Commit Graph

7011 Commits

Author SHA1 Message Date
Haoyu Qiu
859922a5f0 Delete the node in AnimationTreePlayer.remove_node 2021-08-03 00:12:04 +08:00
Rémi Verschelde
73c6ab0215
Merge pull request #51152 from lawnjelly/portals_improve_ui 2021-08-02 14:40:18 +02:00
lawnjelly
2eae35693e Portals - change import naming convention to postfix
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
2021-08-02 11:04:02 +01:00
lawnjelly
8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00
lawnjelly
776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Marcel Admiraal
e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
PouleyKetchoupp
e0e9f575ae Refactor layer property editor grid
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
2021-07-30 11:43:04 -07:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
Rémi Verschelde
7f4eafa6f2
Merge pull request #50983 from Calinou/editor-use-bullet-points-3.x
Use bullet points in the editor instead of dashes where relevant
2021-07-30 13:42:27 +02:00
Aaron Franke
e47018ffa4
[3.x] Fix building with the FreeType module disabled 2021-07-29 21:47:40 -05:00
lawnjelly
d578ea99b9 Portals - fix gizmo margin scaling
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.

This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.

This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
2021-07-29 18:58:19 +01:00
Rémi Verschelde
bab9c02f47
Merge pull request #51014 from pycbouh/core-texture-webp-crash-3.x
[3.x] Fix a crash when trying to load a WebP `StreamTexture`
2021-07-29 16:00:30 +02:00
Rémi Verschelde
7a35eec705
Merge pull request #50979 from lawnjelly/portals_autoplace_priority_setting 2021-07-29 15:46:01 +02:00
Yuri Sizov
62f7eb7b2f Fix a crash when trying to load a WebP StreamTexture 2021-07-29 16:00:04 +03:00
lawnjelly
e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
Hugo Locurcio
10ef55ce23
Use bullet points in the editor instead of dashes where relevant 2021-07-28 19:47:11 +02:00
lawnjelly
d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00
lawnjelly
d7d7abf057 Portals - fix autolink portals to detect internal
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.

This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
2021-07-28 15:54:45 +01:00
Rémi Verschelde
56d7de2208
Merge pull request #50909 from fabriceci/fix-multiple-direction-collision-3x
[3.x] Allow multiple collision direction at the same time
2021-07-27 19:10:52 +02:00
Rémi Verschelde
717ba8f9d8
Merge pull request #50932 from lawnjelly/portals_fix_margin_loading
Portals - Fix default portal margin loading
2021-07-27 13:09:01 +02:00
lawnjelly
d012a26e6a Portals - Fix default portal margin loading
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.

This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.

This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
2021-07-27 11:48:34 +01:00
Haoyu Qiu
eb31a39e82
Add check to internal methods to prevent crash
(cherry picked from commit 448295cd51)
2021-07-27 12:17:14 +02:00
Rémi Verschelde
6a6b6fa5cb
Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
Haoyu Qiu
fb15adfad0 Fix crash when executing PopupMenu.new()._submenu_timeout() 2021-07-27 12:11:28 +08:00
fabriceci
aaf09f864a Allow multiple collision direction at the same time 2021-07-26 20:11:22 +02:00
Haoyu Qiu
2131b3c61c Fix selection of spaced atlas tile when using priority 2021-07-26 20:05:59 +08:00
Hugo Locurcio
974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
lawnjelly
5e59f7ce3a Portals - Config warning for Rooms with too many planes
Just a small addition, a config warning if the user creates a Room with a large number of bounding planes, letting them know to simplify it.
2021-07-23 10:19:09 +01:00
lawnjelly
c2dd51a85e Portals - fix adding statics twice
Due to an oversight in the autoplace recursive search for static objects, static objects were getting added twice to the portal renderer, which meant they were being rendered twice, lowering performance.

This PR corrects this horrendous error.
2021-07-22 20:23:57 +01:00
Rémi Verschelde
86054e00bf
Merge pull request #50446 from AnilBK/graphnode-improv-3.x
[3.x]Add missing graphnode setters.
2021-07-22 16:41:20 +02:00
Rémi Verschelde
e3c545668b
Merge pull request #50112 from lawnjelly/camera_2d_current
Most recently added current Camera2D takes precedence
2021-07-22 12:16:44 +02:00
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
Tomasz Chabora
d966f00954
Calculate __focus_rect when TreeItem is focused
(cherry picked from commit 2035992a07)
2021-07-20 13:05:14 +02:00
Eric M
7b6b402a0c
Added Node name to print() when printing Nodes.
(cherry picked from commit 3ca25ffe8a)
2021-07-20 13:05:09 +02:00
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
Aaron Franke
7dc2edc430
[3.x] Allow reading shaders from .gdshader files 2021-07-19 23:34:23 -04:00
Rémi Verschelde
526447b86f
Merge pull request #50495 from nekomatata/move-and-slide-fixes-3.x
[3.x] Backport KinematicBody move_and_slide and move_and_collide fixes
2021-07-19 20:11:51 +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
Yuri Sizov
e05eb8a6ad Make zoom limits and step adjustable in GraphEdit 2021-07-16 22:43:28 +03:00
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
kobewi
557a1f6232 [3.x] Update Tree when modified 2021-07-15 18:19:29 +02:00
Rémi Verschelde
26d0c90370
Merge pull request #50477 from lawnjelly/portals_autolink_order
Portals - fix autolink sprawling, refine logs
2021-07-15 15:22:53 +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
kobewi
dd62aa1bf9 [3.x] Fix valign with stylebox borders 2021-07-15 13:58:18 +02:00
Rémi Verschelde
231efe0c6d
Merge pull request #50166 from fabriceci/fix-2d-moving-platform
[3.x] Fixing 2D moving platform logic
2021-07-15 13:34:30 +02:00
Rémi Verschelde
bc40546406
Merge pull request #50457 from lawnjelly/portals_config_warn 2021-07-15 12:30:33 +02:00
fabriceci
fba4c9d552 Fixing 2D moving platform logic
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:57:58 +02:00
kleonc
6d48b67f14
Node::add_child Check for cyclic dependency
Node Replace string addition with vformat()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit 81388db8a7)
2021-07-15 10:52:33 +02:00
kobewi
4941d2001c
Add set_pressed_no_signal method to BaseButton
(cherry picked from commit 50c63bdc4c)
2021-07-15 10:52:22 +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
875045adde
Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.

