Commit Graph

1265 Commits

Author SHA1 Message Date
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
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