Commit Graph

48 Commits

Author SHA1 Message Date
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Raffaele Picca 6dd593d579 Random initial color for all Particle Nodes 2021-12-10 16:35:25 +01:00
Raffaele Picca 28a6d32971 Fixed texture animation speed when using random lifetime 2021-12-09 19:59:24 +01:00
Rémi Verschelde 7c82db2cd4
Merge pull request #55607 from RPicster/3.x-particle-double-seed-use-fix 2021-12-07 12:01:08 +01:00
Raffaele Picca 20568b9768 Fix for double use of seed in random Particle shader variables. 2021-12-03 23:31:55 +01:00
Raffaele Picca 2f69caaff3 Fix Ring-Axis parameter being always visible 2021-12-03 21:16:32 +01:00
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
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
Rémi Verschelde 450f7fdc39
Merge pull request #51690 from QbieShay/rotate-y-fix
fixed rotate y flag causing the position to reset
2021-08-15 12:18:54 +02:00
QbieShay 32c287e01b fixed rotate y flag causing the position to reset 2021-08-15 11:35:22 +02:00
Morris Tabor fb9685daaa Fix regressions caused by recent particle spread refactor
Caused by https://github.com/godotengine/godot/pull/47310
Fixes https://github.com/godotengine/godot/issues/51043
Fixes https://github.com/godotengine/godot/issues/51424
2021-08-12 11:47:05 +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
Rémi Verschelde 0053b31592
Merge pull request #47801 from QbieShay/ring-emitter-3.x 2021-05-18 10:54:15 +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
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
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 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
Morris Tabor e06b096994 Fix ParticlesMaterial spread 2021-03-25 17:27:00 +01:00
QbieShay ffbb81e769 fixed particle rotate y flag 2021-03-05 11:31:03 +01:00
Pedro J. Estébanez 4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Yuri Roubinsky 4ae5aa0153 [3.2] Fix particles not properly modified by their lifetime 2021-01-27 16:32:21 +03:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
zxcvdev 6380943831 Fix GPU Particles
The special case atan(y,0) of the built-in shader function atan(y,x)
returns different results on different devices. So this commit will add
checks when the atan(y,x) function is used in ParticlesMaterial to set
the direction of GPU Particles to make sure the desired values are
returned (act as atan2(y,x)).

(cherry picked from commit 3580ad6005)
2020-02-14 16:04:07 +01:00
Rémi Verschelde 1de633205f Validate input in (CPU)Particles set_emission_shape()
Fixes #29777.

Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-16 11:08:51 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Simon Hardt 7e4ae4c503 Fixed prematurely ending animation of particles. 2019-11-08 21:28:19 +01:00
clayjohn bc94203add fix particles scale randomization 2019-09-24 08:03:53 -07:00
clayjohn 5ef3374258 added individual particle random lifetime 2019-07-14 23:22:40 -07:00
Simon Puchert 5fc8691176 particles: Return uniform density spheres.
This matches the previous change for cpu_particles.
2019-07-06 20:05:43 +02:00
Rémi Verschelde c08877777d
Merge pull request #26613 from KoBeWi/direction_of_particles
Add a Direction property to ParticlesMaterial
2019-07-02 11:33:34 +02:00
hbina085 9f0c6a6009 Many fallthrough switch cases now have the FALLTHROUGH macro to tell the compiler that this is intended. 2019-06-29 16:08:48 -04:00
Tomasz Chabora 00b15c19b7 Add a Direction property to ParticlesMaterial 2019-06-26 20:37:39 +02:00
Rémi Verschelde fae3df1204 Particles: Properly initialize angular velocity parameter
Right now it would take garbage values when loading scenes,
which could end up written to the scene file.
2019-06-21 15:23:10 +02:00
Rémi Verschelde a3462c97ad Bind missing FLAG_DISABLE_Z enum value in ParticlesMaterial
Fixes #29419.
2019-06-03 11:18:13 +02:00
Hein-Pieter van Braam a83e77fded Explicitly use floating point numbers in the our shaders
We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
2019-02-24 23:35:10 +00:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Ibrahn Sahir c1f5233217 Moved dirty material lists from static to lifetime controlled by main.
As with 7d82bed4f4,
The list is now destroyed before the OS object, so can print errors if
there are unfreed materials.
2018-11-21 15:51:50 +00:00
Hugo Locurcio 34dba2f3cc
Tweak the Hue Variation property hint to allow finer adjustments 2018-11-19 10:52:17 +01:00
Rémi Verschelde 4e5ef43dbb ParticlesMaterial: Simplify PARAM_SCALE texture validation
Using the same helper method as other param textures.
2018-11-13 10:31:02 +01:00
Kanabenki f221bbb387 Fix angular velocity property range in editor for ParticlesMaterial 2018-11-06 13:55:59 +01:00
JFonS 85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Juan Linietsky 14494dddd0 Fixes to CPU particles for performance and avoiding NaNs. 2018-10-08 00:55:43 -03:00
Rémi Verschelde 7b081a7fc8 Fix warnings about unhandled enum value in switch [-Wswitch]
Fixes GCC 5 warnings of the form:

core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]

Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
2018-09-27 18:34:30 +02:00
Rémi Verschelde 13c3b9e59b Particles: Reset default velocity to 0, allow negative values 2018-09-04 15:35:11 +02:00
Rémi Verschelde ab0d4fd762 Style: Format generated shader code in ParticlesMaterial 2018-09-04 13:21:53 +02:00
Rémi Verschelde 5fe01d4cfc Move ParticlesMaterial code to its own resource file
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.

Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
2018-09-04 11:32:56 +02:00