(cherry picked from commit f3726ee994)
2021-07-14 23:36:38 +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
Anilforextra
d9e48a9c58 Add missing graphnode setters.
Documentation Updates.
2021-07-14 15:37:59 +05:45
PouleyKetchoupp
788db5cf47 Clean convex hull decomposition code
Remove unnecessary conversion between triangle data and vertex data
whenever possible.
2021-07-13 11:13:25 -07:00
bowling-allie
86e5893755
Fixes BlendSpace2D BLEND_MODE_DISCRETE_CARRY.
When BlendSpace2D switches animations, it will now correctly
calculate the previous animation position and length and
apply is to the new animation.

(cherry picked from commit bcb1e2b79f)
2021-07-13 10:47:20 +02:00
Hugo Locurcio
c0ccc34eeb
Tweak the GradientTexture property hint to follow CurveTexture
This prevents setting too large values and crashing the editor.

Very low values are also no longer allowed since they are generally
not detailed enough to represent complex gradients, leading to confusion.

(cherry picked from commit 2c7813385d)
2021-07-13 10:20:02 +02:00
Rémi Verschelde
32f5bee985
LineEdit: Respect max_length by truncating text to append
When appending text (either via `set_text()` or by pasting from clipboard),
if the input would make the `LineEdit` exceed its configured `max_length`,
the input text is truncated to fit. The discard part is passed as a parameter
in the `text_change_rejected` signal.

Fixes #33321.
Fixes #41278.

Also cleaned up unimplemented `max_chars` property in `TextEdit`.

Co-authored-by: Tony-Goat <70238376+Tony-Goat@users.noreply.github.com>
(cherry picked from commit 9a1ce8e6c3)
2021-07-13 10:20:02 +02:00
voxelv
e6f420aabf
Avoid using a nullptr root in Tree._range_click_timeout().
Fixes #46648

(cherry picked from commit f17f3f8830)
2021-07-13 09:47:07 +02:00
Rémi Verschelde
9d2cbe2c02
Merge pull request #50328 from nekomatata/convex-hull-simplification-3.x
[3.x] Options to clean/simplify convex hull generated from mesh
2021-07-12 22:34:22 +02:00
JestemStefan
b7817c7b59 Added minimum scale for node 2D 2021-07-12 12:15:33 +02:00
Rémi Verschelde
6ec2caf12c
Merge pull request #48763 from QbieShay/plane-offset
[3.x] Added a center_offset property to both plane primitive and quad primitive
2021-07-12 10:32:19 +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
Rémi Verschelde
7f971089fb
FileDialog: Fix capitalization for overwrite prompt
Sorry I can't take it anymore, I wince every time I see it.
Already fixed in master :)
2021-07-08 01:05:45 +02:00
Francois Belair
a4a2ab3ee0 Add cache to color picker for presets
This prevents loading from the project metadata more than once,
significantly saving performance with nodes that have color pickers.
2021-07-07 18:06:31 -04:00
kobewi
ff7cae4c4c Allow to create a node at specific position 2021-07-07 13:19:59 +02:00
kleonc
23ad87cc92 Add AcceptDialog::remove_button method 2021-07-06 18:27:03 +02:00
Michael Alexsander
d453b59cba
Make invisible SplitContainer nodes correctly calculate the minimal size of its children
(cherry picked from commit e4d56e4c62)
2021-07-06 11:10:46 +02:00
Eric
09b231e15f
Enable Camera2D smoothing on limit change
(cherry picked from commit 525ad7c37e)
2021-07-06 11:10:35 +02:00
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
lawnjelly
21a24eb959 Most recently added current Camera2D takes precedence
The situation when multiple current Camera2Ds were in the scene was not dealt with. This could leave several cameras with their current bool set, and each competing to update the viewport scroll, in a random / accidental fashion.

This PR standardises the rule that the most recent current Camera2D added to the scene tree takes over the current status, and sets all other current cameras in the scene tree to non-current. This makes the bools correct, and also prevents the competition over viewport scroll.
2021-07-03 08:58:20 +01:00
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
trollodel
814e25d2d8
Fix GraphNode port position when the control has the Expand flag
(cherry picked from commit 07c3b40aa2)
2021-06-29 14:02:23 +02:00
Hugo Locurcio
e7d6f8b8b8
Allow a top and bottom radius equal to 0 in CylinderMesh
The CylinderMesh generation code handles this special case and
avoids generating the top and bottom faces if their radius is equal
to 0. This improves performance by reducing the number of vertices
to draw.

If both values are set to 0, nothing will be visible but the mesh
generation will still succeed.

This also improves the CylinderMesh class documentation.

(cherry picked from commit b4ed84ba2b)
2021-06-29 14:02:22 +02:00
Pedro J. Estébanez
cd96e30fee
Remove side effects of scene save
(cherry picked from commit 598fd51277)
2021-06-29 13:13:06 +02:00
PouleyKetchoupp
cad2ba013a
Fix export var override in PackedScene at runtime
Regression fix: update_exports is tool only and should be used only in
the editor, otherwise it can cause export variable overrides from
instances to be discarded in favor of the parent's value.

(cherry picked from commit f1587c8a7d)
2021-06-29 13:12:52 +02:00
floppyhammer
fa77e501f7
Improve nine patch behavior of TextureProgressBar
(cherry picked from commit b08dc1ea35)
2021-06-29 12:59:23 +02:00
Rémi Verschelde
c550033420
Merge pull request #49955 from Calinou/prevent-setting-big-small-collision-mask-layer-3.x
Prevent setting too big or too small Collision Mask and Layer (3.x)
2021-06-28 14:08:54 +02:00
Rafał Mikrut
cb5faca39a
Prevent setting too big or too small Collision Mask and Layer 2021-06-27 17:40:07 +02:00
Hugo Locurcio
11033be5c6
Fix flipped binormal in SpatialMaterial triplanar mapping
This made normal maps on triplanar materials use an inverted Y direction
compared to non-triplanar materials.
2021-06-27 16:32:03 +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
Yuri Sizov
b91e3237c6 Make relationship lines draw on top of TreeItems 2021-06-21 16:54:59 +03:00
Hugo Locurcio
a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Yuri Sizov
7120be9ff5 Overhaul the theme editor and improve user experience
Backport of #49388, #49772.
2021-06-21 01:37:54 +03:00
Yuri Sizov
014cb0c33a Refactor Theme item management in the theme editor
Backport of #46593, #46808, #49227
2021-06-20 20:34:37 +03:00
Rémi Verschelde
03f275e66f
Merge pull request #49167 from amoriqbal/3.3-inspector-patch
Fixed inspector not updating anchor
2021-06-20 12:42:21 +02:00
Rémi Verschelde
6fecaddbec
Merge pull request #49731 from Calinou/cylindermesh-allow-zero-rings-3.x
Tweak CylinderMesh `rings` property hint to allow a value of 0
2021-06-20 00:44:08 +02:00
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
a82c90ca55
Tweak CylinderMesh rings property hint to allow a value of 0
A value of 0 rings is valid and results in a non-subdivided cylinder.

