Commit Graph

6812 Commits

Author SHA1 Message Date
Hendrik Brucker 6d05ef9ccb StyleBox fake AA improvements (aa_size float property) 2021-08-12 22:21:34 +02:00
Rémi Verschelde e2e34812fe
Merge pull request #51556 from fabriceci/fix-move-and-slide-regression-multiple-collision-3x
[3.x] Fix move and slide regression by allowing multiple collision direction
2021-08-12 20:37:48 +02:00
Fredia Huya-Kouadio 2cc1cdc27b Update external texture flag configuration. 2021-08-12 10:46:09 -07:00
Cory Petkovsek fb609b22e4 Add Anisotropic Filtering option for TextureArrays 2021-08-12 23:56:03 +08:00
Rémi Verschelde f3441fcff0
i18n: Sync translations with Weblate
And sync template with current 3.x codebase.
2021-08-12 17:08:10 +02:00
Anilforextra 081bc20d66
Remove unused swap template.
(cherry picked from commit e3872a244d)
2021-08-12 16:46:02 +02:00
Melissa Geels ac40f5bb75
Triple click in text editor now uses last mouse position for validity
Previously, you would be able to double click a word, followed by
single-clicking another word on the same line, which would select the
entire line. Now, it will only select the whole line if the mouse
position has remained the same after the double click. This mimicks the
behavior in most third party text editors.

Fixes #51312.

(cherry picked from commit 408401a642)
2021-08-12 16:43:22 +02:00
Paulb23 ea0456679a
Redraw on item list custom bg/fg colour change
(cherry picked from commit 738b0fdae5)
2021-08-12 16:42:16 +02:00
Jason Knight 955f2ba75e
Removed the alteration of status.hovering during Focus Enter and Focus Exit events.
This is incorrect and not fully implemented, and results in inconsistency in the UI and in the hovering variable.

