* This behavior is not allowed, the error text suggests using call_deferred().
* Added a check in Node::remove_child to prevent future crashes of this type.
* Fixed a performance regression introduced by #36244.
Fixes#63718, probably other crashes too.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Using non-uniform scale is known to cause many issues.
Add warnings to the editor and to the class reference.
Also remove the warning from SoftBody3D since it is
not relevant there: it simulates in global space.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
Update collision_object_3d.cpp
2d modified and UINT32 usage
Proper uINT32max usage
Change the unreacheable return value of shape_find_owner()
This reverts commit 5be98b81428169ba2dd5baecd00f1adfd9260e5c, reversing
changes made to efa3ff6b95.
Change the unreacheable return value of shape_find_owner()
changed from 0 to uint32_max"
This reverts commit c143bb099af2666454f82428a57f2721af60a84d.
Revert "changed from 0 to uint32_max""
This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.
Revert "changed from 0 to uint32_max"
This reverts commit c143bb099af2666454f82428a57f2721af60a84d.
Revert "Revert "changed from 0 to uint32_max"""
This reverts commit c81d1073ec21b4cde4684a6dbd595f3359283bad.
Revert "changed from 0 to uint32_max"
This reverts commit c143bb099af2666454f82428a57f2721af60a84d.
Revert "changed from 0 to uint32_max""
This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.
Revert "Revert "changed from 0 to uint32_max"""
This reverts commit 6dbd972aa5c4580d4f6270ead6c66eea18617f29.
Revert "changed from 0 to uint32_max""
This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.
Revert "Revert "changed from 0 to uint32_max"""
This reverts commit b769ac2d11ad12f02a388d9dad17519f81d9c3b6.
Revert "Revert "Revert "changed from 0 to uint32_max""""
This reverts commit 1e8d84f7ec12da01c3153e08bb8609cf2c6fd58a.
Revert "Revert "Revert "Revert "changed from 0 to uint32_max"""""
This reverts commit 0dc17abefad6d540c18bba7b4df9d8c04e090d0c.
Change the unreacheable return value of shape_find_owner()
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing
Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
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.
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.
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 🎆