Commit Graph

1209 Commits

Author SHA1 Message Date
Haoyu Qiu e97cae86b8 Add missing break in NavigationObstacle2D 2022-01-06 21:23:53 +08:00
Wilson E. Alvarez 4106f95f30
Expose autotile_coord parameter in TileMap.set_cellv 2022-01-05 21:24:35 -05:00
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
Anilforextra 9351bc4b1c
Fixed awkwardly named AnimatedSprite Setters.
(cherry picked from commit 0c06ed98fb)
2021-12-10 17:57:39 +01:00
Raffaele Picca 6dd593d579 Random initial color for all Particle Nodes 2021-12-10 16:35:25 +01:00
Rémi Verschelde e82091db51
Merge pull request #55782 from RPicster/3.x-gpu-particle-vis-rect 2021-12-10 13:50:45 +01:00
Raffaele Picca 995408b492 GPU Particles (2D + 3D) visibility rect / gizmo optimization for reduced visual clutter 2021-12-10 11:22:44 +01:00
Rémi Verschelde 76ab82526a
Merge pull request #54650 from tinmanjuggernaut/fix_rid 2021-12-09 22:00:24 +01:00
Raffaele Picca 28a6d32971 Fixed texture animation speed when using random lifetime 2021-12-09 19:59:24 +01:00
Cory Petkovsek 3d20218dae Clears RIDs wherever they are freed by VisualServer or PhysicsServer and possibly reused. Fixes #53374 2021-12-10 02:31:30 +08:00
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
Rémi Verschelde 3be0f85e91
Merge pull request #54377 from lawnjelly/faster_editor_lines 2021-11-30 13:30:02 +01:00
Eric 850ee9d4a2
Fix condition on 'jump to limits' logic
This is a fix for: #54856

(cherry picked from commit 7257bb6ad0)
2021-11-29 16:14:04 +01:00
Rémi Verschelde 86fd7da7a3
Merge pull request #54899 from clayjohn/MultiMesh-update 2021-11-22 08:30:49 +01:00
clayjohn b54d4a93be Update CanvasItem when MultiMesh instance transform changes 2021-11-21 12:27:22 -08:00
Marcel Admiraal 4d3690eba5 Remove unimplemented methods 2021-11-18 12:47:36 +00:00
BrunoSXS 8fd0fe3d20
Fixes a game crash caused by instantiating Camera2D and sending a notification from it before adding it to the tree.
(cherry picked from commit eb2deabffe)
2021-11-18 12:21:28 +01:00
Rémi Verschelde 6c0afa470e
Merge pull request #54435 from robfram/hidden-tile-map-light-occlusion 2021-11-15 23:29:04 +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
Pedro J. Estébanez 4dba25b3ff Add property value pinning 2021-11-08 17:42:27 +01:00
PouleyKetchoupp ec0dc93083
Fix errors with invalid bone node path in Polygon2D
NodePath properties are designed to be relative to the given node, so
validity checks are failing in the editor for Polygon2D nodes, which are
relative to the Skeleton2D node rather than the Polygon2D node.

Fixed by saving bone paths as String properties instead of NodePath.

Shouldn't cause a difference for performance since NodePath properties
are technically saved as String anyway.