(cherry-picked from commit edcbe88389)
2021-08-12 16:37:35 +02:00
Rémi Verschelde 1cd10461ca
Merge pull request #50351 from JestemStefan/node_2D_zero_scale_det_bug
[3.x] Limit scale of `Node2D` to EPSILON (0.00001) to prevent det==0 error
2021-08-12 15:41:04 +02:00
Rémi Verschelde 02541db309
Merge pull request #51565 from mortarroad/3.x-fix-cpu-particles-spread
[3.x] Fix CPU Particles spread
2021-08-12 14:23:22 +02:00
Morris Tabor a517ed7c6d Fix CPU Particles spread
Fixes https://github.com/godotengine/godot/issues/51162
This is the same change as for the GPU Particles in https://github.com/godotengine/godot/pull/47310, including the recent fix for zero direction vectors.
2021-08-12 14:00:02 +02:00
Rémi Verschelde 07c70efcbb
Merge pull request #51555 from mortarroad/3.x-fix-mipmap-loading
[3.x] Fix loading mipmaps, if the mipmap levels have different formats.
2021-08-12 13:17:10 +02:00
fabriceci 1d5a01d12d Fix regression by allowing multiple collision direction 2021-08-12 12:23:17 +02:00
Morris Tabor 0e26f1747b Fix loading mipmaps, if the mipmap levels have different formats.
Fixes https://github.com/godotengine/godot/issues/50647
2021-08-12 12:18:13 +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
Haoyu Qiu f4a6737eed Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:27 +08:00
Rémi Verschelde 03c41fa34c
Merge pull request #51458 from nekomatata/moving-platforms-3d-3.x
[3.x] Fix 3D moving platform logic
2021-08-10 14:12:47 +02:00
Rémi Verschelde 7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
clayjohn f7dbcf95e1 Allow unclamped colors in Sprite3D 2021-08-09 21:44:21 -07:00
PouleyKetchoupp da159cd258 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 18:55:49 -07:00
Rémi Verschelde 0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp f101349225 Fix applied rotation from moving platforms in move_and_slide
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:04:57 -07:00
Rémi Verschelde 89313b9ed1
Merge pull request #51403 from lawnjelly/portals_move_settings
Portals - fix PVS generation and move settings
2021-08-09 00:17:13 +02:00
lawnjelly f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
Rémi Verschelde 0b461cbb01
Merge pull request #51218 from timothyqiu/more-i18n-3x
[3.x] Fix various i18n failures
2021-08-08 19:24:45 +02:00
Rémi Verschelde be22d7b013
Merge pull request #51396 from lawnjelly/portals_sprite3d
Portals - add support for Sprite3D
2021-08-08 17:47:32 +02:00
Rémi Verschelde 6149304c3a
Merge pull request #51394 from lawnjelly/portals_fix_log_crash
Portals - fix crash when logging link room names
2021-08-08 17:47:05 +02:00
Rémi Verschelde 52b3891b59
Merge pull request #51392 from lawnjelly/portals_autolink_internal
Portals - fix autolinking to internal rooms
2021-08-08 17:46:37 +02:00
lawnjelly fc3c01db0f Portals - add support for Sprite3D
Add support for Sprite3D and animated Sprite3D.
2021-08-08 15:43:24 +01:00
lawnjelly ef894c0966 Portals - fix crash when logging link room names
The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
and therefore reading outside the array range. This PR fixes this.
2021-08-08 15:00:39 +01:00
lawnjelly a339f6fc49 Portals - fix autolinking to internal rooms
Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
2021-08-08 14:37:04 +01:00
lawnjelly cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
Rémi Verschelde 41cf7f2760
Merge pull request #51358 from raulsntos/fix-51342-3.x
[3.x] Fix Path3D initial forward calculation
2021-08-07 13:30:11 +02:00
Rémi Verschelde b44f2126f6
Merge pull request #51334 from pycbouh/classref-get-theme-items-3.x
[3.x] Improve `Control`'s theme item methods documentation
2021-08-07 12:41:54 +02:00
Raul Santos 102ec1042b Fix Path3D initial forward calculation 2021-08-07 12:40:14 +02:00
Yuri Sizov 71ec6dba67 Improve Control's theme item methods documentation 2021-08-06 22:31:58 +03:00
kleonc 2eeed26d67 TileMap Fix trying to get data for tile not existing in attached TileSet 2021-08-06 18:52:04 +02:00
lawnjelly 770d9f8220 Portals - add gizmo handles for editing portals and rooms
Gizmo handles are added for much more user friendly editing of portals and room bounds.
2021-08-06 07:53:22 +01:00
Rémi Verschelde 28b5f07355
Merge pull request #51277 from lawnjelly/portals_debug_collision_shapes 2021-08-05 16:39:03 +02:00
lawnjelly 258831c12e Portals - fix showing debug collision shapes
Set the portal_mode to GLOBAL on creation.
2021-08-05 13:28:11 +01:00
lawnjelly f4c5092027 Portals - rooms_set_active needs Editor check
Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
2021-08-05 13:14:00 +01:00
kleonc 063d1a5d53 TabContainer: Fix error on removing top-level Control child, Remove _get_tab method 2021-08-04 22:10:06 +02:00
Yuri Sizov e7bd53b690 Make theme item overrides more obvious in the Inspector 2021-08-04 17:02:00 +03:00
Haoyu Qiu 87e49183bc Fix various i18n failures 2021-08-03 23:36:43 +08:00
kleonc 8274d18244
TabContainer Fix moving dropped tab at incorrect child index
(cherry picked from commit a5a4532378)
2021-08-03 10:20:18 +02:00
foxydevloper f807c7e569
Name nodes added from drag & drop by `name_casing`
(cherry picked from commit 07a8f0fe38)
2021-08-03 10:18:04 +02:00
Raul Santos d46d66020e
Fix forward calculation in PathFollow3D for the position at the end of the curve
(cherry picked from commit e23f6a5bba)
2021-08-03 10:18:04 +02:00
Rémi Verschelde 69c194736d
VariantParser: Fix uninitialized ResourceParser funcs
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.

