Commit Graph

2262 Commits

Author SHA1 Message Date
A Thousand Ships 578fa8603d [Audio] Fix pausing stream on entering tree
The paused notifications are only sent when pause status is changed,
this ensures that streams that are non-processing do not play when added
to the tree. Also ensures that the `process_mode` property applies
generally.

(cherry picked from commit 72fccd82c5)
2023-10-24 19:51:53 +02:00
bitsawer e65f98576b Fix VoxelGI bake memory leak
(cherry picked from commit 416ef5ad1b)
2023-10-24 19:00:16 +02:00
bitsawer 27b0e5aebb Fix BoneAttachment3D signal connection
(cherry picked from commit 34574db5b9)
2023-10-24 19:00:16 +02:00
bitsawer 3d47a3662f Fix LightmapGI baking with GridMap
(cherry picked from commit 8c26da5460)
2023-10-24 17:10:40 +02:00
bitsawer daa44c778c Fix VoxelGI CameraAttributes exposure normalization handling
(cherry picked from commit c73e1f0d22)
2023-10-24 16:05:00 +02:00
Rémi Verschelde aae20e5b10
Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303.

Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>

(cherry picked from commit faaf27f284)
2023-10-03 20:45:35 +02:00
Dario f6f2b0897a Propagate error correctly when max texture size for lightmaps is too small.
Add error handling for BAKE_ERROR_LIGHTMAP_TOO_SMALL, which was previously ignored. Fixes #81453.

(cherry picked from commit 7dfb854556)
2023-09-20 22:44:04 +02:00
smix8 605f1c0936 Make NavigationRegion3D baking NavMesh on the main thread not finish deferred
Makes NavigationRegion3D baking NavMesh on the main thread not finish deferred.

(cherry picked from commit bb5f16033d)
2023-08-31 20:19:30 +02:00
clayjohn d6d8f6a637 Unify error condition for particles trail lifetime
(cherry picked from commit 78ecdb17f9)
2023-07-10 18:09:57 +02:00
Bauke Conijn 3fd5fecfc1 Fix Camera3D project_* methods not accounting for frustum offset
This does not fix Camera3D::project_ray_normal().
Adds Camera3D::get_camera_projection() and exposes it to GDScript

