Fixes#2416.
The KinematicBody::can_move_to function was likely designed for two behaviours:
- discrete: check if the body can "teleport" to the destination
- continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.
The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
I could reproduce the crash described in #1284 only with 32bits versions of godot.
The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape.
The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`.
I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)