Fixes crash part of #42115.

(cherry picked from commit f3aaa713d9)
2021-08-03 09:33:25 +02:00
vitika9 bea67d7763
Fixed Camera2D's reset_smoothing() does not work as described
(cherry picked from commit 22eaec6895)
2021-08-03 09:15:33 +02:00
Rémi Verschelde 08b67aabb8
Merge pull request #51193 from timothyqiu/atp-remove
memdelete the node in AnimationTreePlayer.remove_node
2021-08-03 08:08:22 +02:00
Rémi Verschelde 7b97243521
Merge pull request #51040 from nekomatata/layer-grid-32-3.x
[3.x] Refactor layer property editor grid
2021-08-02 21:14:43 +02:00
Haoyu Qiu 859922a5f0 Delete the node in AnimationTreePlayer.remove_node 2021-08-03 00:12:04 +08:00
Rémi Verschelde 73c6ab0215
Merge pull request #51152 from lawnjelly/portals_improve_ui 2021-08-02 14:40:18 +02:00
lawnjelly 2eae35693e Portals - change import naming convention to postfix
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
2021-08-02 11:04:02 +01:00
lawnjelly 8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00
lawnjelly 776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Marcel Admiraal e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
PouleyKetchoupp e0e9f575ae Refactor layer property editor grid
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
2021-07-30 11:43:04 -07:00
Rémi Verschelde 9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
Rémi Verschelde 7f4eafa6f2
Merge pull request #50983 from Calinou/editor-use-bullet-points-3.x
Use bullet points in the editor instead of dashes where relevant
2021-07-30 13:42:27 +02:00
Aaron Franke e47018ffa4
[3.x] Fix building with the FreeType module disabled 2021-07-29 21:47:40 -05:00
lawnjelly d578ea99b9 Portals - fix gizmo margin scaling
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.

This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.

This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
2021-07-29 18:58:19 +01:00
Rémi Verschelde bab9c02f47
Merge pull request #51014 from pycbouh/core-texture-webp-crash-3.x
[3.x] Fix a crash when trying to load a WebP `StreamTexture`
2021-07-29 16:00:30 +02:00
Rémi Verschelde 7a35eec705
Merge pull request #50979 from lawnjelly/portals_autoplace_priority_setting 2021-07-29 15:46:01 +02:00
Yuri Sizov 62f7eb7b2f Fix a crash when trying to load a WebP StreamTexture 2021-07-29 16:00:04 +03:00
lawnjelly e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
Hugo Locurcio 10ef55ce23
Use bullet points in the editor instead of dashes where relevant 2021-07-28 19:47:11 +02:00
lawnjelly d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00
lawnjelly d7d7abf057 Portals - fix autolink portals to detect internal
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.

This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
2021-07-28 15:54:45 +01:00
Rémi Verschelde 56d7de2208
Merge pull request #50909 from fabriceci/fix-multiple-direction-collision-3x
[3.x] Allow multiple collision direction at the same time
2021-07-27 19:10:52 +02:00
Rémi Verschelde 717ba8f9d8
Merge pull request #50932 from lawnjelly/portals_fix_margin_loading
Portals - Fix default portal margin loading
2021-07-27 13:09:01 +02:00
lawnjelly d012a26e6a Portals - Fix default portal margin loading
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.

This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.