Compared to the previous lowest allowed value (1), a value of 0 halves
the triangle count in any cylinder.
2021-06-19 08:52:24 +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
Rémi Verschelde
c7f27f1d9d
Merge pull request #48651 from tavurth/3.x
Port HTTPRequest gzip compression to 3.4
2021-06-18 02:01:11 +02:00
kleonc
ce763fe402
TextureButton Update min size on any texture change
(cherry picked from commit 6c3c269f24)
2021-06-17 12:47:54 +02:00
Hugo Locurcio
28aacbfe85
Allow higher and lower maximum zoom values in GraphEdit
Low zoom values result in unreadable text, but it can still be
useful for previewing purposes.

Eventually, characters could be replaced by rectangles at very low
zoom levels to improve the visual appearance.

(cherry picked from commit 74c584472c)
2021-06-17 12:47:54 +02:00
Jason Knight
7510e1c24b
Emit button_up signal after setting pressed to false.
(cherry picked from commit 4c6ad8abcd)
2021-06-17 12:47:53 +02:00
PouleyKetchoupp
c957035320 Fix external resource cache regression 2021-06-16 16:07:04 -07:00
Rémi Verschelde
465ab36ddf
Merge pull request #49653 from madmiraal/remove-err_prints-3.x
[3.x] Remove duplicate ERR_PRINTS macro
2021-06-16 17:33:22 +02:00
Marcel Admiraal
5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Hugo Locurcio
f36c90b82f
Add a soft line length guideline to the script editor
The default value is 80. The hard line length guideline's default column
has been moved to 100 to account for the new soft line length guideline.

It can be disabled by setting its value to the same column as the
hard line length guideline.
2021-06-16 06:00:02 +02:00
Rémi Verschelde
de04394c73
Merge pull request #49625 from nekomatata/fix-sub-resource-cache-3.x
[3.x] Fix sub-resource storing the wrong index in cache
2021-06-15 20:39:28 +02:00
PouleyKetchoupp
f9abd1ec0e Fix sub-resource storing the wrong index in cache
1. Backport sub-resource cache fixes from master.
Uses a cache by index to keep sub resource indices consistent.

2. The subindex within Resource wasn't synchronized with the path stored in cache when saving a packed scene. It could cause
sub-resources to be swapped when loading the same packed scene in
the same session.

Now the subindex in Resource reflects the sub-resource path in cache,
making saving and loading sub-resources consistent.

Co-authored-by: latorril <latorril@gmail.com>
2021-06-15 09:54:58 -07:00
Rémi Verschelde
87532d2711
Merge pull request #49606 from azagaya/3.x
[3.x] Fix vertical slider `grabber_area` height calculation
2021-06-15 00:12:23 +02:00
azagaya
3b84c32b52 Fix vertical slider grabber_area height calculation 2021-06-14 15:46:09 -03:00
Rémi Verschelde
c45ce768b1
Merge pull request #47854 from mortarroad/3.x-lossless-webp
[3.x] Implement lossless WebP encoding
2021-06-11 19:35:47 +02:00
Morris Tabor
5de08ef1d6 Implement lossless WebP encoding 2021-06-11 18:48:04 +02:00
Rémi Verschelde
a9f56d80f0
Merge pull request #49341 from lawnjelly/vis_notifier_fix 2021-06-11 14:43:53 +02:00
Rémi Verschelde
e6a6293146
Merge pull request #49487 from pycbouh/theme-utility-methods-3.x 2021-06-11 13:40:21 +02:00
Marcel Admiraal
88b8f28acc Move default values from definition to declaration in GraphEdit 2021-06-10 17:17:18 +01:00
Yuri Sizov
fddd09de17 Fix typo in Control's theme icon look-up method
Backported from #47544 where it was originally identified
2021-06-10 16:44:24 +03:00
Yuri Sizov
de1ba1f260 Add utility methods to Theme, improve error messages and documentation
Backport of relevant parts of #47251, #49308
2021-06-10 16:44:24 +03:00
Yuri Sizov
83012d6927 Expose missing Theme methods
Backport of relevant, non-breaking parts of #37759
2021-06-10 15:31:23 +03:00
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
Rémi Verschelde
d84d5a9665
Merge pull request #49332 from megalobyte/doc-prev-search
[3.x] Fix previous search for built-in-docs
2021-06-09 11:11:15 +02:00
Rémi Verschelde
0d68db1b85
Merge pull request #49280 from timothyqiu/rtl-break
[3.x] Fix RichTextLabel auto-wrapping on CJK texts
2021-06-09 10:53:11 +02:00
megalobyte
7408b33895 Fix previous search for built-in-docs 2021-06-08 23:11:42 -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
Hugo Locurcio
2e6a4aea99
Allow more items in automatic width calculation for TextEdit completion
Calculating the width for 100 items takes a millisecond in
a debug build on an i7-6700K. It's likely that the editor can remain
smooth even with 1,000 items, especially in a release build.
2021-06-08 16:21:39 +02:00
Haoyu Qiu
3a591aaeeb Fix RichTextLabel auto-wrapping on CJK 2021-06-08 21:04:20 +08:00
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
Rémi Verschelde
5d8fe70de5
Merge pull request #49377 from Calinou/readd-dynamicfont-kerning
Readd support for kerning in DynamicFont (3.x)
2021-06-07 14:30:44 +02:00
Rémi Verschelde
80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
Marcel Admiraal
fd982ecd15 Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 09:50:47 +01:00
Hugo Locurcio
c5ed95a526
Readd support for kerning in DynamicFont
DynamicFont kerning was removed in
a9b7843dca.

This readds kerning support and fixes it at the same time.

