Commit Graph

7862 Commits

Author SHA1 Message Date
Rémi Verschelde
9c182b0f45
Merge pull request #41794 from KoBeWi/shiny_new_tweens 2021-06-20 00:35:28 +02:00
Rémi Verschelde
4effadc0ba
Merge pull request #48696 from madmiraal/fix-48692
Fix `InputMap.action_erase_event()` failing to erase events correctly.
2021-06-20 00:29:42 +02:00
Paulb23
ab49ea032c Remove redundant keywords from TextEdit 2021-06-19 13:56:54 +01:00
Pedro J. Estébanez
598fd51277 Remove side effects of scene save 2021-06-19 13:44:05 +02:00
Tomasz Chabora
900b2e0fdc Complete rewrite of Tweens
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-19 12:08:50 +02:00
Hugo Locurcio
e98f5a53ad
Use double-sided material for RayCast3D
This makes RayCast3Ds visible if the camera is fully inside one
(e.g. a RayCast3d parented to the current Camera3D).
2021-06-19 05:05:58 +02:00
PouleyKetchoupp
f1587c8a7d 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.
2021-06-18 10:54:09 -07:00
PouleyKetchoupp
2bf145fa5d Make LineShape2D normal point upwards by default
Allows line shapes to collide with objects falling from the top by
default, which makes more sense for the most common cases.
2021-06-18 09:14:06 -07:00
Rémi Verschelde
92f20fd70e
Merge pull request #49659 from LightningAA/string-valid-integer-to-int 2021-06-18 16:14:14 +02:00
Rémi Verschelde
3e8620c275
Merge pull request #49475 from nekomatata/kinematic-collision-rid
Expose collider RID in 2D/3D kinematic collision
2021-06-18 12:32:26 +02:00
Aaron Franke
8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
Aaron Franke
1a9e6cba2f
Re-add extents property to box shapes for compatibility 2021-06-17 17:10:52 -04:00
Rémi Verschelde
13c4796693
Merge pull request #49685 from reduz/implement-drawing-animation-slices-in-canvas
Implement animation slice drawing in CanvasItem
2021-06-17 18:15:11 +02:00
reduz
94d31ac327 Implement animation slice drawing in CanvasItem
* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
2021-06-17 12:42:27 -03:00
Lightning_A
13ba788b63 Scrollwheel (w/o ctrl) to zoom, mouse warping when panning
Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants
2021-06-17 08:21:32 -06:00
Rémi Verschelde
085e1d3c03
Merge pull request #49670 from reduz/rename-visibility-notifiers
Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
2021-06-17 15:14:44 +02:00
Rémi Verschelde
74850b3511
Merge pull request #38261 from pycbouh/adjust-graph-edit-zoom-levels
Make zoom limits and step adjustable in `GraphEdit`
2021-06-17 12:12:34 +02:00
reduz
ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00
Rémi Verschelde
bb4c464fec
Merge pull request #49258 from megalobyte/editor-fix
Fixes for documentation search
2021-06-17 02:25:41 +02:00
reduz
6e98c4cd50 Refactor VisibilityNotifier3D
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing

After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16 18:50:39 -03:00
Rémi Verschelde
341cb8da31
Merge pull request #49238 from Paulb23/code_edit_code_folding
Move code folding into CodeEdit and hide line hiding API
2021-06-16 20:11:39 +02:00
Gregory Basile
8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Lightning_A
b6af2a29eb Rename is_valid_integer() to is_valid_int()
Method from `String`
2021-06-16 10:32:22 -06:00
Rémi Verschelde
48fe9c9794
Merge pull request #49657 from timothyqiu/postion
Fix typo in CodeEdit methods
2021-06-16 17:27:40 +02:00
Rémi Verschelde
ad28a03b4b
Merge pull request #49632 from reduz/refactor-visibility-notifier-2d
Refactor VisibilityNotifier2D
2021-06-16 17:26:12 +02:00
K. S. Ernest (iFire) Lee
479737538b
Merge pull request #49401 from fire/8-weights
Fix 8 bone weights in glTF2
2021-06-16 07:43:42 -07:00
Haoyu Qiu
bf5f13e6a0 Fix typo in CodeEdit methods 2021-06-16 22:15:29 +08:00
reduz
38d164c74b Refactor VisibilityNotifier
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
2021-06-16 10:48:57 -03:00
Yuri Sizov
0a82a669e3 Make zoom limits and step adjustable in GraphEdit 2021-06-16 16:39:18 +03:00
Rémi Verschelde
1cc6385858
Merge pull request #49624 from nekomatata/fix-sub-resource-cache
Fix sub-resource storing the wrong index in cache
2021-06-15 20:38:34 +02:00
PouleyKetchoupp
3c3d7380e2 Fix sub-resource storing the wrong index in cache
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 09:55:16 -07:00
Rémi Verschelde
7a85e95a4b
Merge pull request #48998 from kleonc/Node-add_child-fix
Node.add_child Check for cyclic dependency
2021-06-15 16:27:18 +02:00
Rémi Verschelde
1129439f09
Merge pull request #49011 from KoBeWi/totally_h
Fix valign with stylebox borders
2021-06-15 16:25:49 +02:00
Rémi Verschelde
e479abeb98
Merge pull request #49437 from Calinou/graphedit-allow-higher-lower-zoom-values
Allow higher and lower maximum zoom values in GraphEdit
2021-06-15 15:18:17 +02:00
Rémi Verschelde
7efde449b2
Merge pull request #49508 from kleonc/texture_button-updating-min_size
TextureButton Update min size on any texture change
2021-06-15 15:01:16 +02:00
Rémi Verschelde
4e582f9a7c
Merge pull request #49388 from pycbouh/theme-editor-better-previews
Overhaul the theme editor and improve user experience
2021-06-15 00:13:20 +02:00
Rémi Verschelde
5da885e1f7
Merge pull request #49582 from timothyqiu/codeedit-update-cache
Update cache after clearing delimiters in CodeEdit
2021-06-15 00:05:59 +02:00
Yuri Sizov
d0e86c7afc Overhaul the theme editor and improve user experience 2021-06-14 21:46:30 +03:00
Rémi Verschelde
16027e7cf4
Merge pull request #49572 from azagaya/fix_grabber_area
Fix vertical slider grabber_area height calculation
2021-06-14 19:22:25 +02:00
Rémi Verschelde
dedb314abb
Merge pull request #49586 from timothyqiu/iter-invalidate
Fix crash when using TileMap::fix_invalid_tiles
2021-06-14 19:18:47 +02:00
Rémi Verschelde
aa43b5a3f4
Merge pull request #48287 from aaronfranke/camera-is-frustum 2021-06-14 19:05:43 +02:00
Rémi Verschelde
07b8fffa7c
Merge pull request #49458 from JFonS/fix_unwrap_xform
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14 18:32:33 +02:00
Aaron Franke
bd40474bd6
Add is_position_in_frustum to Camera3D 2021-06-14 12:03:18 -04:00
Rémi Verschelde
6c1445bfea
Merge pull request #48847 from JFonS/vis_deps
Implement visibility range and dependencies
2021-06-14 17:22:59 +02:00
Haoyu Qiu
a1db7088ed Update cache after clearing delimiters in CodeEdit 2021-06-14 21:23:01 +08:00
jfons
ee702334a1 Rename get_parent_spatial() to get_parent_node3d()
Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-14 14:05:13 +02:00
jfons
3a53ae5d9f Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.

Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.

This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).

Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.

Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
2021-06-14 12:17:11 +02:00
Haoyu Qiu
d33185d201 Fix crash when using TileMap::fix_invalid_tiles 2021-06-14 14:58:55 +08:00
Haoyu Qiu
37db8d6184 Fix crash when freeing GradientTexture and NoiseTexture 2021-06-14 12:32:19 +08:00
Bastiaan Olij
3eae812331 Fixed error spam when XR mode is not enabled and a missed setting rename 2021-06-14 11:05:16 +10:00
azagaya
be8667944d Fix vertical slider grabber_area height calculation 2021-06-13 11:23:26 -03:00
Rémi Verschelde
12e0f10c74
Merge pull request #49227 from pycbouh/editor-theme-freeze-changes
Prevent `Theme` resource from emitting changes during bulk operations
2021-06-13 15:44:32 +02:00
Rémi Verschelde
4ebf248e1b
Merge pull request #48207 from BastiaanOlij/multiview_stereoscopic
Add stereoscopic rendering through multiview
2021-06-13 15:36:55 +02:00
Bastiaan Olij
15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Rémi Verschelde
ef7974f3d9
Merge pull request #49526 from Chaosus/fix_textureregion_errors 2021-06-13 14:44:50 +02:00
Rémi Verschelde
aa51911c69
Merge pull request #49543 from greatmomo/SkeletonModification_bugfix 2021-06-13 14:34:11 +02:00
Rémi Verschelde
95932ce4f2
Merge pull request #49558 from timothyqiu/invalid-ref 2021-06-13 10:49:14 +02:00
Rémi Verschelde
2ed9bb7e42
Merge pull request #49555 from timothyqiu/tileset-range
Add range check for TileSet::CellNeighbor parameter
2021-06-13 10:44:04 +02:00
Rémi Verschelde
1003054134
Merge pull request #49553 from timothyqiu/viewport-outside-tree
Fix Viewport crashes when not in tree
2021-06-13 10:40:37 +02:00
Haoyu Qiu
42ad987bb7 Validate parameter of SkeletonModificationStack2D::add_modification 2021-06-13 14:07:01 +08:00
Haoyu Qiu
43f9253c53 Add range check for TileSet::CellNeighbor parameter 2021-06-13 13:30:27 +08:00
Haoyu Qiu
80927b7a81 Fix Viewport crashes when not in tree 2021-06-13 12:51:26 +08:00
Haoyu Qiu
9cbf066feb Initialize PhysicalBone2D::parent_skeleton 2021-06-13 12:10:11 +08:00
Rémi Verschelde
6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Moritz Kaltenbrunner
8168fdb8f6 Fixed crash on calling set_editor_draw without properly setup
SkeletonModification
2021-06-12 21:30:36 +02:00
Yuri Roubinsky
19afaa0203 Fixed a bunch of connection errors in TextureEditorPlugin 2021-06-12 08:01:02 +03:00
kobewi
7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
jfons
336778ed21 Fix tangents array in SurfaceTool 2021-06-12 00:40:13 +02:00
Rémi Verschelde
530e069bc3
Merge pull request #49312 from RandomShaper/reference_to_ref_count
Rename `Reference` to `RefCounted`
2021-06-11 19:46:25 +02:00
Rémi Verschelde
50d1e0ea99
Merge pull request #47835 from mortarroad/master-lossless-webp
Implement lossless WebP encoding
2021-06-11 19:34:36 +02:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Morris Tabor
1bc1e94208 Implement lossless WebP encoding 2021-06-11 18:46:04 +02:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
kleonc
6c3c269f24 TextureButton Update min size on any texture change 2021-06-11 13:39:51 +02:00
Marcel Admiraal
f38fe846f4 Move default values from definition to declaration in GraphEdit 2021-06-10 17:22:56 +01:00
PouleyKetchoupp
0eb51b31d4 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 18:26:00 -07:00
Rémi Verschelde
fbe53a7064
Merge pull request #49155 from winterpixelgames/button-pressed-during-button-up-signal
Emit button_up signal after setting pressed to false.
2021-06-09 13:46:39 +02:00
Rémi Verschelde
27cf525713
Merge pull request #42248 from Chaosus/vs_particles_shader
Continuation of work on visual particles system
2021-06-09 11:15:41 +02:00
Rémi Verschelde
0cbb19a246
Merge pull request #47280 from winterpixelgames/focus_doesnt_change_hover
Dont Change Hovering during Control Focus Events
2021-06-09 09:18:26 +02:00
Rémi Verschelde
38ce1fbe84
Merge pull request #49395 from nekomatata/floor-max-angle-degrees
Use degrees instead of rad for floor_max_angle property in CharacterBody
2021-06-09 09:00:43 +02:00
PouleyKetchoupp
863560c6ef Use degrees instead of rad for floor_max_angle property in CharacterBody 2021-06-08 16:00:31 -07:00
Hugo Locurcio
74c584472c
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.
2021-06-08 20:33:07 +02:00
Yuri Roubinsky
4daca0b580 Removes deleted OrenNayar mode from shaders and materials 2021-06-08 15:50:40 +03:00
Rémi Verschelde
abd2349988
Merge pull request #49378 from BastiaanOlij/fix_execute_modifications_bind
Fixed mistake in binding of Skeleton2D::execute_modifications
2021-06-08 08:16:38 +02:00
Bastiaan Olij
51ab10d3f4 Fixed mistake in binding of Skeleton2D::execute_modifications 2021-06-08 12:18:33 +10:00
K. S. Ernest (iFire) Lee
291e735972 Fix 8 bone weights in glTF2
Don't spam in glTF2 import either.

Clear() in SurfaceTool does not keep 8 weights.
2021-06-07 14:33:44 -07:00
Yuri Roubinsky
f632e36ae5 Continuation of work on visual particles system 2021-06-07 20:33:17 +03:00
Rémi Verschelde
d10ace8870
Merge pull request #49128 from Calinou/improve-position-node-axis-visibility
Improve axis awareness and visibility for Position2D and Position3D
2021-06-07 17:38:06 +02:00
Rémi Verschelde
896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Rémi Verschelde
3041becc64
Merge pull request #49307 from pycbouh/tabs-update-on-theme-changes
Make sure `Tabs` reflect theme changes
2021-06-07 13:29:34 +02:00
Rémi Verschelde
0c7cb98780
Merge pull request #49308 from pycbouh/theme-prevent-type-override
Fix `Theme` overriding existing theme types with empty
2021-06-07 13:29:16 +02:00
Rémi Verschelde
d567abd714
Merge pull request #49382 from akien-mga/misc-cleanup
Style: Cleanup uses of double spaces between words
2021-06-07 11:57:47 +02:00
Rémi Verschelde
2ad9f7ca61
Merge pull request #49384 from madmiraal/rename-collisionobject3d-input_event
Rename CollisionObject3D input_event signal position and normal parameters
2021-06-07 11:08:46 +02:00
Rémi Verschelde
c1c76850cb
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.
2021-06-07 11:03:08 +02:00
Marcel Admiraal
be26a5e40e Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 08:52:24 +01:00
Yuri Roubinsky
b2d2822a39 Adds UVFunc for panning/scaling on UV's to VisualShader's. 2021-06-07 08:31:48 +03:00
Rémi Verschelde
aa251c310a
Merge pull request #49325 from reduz/rename-gi-classes
Rename GI Classes
2021-06-06 09:50:06 +02:00
TwistedTwigleg
8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
reduz
32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Rémi Verschelde
6f7d45d210
Merge pull request #45364 from madmiraal/rename-quat
Rename Quat to Quaternion
2021-06-05 13:32:08 +02:00