(cherry picked from commit 47e63bc55f)
2023-07-10 17:26:15 +02:00
nklbdev 2bfeb29bc6 Potencially fix nan's on octahedral tangents in RenderingServer
(cherry picked from commit 1d16704faf)
2023-07-10 17:26:13 +02:00
Rémi Verschelde 2926ddec1c
Merge pull request #78939 from Scony/navi-crash-fix
Fix crash in `NavigationAgent3D`
2023-07-03 15:26:14 +02:00
Rémi Verschelde 813ff4b460
Merge pull request #78857 from smix8/navagent_pos_fix_4.x
Fix NavigationAgent position not always updating
2023-07-03 15:26:11 +02:00
Pawel Lampe fcbb521392 Fix crash in 'NavigationAgent3D', fixes #78910 2023-07-02 22:30:03 +02:00
smix8 34bc410fb4 Fix NavigationAgent position not always updating
Fixes NavigationAgent position not always updating.
2023-06-30 00:18:26 +02:00
smix8 c912df9d05 Fix NavigationAgent continues avoidance velocity
Fixes NavigationAgent continues avoidance velocity.
2023-06-29 21:10:03 +02:00
Ricardo Buring 104da478a8 Fix CharacterBody3D get_position_delta()
Calculate the difference of global positions.
This also fixes get_real_velocity().
2023-06-26 23:15:57 +02:00
Rémi Verschelde c1ad74d4c3
Merge pull request #78579 from aaronfranke/col-poly-obj-name
Internally rename `parent` to `collision_object` in CollisionPolygon(2D/3D)
2023-06-23 00:06:09 +02:00
Aaron Franke 7c4921e794
Internally rename parent to collision_object in CollisionPolygon(2D/3D) 2023-06-22 14:06:05 -05:00
Rémi Verschelde cb73a6e9f9
Merge pull request #78490 from clayjohn/GLES3-particles-subemit
Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
2023-06-22 21:02:38 +02:00
Markus Sauermann 399bce02cf Fix 3D top_level resetting
There is no need to erase the top_level flag on EXIT_TREE.
During ENTER_TREE, `top_level = true` is not necessary, because it is
already set to true.
2023-06-22 18:58:29 +02:00
clayjohn 8a5af8183a Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 12:56:52 -07:00
Rémi Verschelde 243c8e0b40
Merge pull request #77465 from lyuma/ik_skeleton_reference_bug
SkeletonIK3D: Avoid holding hard pointers to Skeleton3D
2023-06-20 00:02:47 +02:00
Rémi Verschelde d63794d466
Merge pull request #77629 from GameDevLlama/bugifx/issue-50813
Fix non-functional Node3D `top_level` property
2023-06-18 16:30:42 +02:00
Christian Ringshofer 20e8189f5d Fix non functional Node3D op_level property
Fixes #50813.
2023-06-18 15:01:01 +02:00
smix8 ae9dd47d0c Add agent pause mode to NavigationServer
Adds agent pause mode to NavigationServer.
2023-06-18 12:37:03 +02:00
Rémi Verschelde c6d9139f16
Merge pull request #78280 from raulsntos/path-follow-3d-clamp
Clamp `PathFollow3D` progress when not looping
2023-06-16 10:20:43 +02:00
Rémi Verschelde 6fb391bc23
Fix various typos with codespell
And ignore some false positives introduced by recent versions of codespell.
2023-06-16 08:45:35 +02:00
Raul Santos 0b4ec4027c
Clamp PathFollow3D progress when not looping 2023-06-15 16:59:14 +02:00
Rémi Verschelde 0da20d019e
Merge pull request #77412 from smix8/fix_threaded_navmesh_baking_4.x
Fix for threaded NavigationMesh baking under new thread guards
2023-06-15 10:49:58 +02:00
Rémi Verschelde b1d3070648
Merge pull request #77175 from smix8/region_refactor_4.x
Refactor NavigationRegion internals
2023-06-15 10:39:53 +02:00
smix8 4c970f1a67 Refactor NavigationRegion internals
Refactors NavigationRegion internals.
2023-06-15 09:52:14 +02:00
Hugo Locurcio f683230a8b
Tweak VehicleBody3D and VehicleWheel3D property hints
These property hints are better aligned with the documentation
and typical use cases, while still allowing values to go outside
those ranges (except for steering, where steering above 180° doesn't
make sense).
2023-06-15 07:45:55 +02:00
smix8 ee14b010ac Fix for threaded NavigationMesh baking under new thread guards
Fixes threaded NavigationMesh baking under new SceneTree thread guards that blocked the process.
2023-06-14 01:53:37 +02:00
Yuri Sizov 991f4d5183 Avoid error spam when (un)pausing GPUParticles out of tree 2023-06-12 18:18:51 +02:00
smix8 c1fc331b88 Update navigation obstacle API
Updates navigation obstacle API.
2023-06-12 14:26:45 +02:00
Ninni Pipping 0c16082e1e Use `get_node_or_null` when null checks are present
Avoids duplicate or unnecessary errors
2023-06-10 13:22:56 +02:00
Ninni Pipping dcd2b883eb Use NULL instead of COND checks when appropriate
Restricted to scene
2023-06-10 08:56:30 +02:00
Rémi Verschelde da68c707f2
Merge pull request #78025 from lyuma/skeleton3d_rest_dirty
Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update
2023-06-09 11:07:42 +02:00
Lyuma c567d46a2f Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update 2023-06-08 19:23:14 -07:00
Aaron Franke ec09cff7f3
Internally rename parent to collision_object in CollisionShape(2D/3D) 2023-06-07 12:02:27 -05:00
Hugo Locurcio fc4ec42a09
Increase precision in particle damping properties in the editor 2023-06-07 15:26:02 +02:00
Rémi Verschelde 2a1bc05901
Merge pull request #77469 from lyuma/skeleton_ik_roll_fix
Fix for SkeletonIK3D interpolation and bone roll
2023-06-06 20:39:46 +02:00
Lyuma 9aa46bf3f5 Fix for SkeletonIK3D interpolation and bone roll
Fix bug in internal Basis::rotate_to_align function (also used with identity Basis in scene/resources/curve.cpp)
Use ChainItem children rather than local bone rest to determine IK bone roll to match Godot 3.x behavior
2023-06-05 20:44:45 -07:00
detomon ea80213eee Fix adding bones with the same name after calling Skeleton3D.clear_bones() 2023-06-05 11:55:09 +02:00
Lyuma 300aa06dba SkeletonIK3D: Avoid holding hard pointers to Skeleton3D 2023-05-25 03:23:24 -07:00
Silc Renew 42aa5398d9 Fix Pathfollow direction
Co-authored-by: aaronfranke <arnfranke@yahoo.com>
2023-05-24 17:37:00 +09:00
Rémi Verschelde 6f34a23439
Merge pull request #76082 from reduz/ability-to-look-at-in-model-space
Add the ability to look-at in model-space.
2023-05-24 08:46:53 +02:00
Juan Linietsky 5fdc1232ef Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility.

* Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets.
* Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector.

The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
2023-05-24 10:10:24 +09:00
Artyom Lunchenkov f645eee62e Improve Skeleton3D::find_bone() performance 2023-05-23 21:02:46 +06:00