Co-authored-by: follower <follower@rancidbacon.com>
2021-06-07 02:36:10 +02:00
Rémi Verschelde
ed28ce53bf
Merge pull request #47142 from jmb462/fix-tween-is_active-always-true-after-stop-and-start
[3.x] Fix Tween.is_active() always true after stop() and then start() (Fix #39760 & #39801)
2021-06-03 11:16:08 +02:00
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
Rémi Verschelde
4fe8941f8c
Merge pull request #48957 from phil-shenk/iss48936-control_set_scale
added _change_notify in Control::set_scale to fix iss48936
2021-06-01 23:00:44 +02:00
Rémi Verschelde
e0fb05ad30
Merge pull request #49237 from akien-mga/3.x-cherrypicks 2021-06-01 13:35:56 +02:00
Rémi Verschelde
fb294606b5
Merge pull request #48771 from LightningAA/scrollcontainer-ensure-item-visible-3.x
[3.x] ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
2021-06-01 12:58:56 +02:00
Fabio Alessandrelli
b6a5f8422a
[Net] Fix HTTPRquest store_buffer error.
HTTPRquest no longer call store_buffer/append_array when the chunk size
is 0.

(cherry picked from commit 507a9beca1)
2021-06-01 12:53:31 +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
Hugo Locurcio
93d157d213
Tweak Camera2D editor line colors for better visibility
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.

This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.

(cherry picked from commit 8e2a7fff1d)
2021-06-01 12:53:30 +02:00
Leonardo Christino
21eea9cd6c
Make GraphNode handle children with EXPAND flag
(cherry picked from commit 5d574d980d)
2021-06-01 12:52:18 +02:00
PouleyKetchoupp
87ed7d32de
Added flip_h and flip_v properties in TextureButton
(cherry picked from commit 5f1d94bb7d)
2021-06-01 12:52:14 +02:00
Lightning_A
6f58e6ce2c ScrollContainer: Expose _ensure_focused_visible to the API
Was renamed to `ensure_control_visible`
2021-05-31 19:05:30 -10:00
Lynx
1b7c2a1428 Fix not updating fonts when parent theme changes
Reparsing the bbcode content when we receieve a theme changed
notification just like we already do in ENTER_TREE.

Resolves #49089
2021-05-28 20:44:00 +02:00
amor
dacc726faf Fixed inspector not updating anchor 2021-05-28 18:20:13 +05:30
Rémi Verschelde
00abdaf333
Merge pull request #49075 from nekomatata/tilemap-collision-debug-fix-3.x
Fix logic for showing tilemap debug collision
2021-05-25 21:12:48 +02:00
PouleyKetchoupp
114da550ec Fix logic for showing tilemap debug collision
In editor: only when show_collision property is enabled
In game: only when 'Visible collision shapes' is enabled
2021-05-25 11:49:47 -07:00
Hugo Locurcio
a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
TwistedTwigleg
ec7b72e81d SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used 2021-05-24 11:30:16 -04:00
Rémi Verschelde
ac3417005d
Merge pull request #48533 from mortarroad/3.x-convex-hull-ported
[3.x] Port Bullet's convex hull computer to replace of QuickHull
2021-05-22 23:23:15 +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
Morris Tabor
ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
phil-shenk
04729d9c65 added _change_notify in Control::set_scale to fix iss48936 2021-05-22 01:12:53 -04:00
Haoyu Qiu
bec1dcb6f6 Fix crash when using get_available_chars with invalid DynamicFontData 2021-05-21 10:22:20 +08:00
Hugo Locurcio
8d9cef3726
Remove high radiance sizes from the editor due to issues on specific GPUs
These values can still be set by code, but are no longer presented in
the editor.
2021-05-20 23:54:12 +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
Hugo Locurcio
333dfb96da
Scroll faster when holding Alt in TextEdit (and script editor)
This feature is inspired by a similar feature found in
Visual Studio Code.

(cherry picked from commit cf1cf6c6eb)
2021-05-18 11:58:09 +02:00
kleonc
57fdddecff
BitMask::create Don't request more memory than needed when size is a multiply of 8
(cherry picked from commit 8963be2ef4)
2021-05-18 11:58:09 +02:00
Rémi Verschelde
0053b31592
Merge pull request #47801 from QbieShay/ring-emitter-3.x 2021-05-18 10:54:15 +02:00
QbieShay
1ec46cb1eb added offset for plane mesh and quad mesh 2021-05-17 22:07:16 +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
John Wigg
c3c3497c17
Fix normals of PrismMesh
(cherry picked from commit c8e402324e)
2021-05-17 13:07:58 +02:00
Haoyu Qiu
1866a605e1
Fix Tree::get_column_at_position crash
(cherry picked from commit c8efcf81d2)
2021-05-17 13:07:39 +02:00
Pedro J. Estébanez
817ffc01e1
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16 17:52:31 +02:00
Brennen Green
fac2e5dc67
Manually unpacked normal mapping to fix issue with refraction being offset rather than distorted.
(cherry picked from commit 31f2d946ad)
2021-05-14 11:35:27 +02:00
Will Whitty
c1135cf006 Work on porting HTTPRequest compression to 3.3
Fix doc issues

Use memcpy

Bind RESULT_BODY_DECOMPRESS_FAILED

Docs update
2021-05-14 12:20:31 +03:00
Rémi Verschelde
9d1770d4fb
Merge pull request #44657 from timothyqiu/inspect-dynamic-3.2
[3.x] Fix display of programmatically created value in remote inspector
2021-05-14 10:23:27 +02:00
Eoin O'Neill
0e7c2ea331
Attempt to fix rich text label effects processing even when
the node is invisible.

ISSUE:47687
(cherry picked from commit c4f976b38b)
2021-05-14 10:17:17 +02:00
Rémi Verschelde
39826d3a94
Merge pull request #47310 from mortarroad/3.x-fix-particles-material-spread
[3.x] Fix ParticlesMaterial spread.
2021-05-11 09:10:31 +02:00
Hugo Locurcio
d990035ebb
Implement reverting to the old color when clicking it in ColorPicker 2021-05-10 22:43:04 +02:00
Hugo Locurcio
6d03fe5194
Display the old color in ColorPicker for easier comparison
This only affects ColorPickerButton nodes that spawn a ColorPicker,
not standalone ColorPickers.
2021-05-10 17:36:03 +02:00
Rémi Verschelde
18277679a7
Merge pull request #48588 from trollodel/collisionobject3d-no-mi-3.x
[3.x] Create CollisionObject debug shapes using VS
2021-05-09 18:55:25 +02:00
trollodel
60ee8c9639 Create CollisionObject debug shapes using VS 2021-05-09 18:30:27 +02:00
Hugo Locurcio
0c424abe3c
Fix Tree's background focus outline displaying behind section headings
(cherry picked from commit 63897f16b1)
2021-05-09 17:51:36 +02:00
kobewi
cb5870dd4a
Display arrow cursor if text is not editable
(cherry picked from commit c3967c80ab)
2021-05-09 17:50:06 +02:00
Tokage
0454848f4d
fix unintentional object rotation by animation tree
(cherry picked from commit ddac0e95dc)
2021-05-09 17:48:45 +02:00
besh81
c1e887edb8
Fixed bug in tab_container with hidden tabs
Fix a bug that occour when there are hidden tabs in tab_container.
The visualization isn't correct due to missing values in tab_widths array.