This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
2021-07-27 11:48:34 +01:00
Haoyu Qiu eb31a39e82
Add check to internal methods to prevent crash
(cherry picked from commit 448295cd51)
2021-07-27 12:17:14 +02:00
Rémi Verschelde 6a6b6fa5cb
Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
Haoyu Qiu fb15adfad0 Fix crash when executing PopupMenu.new()._submenu_timeout() 2021-07-27 12:11:28 +08:00
fabriceci aaf09f864a Allow multiple collision direction at the same time 2021-07-26 20:11:22 +02:00
Haoyu Qiu 2131b3c61c Fix selection of spaced atlas tile when using priority 2021-07-26 20:05:59 +08:00
Hugo Locurcio 974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
lawnjelly 5e59f7ce3a Portals - Config warning for Rooms with too many planes
Just a small addition, a config warning if the user creates a Room with a large number of bounding planes, letting them know to simplify it.
2021-07-23 10:19:09 +01:00
lawnjelly c2dd51a85e Portals - fix adding statics twice
Due to an oversight in the autoplace recursive search for static objects, static objects were getting added twice to the portal renderer, which meant they were being rendered twice, lowering performance.

This PR corrects this horrendous error.
2021-07-22 20:23:57 +01:00
Rémi Verschelde 86054e00bf
Merge pull request #50446 from AnilBK/graphnode-improv-3.x
[3.x]Add missing graphnode setters.
2021-07-22 16:41:20 +02:00
Rémi Verschelde e3c545668b
Merge pull request #50112 from lawnjelly/camera_2d_current
Most recently added current Camera2D takes precedence
2021-07-22 12:16:44 +02:00
lawnjelly 83f1377a8f Portals - lift roomlist restrictions and fix link bug
Allows users to have the RoomManager as the roomlist.

Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.

Adds a PortalEditorPlugin allowing you to flip individual portals.
2021-07-20 19:05:16 +01:00
lawnjelly 06d66488c2 Portals - Add the ability to autoplace static objects
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
2021-07-20 13:24:30 +01:00
Tomasz Chabora d966f00954
Calculate __focus_rect when TreeItem is focused
(cherry picked from commit 2035992a07)
2021-07-20 13:05:14 +02:00
Eric M 7b6b402a0c
Added Node name to print() when printing Nodes.
(cherry picked from commit 3ca25ffe8a)
2021-07-20 13:05:09 +02:00
Rémi Verschelde 2ee38416a4
Merge pull request #50507 from Calinou/light-tweak-property-hints
Tweak Light property hints for greater flexibility
2021-07-20 11:13:16 +02:00
Aaron Franke 7dc2edc430
[3.x] Allow reading shaders from .gdshader files 2021-07-19 23:34:23 -04:00
Rémi Verschelde 526447b86f
Merge pull request #50495 from nekomatata/move-and-slide-fixes-3.x
[3.x] Backport KinematicBody move_and_slide and move_and_collide fixes
2021-07-19 20:11:51 +02:00
PouleyKetchoupp beeebb4c2f More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:17 -07:00
PouleyKetchoupp 2fbb6fff4e Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:16 -07:00
Yuri Sizov e05eb8a6ad Make zoom limits and step adjustable in GraphEdit 2021-07-16 22:43:28 +03:00
Rémi Verschelde 4d3c11e85e
Merge pull request #49446 from nekomatata/sync-to-physics-3d-3.x
[3.x] Support for 3D sync to physics
2021-07-16 07:15:17 +02:00
Hugo Locurcio 0fe771dfe5
Tweak Light property hints for greater flexibility
- Specular can now be set above 1.0.
- Some properties now allow more precise values.
- The Bake Mode property hint was changed to be more descriptive.
- The maximum shadow bias values were adjusted to follow the property
  hints in `master`.
2021-07-16 04:12:10 +02:00
kobewi 557a1f6232 [3.x] Update Tree when modified 2021-07-15 18:19:29 +02:00
Rémi Verschelde 26d0c90370
Merge pull request #50477 from lawnjelly/portals_autolink_order
Portals - fix autolink sprawling, refine logs
2021-07-15 15:22:53 +02:00
lawnjelly 44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
kobewi dd62aa1bf9 [3.x] Fix valign with stylebox borders 2021-07-15 13:58:18 +02:00