17:30:47 +02:00
reduz d41e3f9aeb Fix Command Queue Crash
* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
2021-07-07 10:57:56 -03:00
Hendrik Brucker 3a4a2198ed Fix color properties of particle nodes/material 2021-07-04 02:14:31 +02:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Rémi Verschelde 9bc2ba3b64
Merge pull request #48955 from Calinou/editor-tweak-property-hints
Tweak dozens of editor property hints for consistency
2021-05-25 11:44:43 +02:00
Hugo Locurcio 87f503310b
Tweak dozens of editor property hints for consistency
- Update Viewport MSAA property hints to match the currently
  exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
reduz 789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
Rémi Verschelde 7e0a42a673
Merge pull request #46688 from QbieShay/fix-particle-rotate-y-4
Fixed rotate_y property of particle shaders
2021-04-28 17:09:17 +02:00
reduz 906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
reduz d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Morris Tabor 0fc8318f1a Fix ParticlesMaterial spread 2021-03-25 17:33:44 +01:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
QbieShay f1bb54d5e5 fixed particle rotate y flag 2021-03-05 11:37:00 +01:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rafał Mikrut 7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Yuri Roubinsky aefce8000d Fix particles not properly modified by their lifetime 2021-01-27 16:28:15 +03:00
Yuri Roubinsky ef941a6500 Renamed `emit_particle` to `emit_subparticle` shader function 2021-01-12 09:41:08 +03:00
Rémi Verschelde b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Aaron Franke 47f8ac7864
Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-12-04 19:34:29 -05:00
reduz 26f5bd245c Implement GPU Particle Collisions
-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Rémi Verschelde a2a78a8066
doc: Sync classref with current source
Bind missing enums.
2020-09-11 12:22:10 +02:00
reduz d0bddf53c5 Implement manual particle emission and particle sub emitters. 2020-09-06 10:29:27 -03:00
Juan Linietsky f5f27bacdb Re-Implement GPU particles on master.
-No new features yet
-Unlike godot 3.x, sorting happens using GPU
2020-09-02 21:37:11 +02:00