(cherry picked from commit e7e7aa7d12)
2021-05-09 17:47:38 +02:00
Gilles Roudière
472f7e9756
Adds a pressed signal to ButtonGroup
(cherry picked from commit 323f176915)
2021-05-09 17:47:37 +02:00
kleonc
1184013fcf
TileMap::world_to_map Ensure half offset is added according to the returned value
Decide whether half offset should be added based on the value used for calculating the return value of this method.

(cherry picked from commit f1420c7cbf)
2021-05-09 17:15:44 +02:00
Rémi Verschelde
ee86dc3011
TileSet: Improve error message for invalid IDs
Supersedes #47321.
Fixes #47313.
2021-05-09 16:56:52 +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
Pedro J. Estébanez
4da9a501f6 Add animation reset track feature
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2021-05-09 09:40:16 +02:00
rafallus
0ad0f71ba0
Check input mesh is valid in SurfaceTool methods 2021-05-09 00:38:17 +02:00
Marcel Admiraal
8766769fd4 Move collision layer and mask into CollisionObject. 2021-05-08 11:40:57 +01:00
Rémi Verschelde
84061ab03d
Merge pull request #48251 from TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix3_Godot3
[3.x] Fixed issue in SkeletonIK leading to some root bones being twisted incorrectly
2021-05-08 10:40:38 +02:00
TwistedTwigleg
c1bc87ed0d Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides 2021-05-06 20:11:21 -04:00
Rémi Verschelde
64403ddcab
Merge pull request #42543 from clayjohn/vertex-lighting-bug
Force vertex shading in SpatialMaterial when used
2021-05-07 00:48:32 +02:00
clayjohn
3dd2e5d870 Only set base in Sprite3D when needed 2021-05-05 22:35:21 -07:00
clayjohn
0445531ced Force vertex shading in SpatialMaterial when used 2021-05-05 19:49:18 -07:00
Rémi Verschelde
2a1fb62e96
Merge pull request #48316 from nekomatata/expose-physics-debug-shape-3.x
[3.x] Expose get_debug_mesh in Shape to scripting API
2021-05-05 15:17:48 +02:00
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
b4af1eba0a
Style: Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2021-05-04 16:39:13 +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
7e61be3cb0
Style: Remove executable bit from non-runnable files 2021-05-04 14:45:07 +02:00
Koala
d08666f999
Fix indent left line selection
(cherry picked from commit 2c64008718)
2021-05-04 12:47:36 +02:00
PouleyKetchoupp
cc83557716
Allow values > 1 for friction and bounce in PhysicsMaterial
(cherry picked from commit 67987be644)
2021-05-04 12:46:35 +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
Fabio Alessandrelli
77e3514315
[Net] Implement String::parse_url for parsing URLs.
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).

Use that function in both HTTPRequest and WebSocketClient.

(cherry picked from commit 3bb40669d5)
2021-05-03 21:39:43 +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
PouleyKetchoupp
0ba5001fb6 Expose get_debug_mesh in Shape to scripting API
Can be useful for custom drawing of physics shapes without having to add
a collision object node to the tree.
2021-04-29 18:20:29 -07:00
Rémi Verschelde
e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00
Rémi Verschelde
0c14d10522
Merge pull request #48296 from akien-mga/3.x-cherrypicks 2021-04-29 13:48:49 +02:00
Rémi Verschelde
606073db06
Merge pull request #47173 from LightningAA/graphedit-zoom-cherrypicks 2021-04-29 13:33:17 +02:00
Rémi Verschelde
d252ef4c5e
Merge pull request #46527 from kuruk-mm/3_2_lineedit 2021-04-29 13:32:33 +02:00
Rémi Verschelde
880b830ca8
Merge pull request #46292 from hilfazer/nested_scene_instances_duplication 2021-04-29 13:31:27 +02:00
Rémi Verschelde
188147e82c
Merge pull request #48259 from akien-mga/scenetree-global_menu_action-types
SceneTree: Fix type hints for `global_menu_action` signal
2021-04-29 13:27:32 +02:00
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
Rémi Verschelde
d54c13ac1a
Tabs: Remove unused 'panel' stylebox from default theme
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.

(cherry picked from commit cd8d321961)
2021-04-29 12:30:10 +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
floppyhammer
4628ab2a15
ImproveCompletionPanelPositionInShaderEditor
(cherry picked from commit e927a9fef0)
2021-04-29 11:35:52 +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
univeous
43d3eca5e9
allow input echo when changing ui focus
(cherry picked from commit f5b506763e)
2021-04-29 11:27:56 +02:00
Lyuma
11b8b8ad27
Allow renaming bones and blendshapes.
(cherry picked from commit d13568a8d1)
2021-04-29 11:27:56 +02:00
Rémi Verschelde
31581ca429
Merge pull request #46687 from QbieShay/fix-particle-rotate-y 2021-04-28 17:08:44 +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
Rémi Verschelde
6ba10c6c1f
SceneTree: Fix type hints for global_menu_action signal
Fixes https://github.com/godotengine/godot-headers/issues/89.
2021-04-28 09:40:59 +02:00
Rafał Mikrut
06976c3e84 [3.x] Fix crashes when using _input functions 2021-04-27 16:51:29 +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
Lightning_A
827f6739a2 Initialize some graphedit values in the header 2021-04-26 09:22:28 -06:00
Tomasz Chabora
44e84c61a6
Add disabled theme icons for CheckBox
(cherry picked from commit 3a40c268a6)
2021-04-26 13:15:28 +02:00
Johannes
a3c67dd3fc
Fix removal of rect_min_size not triggering resize
fixes #46672

(cherry picked from commit c8868fcaab)
2021-04-26 13:07:59 +02:00
Rémi Verschelde
030f0f58a3
Scene: Remove unused mesh_materials StringNames
They were added in 8be2fabbe5 (2.1 era) but
were likely a first attempt that didn't get unused in the end.