(cherry picked from commit 8d9619ad46)
2021-11-03 17:31:10 +01:00
robfram cf9220b7d5 Only visible TileMaps should add light occluders 2021-10-30 23:15:07 +02:00
lawnjelly ab76cd6ff2 Faster editor line drawing - Path2D and draw_line
Changes the Path2D drawing to use POLYLINE instead of thick lines.
Add a path to translate thick lines (that are not using anti-aliasing) to draw as polygons instead. This should be faster because polygons can be batched.
2021-10-29 12:40:24 +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 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
Bastien JAUNY a6ca61797c Checking validity of world reference before using it. Fix #54094. 2021-10-27 19:32:44 +02:00
Zae a1b282cc16
Fix unexpected crashes in `notification`
(cherry picked from commit 924c2078da)
2021-10-25 11:16:59 +02:00
Kemikal1 fa2feb9bec
Change the unreacheable return value of shape_find_owner()
(cherry picked from commit 563d3dbf94)
2021-10-23 11:57:10 +02:00
kobewi f0dabe4ac5
Fix MeshInstance2D rect
(cherry picked from commit 1a347e9cf3)
2021-10-23 11:54:55 +02:00
Maxime Lapointe f3002c62b7 Improve area/body_shape_entered/exited signals parameter names and doc
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-15 11:28:17 -04:00
Haoyu Qiu 0f18f225ee Fix crash when deleting Camera2D and Viewport assigned to it 2021-10-06 13:41:21 +08:00
Rémi Verschelde bd7bea2087
Merge pull request #53233 from metinc/fix-animated-sprite-precision-error 2021-10-05 15:23:51 +02:00
kobewi f9720a9bf2 Add Listener2D 2021-10-05 13:29:59 +02:00
kleonc e2e149f4df Fix rendering centered odd-size texture in AnimatedSprite/AnimatedSprite3D 2021-10-03 14:15:21 +02:00
Metin Celik edcb7b8129 Add half frame to floor() 2021-09-29 20:03:07 +02:00
Laurenz Reinthaler aad01cd0c6 Fix VisibilityEnabler2D throwing a signal error when process_parent or physics_process_parent are enabled 2021-09-24 19:03:10 +02:00
PouleyKetchoupp 8b562543df Don't override KinematicCollision reference when still in use in script
In case the reference is stored in script, create a new instance to
avoid overriding the previous values.
Otherwise, re-use the reference as before to avoid extra allocations.
2021-09-22 18:15:03 -07:00
PouleyKetchoupp ad5e70cde4 Fix moving platforms with ray shapes
In the case of ray shapes, the body RID used to apply platform velocity
wasn't properly set.
2021-09-21 09:00:23 -07:00
Tom Coxon 9e9bac1549 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 11:47:51 +01:00
Haoyu Qiu 5183c473f7 Backport new methods for KinematicBody and KinematicCollision
For both 2D and 3D, three methods are added:

- `get_floor_angle` on `KinematicBody` to get the floor angle.
- `get_angle` on `KinematicCollision` to get the collision angle.
- `get_last_slide_collision` to quickly get the latest collision of `move_and_slide`.
2021-08-26 12:16:40 +08:00
fabriceci 13d5fa2c43 Remove the transmission of velocity when a body is on_wall 2021-08-24 11:29:40 +02:00
Rémi Verschelde 6a058cbf39
Merge pull request #51746 from Calinou/add-shader-comment-3.x
Add a comment at the top of generated shaders (3.x)
2021-08-19 00:16:29 +02:00
PouleyKetchoupp be13538b71 Fix 3D character snap on moving platforms
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent.

Now it's done in both 2D and 3D, as it's already done in 2D on master.
2021-08-16 11:30:28 -07:00
Rémi Verschelde dc1b18e832
Merge pull request #51743 from fabriceci/3x-avoid-useless-snap
[3.x] Avoid useless call to move and collide during snapping
2021-08-16 20:19:39 +02:00
Hugo Locurcio 8dae2f9f00
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 SpatialMaterial).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 18:46:55 +02:00
fabriceci 2cb364bab1 Avoid to snap when the body is already on the floor. 2021-08-16 18:09:44 +02:00
Anilforextra 081bc20d66
Remove unused swap template.
(cherry picked from commit e3872a244d)
2021-08-12 16:46:02 +02:00
Rémi Verschelde 1cd10461ca
Merge pull request #50351 from JestemStefan/node_2D_zero_scale_det_bug
[3.x] Limit scale of `Node2D` to EPSILON (0.00001) to prevent det==0 error
2021-08-12 15:41:04 +02:00