(cherry picked from commit 764eee03a4)
2021-04-26 12:20:28 +02:00
ray90514
ea8004052d
Fix LineEdit undo behaves strangely
(cherry picked from commit 7501c7f48a)
2021-04-26 12:20:28 +02:00
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
Rémi Verschelde
32c1bada99
Merge pull request #47827 from Chaosus/vs_fix_default_input_overriding_3.2
[3.x] Prevents default values of VSNodeCustom from overriding by a script
2021-04-23 22:06:08 +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
TwistedTwigleg
51be345a17
Changed SkeletonIK3D to clear bone overrides when stopping
(cherry picked from commit 9ebdf812df)
2021-04-17 10:51:22 +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
Rémi Verschelde
9df1ed3edb
Merge pull request #47849 from nekomatata/debug-shape-crash-fix-3.x
[3.x] Fix crashes with CollisionObject debug shapes
2021-04-13 10:13:19 +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
Yuri Roubinsky
ac91e2ca0d [3.2] Prevents default values of VSNodeCustom from overriding by a script 2021-04-12 14:52:19 +03:00
TwistedTwigleg
9c33f091cd Godot 3.x backport: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes. 2021-04-08 18:45:54 -04:00
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
Lightning_A
77cf07c013 Make scrollwheel zoom based on mouse position, cherry-picked for 3.x 2021-04-06 09:36:15 -06:00
Rémi Verschelde
822b734601
Re-allow playing AnimatedSprite2D without frames
Fixes #47578, partial revert of #47064.

(cherry picked from commit 77264e346b)
2021-04-05 15:01:01 +02:00
bruvzg
d844e72157
RichTextLabel: On custom effect change, parse bbcode only if it's enabled and not empty.
(cherry picked from commit 9f73abfa9f)
2021-04-05 12:01:51 +02:00
Kevin Smith
c081596a55
Make ColorPicker button text and tooltips appear in exported projects
(cherry picked from commit a7d12920f2)
2021-04-05 11:58:03 +02:00
Rémi Verschelde
54f0d8cf96
Merge pull request #47533 from qarmin/fix_navigation
[3.x] Validate argument in Navigation2D::navpoly_add
2021-03-31 20:29:45 +02:00
Rafał Mikrut
050edac8e0 Validate argument in Navigation2D::navpoly_add 2021-03-31 20:10:51 +02:00
Rémi Verschelde
7b35fc4549
Merge pull request #47382 from akien-mga/3.x-tilemap-collisions-opt-in
TileMap: Make collision visibility opt-in
2021-03-31 17:59:41 +02:00
Rémi Verschelde
72a547dc9d
TileMap: Make collision visibility opt-in
Supersedes #47204, see discussion there.
2021-03-30 23:39:37 +02:00
Hugo Locurcio
5fdb8b02e3
Require editor restart after changing GUI custom theme or font
The `restart_if_changed` project setting hint wasn't set correctly.

(cherry picked from commit 0724424179)
2021-03-30 16:02:33 +02:00
volzhs
b4d88cfe20
Fix typo 'previus_selected'
(cherry picked from commit 990c88f24c)
2021-03-29 14:23:43 +02:00
volzhs
3ee4efe1eb
Fix drawing boxselection on GraphEdit
(cherry picked from commit 1bdc14acea)
2021-03-29 14:23:08 +02:00
Bastiaan Olij
4cce36e35d Change ARVRPositionalTracker to a reference and better expose it to GDNative 2021-03-29 23:01:04 +11:00
lupoDharkael
3b0cf34299 Control: Expose pass_on_modal_close_click 2021-03-25 18:29:41 +01:00
Morris Tabor
e06b096994 Fix ParticlesMaterial spread 2021-03-25 17:27:00 +01:00
PouleyKetchoupp
14d3a8dd83 Draw triangles for HeightMapShape debug collision
Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
2021-03-24 17:51:27 -07:00
Nathan Franke
5e434841ec
Add Root Null Check
(cherry picked from commit 3c921ba801)
2021-03-21 01:20:59 +01:00
jmb462
6c950977a5
Prevent resizing minimap bigger than GraphEdit (Fix #47189)
Minimap size couldn't be resized back after been resized bigger than GraphEdit cause the grabber was out of GraphEdit.
This commit prevents resizing minimap bigger than GraphEdit and fix this issue.

(cherry picked from commit 045f55ec00)
2021-03-20 23:08:46 +01:00
Lightning_A
72c54c10eb Enable zooming graph_edit with scrollwheel, cherry-picked for 3.x 2021-03-19 14:18:46 -06:00
Yuri Roubinsky
70cd4c5958 Fix GraphEdit connects when graph is zoomed/unzoomed, cherry-picked for 3.x 2021-03-19 14:12:23 -06:00
Yuri Roubinsky
3ad676cbbe Fix GraphEdit reconnecting to disconnected port, cherry-picked for 3.x 2021-03-19 14:12:11 -06:00
Yuri Roubinsky
0b7384621e Prevents incorrect connection attempt on port clicking in GraphEdit, cherry-picked for 3.x 2021-03-19 14:11:54 -06:00
TwistedTwigleg
f50c8062dd
Fix for regression in SkeletonIK code
(cherry picked from commit c15e23396d)
2021-03-19 10:53:58 +01:00
Justin Ho
672fdb7af2
Check for null pointer in get_column_width(0)
(cherry picked from commit fa6fd3a2d0)
2021-03-19 10:51:09 +01:00
jmb462
843eb80039
Fix BBCode tables overlap with bottom text
New row height was added only if all the column was full.

(cherry picked from commit 25af026d9e)
2021-03-19 10:49:36 +01:00
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
jmb462
c695ef29b8 3.2 - Fix Tween.is_active() always true after stop() and then start()
Fix #39760 & #39801

These issues were resolved in master branch (and closed) but are still active in the 3.2 branch.
2021-03-18 22:01:59 +01:00
Crystal Melting Dot
0eb0e6128c
Fix TabContainer _get_tab_width
Now it translates node name before calculating tab width

(cherry picked from commit 89baf02fb6)
2021-03-17 21:06:09 +01:00
jmb462
ae8019a7f6
Fix crash on calling play() in a uninitialized AnimatedSprite2D
When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).

Modification : An error message on null check test has been added to prevent crash.

Fix #46013.

(cherry picked from commit 324ab63844)
2021-03-17 15:33:38 +01:00
Kongfa Waroros
e8d0089901
Check AnimationNode to update properties
(cherry picked from commit 981ca8045f)
2021-03-17 15:17:02 +01:00
Rémi Verschelde
0d0841e08e
Merge pull request #47082 from nekomatata/collision-debug-shape-game-only-3.3
[3.3] Disable debug collision shapes in the editor
2021-03-17 10:38:12 +01:00
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
Kongfa Waroros
7646cbbca6
Check if _edit_set_position and _edit_set_rect was used outside an editor
(cherry picked from commit b80406770f)
2021-03-16 11:11:31 +01:00
Pop0p
d2a577f7f1
trims_whitespaces_when_creating_folder_windows
When creating a Windows folder via a Godot's dialog, the extra spaces are not removed which causes problems with Windows. We now remove leading and trailing whitespace when creating a dir.

(cherry picked from commit c8538153b0)
2021-03-13 22:25:34 +01:00
Rémi Verschelde
eb1698dd2a
Fix Control::_edit_set_state bogus error check
My mistake when cherry-picking #46699 with f8ee8b1b73,
I forgot to amend the cherry-pick to change 'offsets' back to 'margins' for the 3.2
branch.

Fixes #46979.
2021-03-13 21:10:12 +01:00
Rémi Verschelde
ba174332af
Merge pull request #46939 from abaire/relaxes_gltf_name_sanitization_3.2
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-03-13 14:57:09 +01:00
abaire
b032067e42 Relaxes Node naming constraints in glTF documents to match the Editor. 2021-03-12 08:35:50 -08:00
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
TwistedTwigleg
71c6c85565 Changes to SkeletonIK:
* Removed the pointers to PhysicalBone in the code, as they were unused.
* Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0.
* Fixed issue where the root bone in the IK chain would not rotate correctly.
  * The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects.
  * While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not!
* Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!)
* Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.

(cherry picked from commit a622649876)
2021-03-12 11:29:03 +01:00
sps1112
f8ee8b1b73 Fix Control._edit_set_state crash
(cherry picked from commit 05f5a43cad)
2021-03-12 10:11:54 +01:00
Rémi Verschelde
b7e06930aa
Revert "Fix flicker in control nodes due to pivot offset" 2021-03-11 11:01:48 +01:00
Rémi Verschelde
6e9b1d99e2 Camera2D: Update scrolls when the Viewport is resized
Factored the `viewport`/`custom_viewport` setup code which was used in two
locations to ensure consistency.

Fixes #46826.
2021-03-09 17:17:51 +01:00
Angad Kambli
144749c31b use collision mask in vehicle raycast
(cherry picked from commit bfc533fc4c)
2021-03-08 17:40:22 +01:00
Rémi Verschelde
118567ca28
Merge pull request #46657 from lawnjelly/revert_snapping
Revert backport of 2D transform and camera snapping options
2021-03-08 14:49:41 +01:00
Rémi Verschelde
3fafaf2cf2
Merge pull request #46717 from lawnjelly/camera_process
Improve process logic in Camera2D
2021-03-08 14:42:08 +01:00
lawnjelly
8763d891fe Improve process logic in Camera2D
The logic for internal process and internal physics process in Camera2D was very buggy and convoluted for historical reasons.

This is a cleanup to make the logic simpler and easier to follow.
2021-03-08 13:29:19 +00:00
kobewi
749892c9fc Release mouse when SpinBox leaves scene tree
(cherry picked from commit 83f6c6b360)
2021-03-07 22:51:06 +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
PouleyKetchoupp
17bb7c6735 Fix errors with invalid CollisionPolygon2D
Fixed internal errors when the shape is invalid and made warnings more
descriptive.

(cherry picked from commit 2217e477b9)
2021-03-05 22:45:29 +01:00
PouleyKetchoupp
6c0002afb5 Fix errors and crash with empty ConvexPolygonShape2D
(cherry picked from commit 6fb6090748)
2021-03-05 22:45:29 +01:00
lawnjelly
136f94fa24 Fix Camera2D frame delay
Fixes camera frame delay by always doing a scroll update except when smoothing is active.
2021-03-05 15:46:26 +00:00
lawnjelly
bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00
QbieShay
ffbb81e769 fixed particle rotate y flag 2021-03-05 11:31:03 +01:00
Rémi Verschelde
cad3771ce7
Merge pull request #46623 from Janglee123/tilemap-collision-show
Added `show_collision` property for tilemap node.
2021-03-04 23:40:17 +01:00
janglee
7b6cc3e687 Added show_collision property.
If true, collision shapes are shown in the editor and at run-time.
Requires Visible Collision Shapes to be enabled in the Debug menu,
for collision shapes to be visible at run-time.
2021-03-05 01:21:40 +05:30
Pedro Rodrigues
138d5121eb Fix crash trying to destroy an ImageTexture object containing a null texture
The problem happened when `ImageTexture::create_from_image` was called
with an empty image. In this situation an RID was allocated despite the
texture being null. The destructor would then crash trying to acess this
null texture.

Fixes #46274

(cherry picked from commit 46218d8c37)
2021-03-04 12:21:17 +01:00
kobewi
b82d5688b9 Deselect column only if belongs to deselected item
(cherry picked from commit 5cd5722f6a)
2021-03-04 12:20:35 +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
Michael Alexsander
292c9e380a Make Camera2D's editor helper code only be compiled on editor builds
(cherry picked from commit f70ccbca52)
2021-03-04 11:35:39 +01:00
Zak
3f36ca7323 HTTPRequest: Improve response when disconnecting while downloading
Previously if a disconnect occured while downloading a non recoverable error was displayed. This PR attempts to fix this by making sure `request_completed` signal is emitted with an `STATUS_CONNECTION_ERROR` response code.

(cherry picked from commit 70c39737db)
2021-03-04 11:31:57 +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
Rémi Verschelde
9ee835ac93
Merge pull request #46409 from asheraryam/fix-scale-pivot-jitter
Fix flicker in control nodes due to pivot offset
2021-03-02 16:15:21 +01:00
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
Fabio Alessandrelli
05367c755c [Net] Better EOF handling in HTTPRequest.
This fix request_completed being emitted two times, the first with the
result, the second as a failure when retrieving responses served with
read-until-EOF.

(cherry picked from commit d61cd469f1)
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
Yuri Sizov
59dfd084ab Properly hide GraphEdit's minimap 2021-03-01 18:18:05 +03:00
lawnjelly
b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
Mateo Kuruk Miccino
74b3021691 LineEdit: Now double click to select a word, and triple click to select all the content 2021-02-28 17:41:11 -03:00
lawnjelly
847a37b196 Change 2d transform snapping from floor to round
Two common problems have emerged as a result of transform snapping:
1) Camera jitter with a camera following a snapped object
2) Pixel gaps between e.g. a platform and a player, where a platform rounds down and a player rounds up

Using round seems to greatly reduce problems due to camera jitter. It also may prove better for  pixel gaps because pixel art is often designed on a grid, so whole numbers are too expected, which are unstable with floor().
2021-02-28 14:34:39 +00:00
asheraryam
25f35b2c9f Fix jitter in control nodes when using pivot-offset and animating scale
This is based on suggested fix from this comment
https://github.com/godotengine/godot/issues/36087#issuecomment-771593146 -- basically the old rounding workaround is removed, and rounding is now done locally in the scroll_container instead.

Fixes #28804

Co-authored-by: Georg Wacker <contact@georgwacker.com>
2021-02-28 15:30:48 +03:00
Delf Neumärker
7df977c3ed
Fix crash during drag if user freed the drag preview 2021-02-27 15:16:06 +01:00
Rémi Verschelde
9047e760d1
Merge pull request #46451 from hilfazer/click_mesh_instance_crash
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 20:59:19 +01:00
hilfazer
84a9efcebc Prevent crash when clicking Mesh in MeshInstance when is scene root 2021-02-26 18:58:05 +01:00
Eric M
3b2c43312c Fixed issues with slider focus and scroll input
(cherry picked from commit 707cf278a5)
2021-02-26 15:27:42 +01:00
Meriipu
6f77f1bb3e If the mouse is held on notification_wm_mouse_exit, do not drop focus
This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.

The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.

This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.

Closes bug #39634

(cherry picked from commit 44657db3e2)
2021-02-26 15:22:08 +01:00
Delf Neumärker
28e36dc7b9 Fix crash when loading a scene containing an uncreatable type
(cherry picked from commit 04a4828c5e)
2021-02-26 11:30:38 +01:00
Emmanuel Leblond
94fe2dd31e
Fix Godot returned status code on unexpected error 2021-02-25 18:39:29 +01:00
Rémi Verschelde
6fc9c409dd
Merge pull request #46420 from nekomatata/draw-collision-outline-option-3.2
[3.2] Added option in project settings to draw Shape2D outlines
2021-02-25 17:15:52 +01:00
Rémi Verschelde
e919a413fb
Merge pull request #46397 from trollodel/collisionobject3d-debug-shapes-3.2
Allow CollisionObject to show collision shape meshes
2021-02-25 16:54:47 +01:00
PouleyKetchoupp
d94cd42ccd Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:48:33 -07:00
Rémi Verschelde
96d38d9751 Revert "Warn when setting Control size inside ready()"
This reverts commit a8105d73c7.

We need to improve the logic somewhat to make the warning more specific to
actual problematic scenarios. Will likely be cherry-picked again + fixes
for the next release.

Fixes #46376.
2021-02-25 15:14:32 +01:00
kleonc
80e4b2d02e MeshDataTool::create_from_surface Fail on invalid index data
(cherry picked from commit 8e82cf8174)
2021-02-25 15:14:32 +01:00
Jummit
0a9190134d expose edit_selected in Tree
(cherry picked from commit 13fb24cb6f)
2021-02-25 15:14:32 +01:00
Christoffer Sundbom
3b63467783 Tween: Add null check for target object
Fixes #45399.

(cherry picked from commit 5b2100d85c)
2021-02-25 15:14:31 +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
Hugo Locurcio
2735a5498e Improve the get_node() error message to be more descriptive
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.

See #46214.

(cherry picked from commit e6abdc943d)
2021-02-22 14:16:42 +01:00
kleonc
566ad4fd22 Label::set_lines_skipped Fail if passed a negative value
(cherry picked from commit d7bb7cad47)
2021-02-22 10:16:54 +01:00
kleonc
bd7c24371d Line2D::set_point_position Fail if passed index is out of bounds
(cherry picked from commit df49fdd189)
2021-02-22 10:16:22 +01:00
Kongfa Waroros
af5fe70623 Keep Hue value when Saturation or Value is zero
(cherry picked from commit 27749711b2)
2021-02-22 10:15:29 +01:00
nc
bc86f3e27e improve error message when travel() is called on an AnimationNodeStateMachine when the state machine is not playing
(cherry picked from commit 0c968d603a)
2021-02-22 10:15:00 +01:00
Tomasz Chabora
a8105d73c7 Warn when setting Control size inside ready()
(cherry picked from commit 84da090a69)
2021-02-22 10:15:00 +01:00
PouleyKetchoupp
cefaa6fb06 Fixed export var default value in PackedScene when script is not loaded in editor
(cherry picked from commit 4e14eefd94)
2021-02-22 10:15:00 +01:00
hilfazer
c76e832b1c Support for duplication of nested instanced scenes 2021-02-21 18:34:52 +01:00
Hugo Locurcio
aacaad5066
Draw an outline for 2D debug collision shapes
This makes them easier to distinguish, especially when used
in a TileMap.

The default color's opacity has been slightly decreased to account
for the new outline.
2021-02-21 17:55:54 +01:00
hilfazer
28fa0f5d13 Prevent selecting hidden nodes in Canvas Item Editor 2021-02-20 20:30:16 +01:00
Ellen Poe
8ac22bdae4 Don't fade out after pausing unless stream is running
(cherry picked from commit eb5566f5c5)
2021-02-19 15:55:41 +01:00
Ellen Poe
d55501505c Initialize fadeout to false in AudioStreamPlayer
(cherry picked from commit b8a13a4968)
2021-02-19 15:55:34 +01:00
Delf Neumärker
4065fa0bcf Fix crash when calling connect_nodes_forced with invalid params
(cherry picked from commit 4a468171e5)
2021-02-19 15:54:00 +01:00
Eoin O'Neill
2fb221e79a Collision Shape 2D 'Disabled' Visualization Correction
Having white or strongly desaturated debug collision shape color
setting would make it harder to visualize enabled / disabled state.
This change makes it easier to visualize enabled / disabled state
by reducing the alpha color by half when disabled.

(cherry picked from commit 0c4594f6c9)
2021-02-19 15:51:43 +01:00
Delf Neumärker
fd90fc2c9b Fix handling of negative indices in SurfaceTool
(cherry picked from commit 735f75a16b)
2021-02-18 23:47:35 +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