Commit Graph

1966 Commits

Author SHA1 Message Date
Rémi Verschelde af0806722f
Merge pull request #47067 from nekomatata/cylinder-fix-margins
Fix Cylinder shape collision with margins when using GJK-EPA
2021-03-17 11:05:13 +01:00
Rémi Verschelde 3651406258
Merge pull request #47084 from nekomatata/cylinder-capsule-collision-fix
Fix capsule-cylinder collision in godot physics
2021-03-17 11:01:04 +01:00
Rémi Verschelde 08ca4184f4
Merge pull request #47024 from groud/navigation
Allow Navigation to be more flexible
2021-03-17 09:18:54 +01:00
PouleyKetchoupp 380f04fa0d Fix capsule-cylinder collision in godot physics
Test specific axes before falling back to GJK-EPA algorithm to get more
accurate separation axes for common cases, the same way it's done for
cylinder-cylinder collision.
2021-03-16 19:22:59 -07:00
Rémi Verschelde 9ca0d66a3b
Merge pull request #46984 from sboronczyk/fix-shader-issue
Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file
2021-03-16 23:32:06 +01:00
PouleyKetchoupp 93076ef117 Fix Cylinder shape collision with margins when using GJK-EPA
In the case of falling back to GJK-EPA algorithm to generate cylinder
contact points, margins were never taken into account.

This fixes the depenetration phase for kinematic bodies and allows
consistent floor detection for cylinder shapes.
2021-03-16 10:19:26 -07:00
Gilles Roudière ac7073f586 Allow Navigation to be more flexible 2021-03-15 15:58:59 +01:00
Kongfa Waroros 916e576021 Check if an input image wasn't Image on several functions in CameraFeed 2021-03-14 16:47:21 +07:00
sboronczyk 3e7c5d2ca5 fix issue vulkan crash on open shader materials 2021-03-13 22:54:33 +01:00
Bastiaan Olij f7cbeb0d1b Removed time duplicate from ForwardClustered. Just use the variable from its superclass 2021-03-11 18:08:10 +11:00
Bastiaan Olij 73b5eb2673 Combine init_gi and init_sdfgi into a single init 2021-03-11 18:07:33 +11:00
Bastiaan Olij 52ab369d5f Renamed one more Forward render struct and fixed typo 2021-03-11 14:18:05 +11:00
Bastiaan Olij dfc41eb6f6 Moving RendererStorageRD *storage to protected, no sense duplicating it in forward_clustered 2021-03-11 13:24:23 +11:00
Bastiaan Olij 01851defb5
Merge pull request #46811 from BastiaanOlij/rename_forward_renderer
Renaming RendererSceneRenderForward to ...ForwardClustered
2021-03-10 23:36:08 +11:00
Bastiaan Olij a895844c82 Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile 2021-03-10 22:34:50 +11:00
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Kyle 554990992a Fixes division by zero when 3d body does not have valid shape
Fixes #46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body.
Changed the comment style for the update_inertias method as well.
2021-03-08 19:25:26 -05:00
Rémi Verschelde 3856bc5afe
Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00
Ev1lbl0w 1f0b60c47d
Fix negative VRAM values 2021-03-05 21:48:20 +00:00
Alex Hirsch 426ef4b1ee Fix canvas renderer line width
fix #46644
2021-03-04 21:37:06 +01:00
Bastiaan Olij 760be46a81 Renamed SDGIShader to SDFGIShader and moved a bunch of things to private 2021-03-04 11:53:09 +11:00
Rémi Verschelde 8c45b1d61c
Merge pull request #46594 from asheraryam/fix-clip-content-master
Fix rounding error in Clip Content [4.0]
2021-03-02 17:07:00 +01:00
Rémi Verschelde 5885381373
Merge pull request #46581 from Riteo/fix-capsule-shape
Change CapsuleShape3D's collision detection axis to vertical
2021-03-02 16:46:48 +01:00
asheraryam c3d8538bb4 Fix rounding error in Clip Content
Rounds the position and size of the final clip rect to avoid flickering issues.

Fixes https://github.com/godotengine/godot/issues/46493
2021-03-02 18:36:28 +03:00
Riteo Siuga b24bba95d0 Change CapsuleShape3D's collision detection axis to vertical
This fixes an issue where its collision detection would actually work as if it had the old default orientation.
2021-03-02 08:33:44 +01:00
Rémi Verschelde da8eef486b
Merge pull request #46046 from BastiaanOlij/cleanup_gi
Moving GI and Sky code from RendererSceneRenderRD into separate classes
2021-03-01 19:34:53 +01:00
Rémi Verschelde e9cb64a8b5
Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret
Added missing returns on error scenarios
2021-03-01 09:36:15 +01:00
Yuri Roubinsky 19e0a1ec9d Fix parsing hexadecimal (lowercase `e`,`f`) in shaders 2021-03-01 09:08:44 +03:00
Ev1lbl0w 3d9ef1e4de
Added missing returns on error scenarios 2021-02-28 19:48:35 +00:00
Eryk Dwornicki fb9d6fcc6d Refactor removal of constraints from bodies in 2D joints 2021-02-27 20:52:01 +01:00
Eryk Dwornicki aa42e8920b Move removal of the constraints from bodies to Joint3DSW destructor
Joint3DSW instances are also destroyed without explicitly calling free()
for example when changing constrainted bodies at runtime using
set_node method.
2021-02-27 20:52:01 +01:00
booer 65975b9a08 Update Inspector when changing AudioEffectChorus voice_count
Fixes #31627.
2021-02-25 17:32:50 +01:00
Bastiaan Olij 1f96ba5141 Moving GI code into RendererServerGIRD
Moving Skyshader code into RendererServerSkyRD
2021-02-25 15:15:48 +11:00
Rémi Verschelde a930472319
Merge pull request #45863 from nekomatata/physics-queries-disabled-shapes
Fix physics queries not filtering out disabled collision shapes
2021-02-24 13:05:28 +01:00
Rémi Verschelde a527c6856b
Merge pull request #46045 from bruvzg/text_server_bmp_create
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24 12:55:36 +01:00
Yuri Roubinsky 571f4396ea Prevents shader crash if two struct with the same name are declared 2021-02-21 13:47:09 +03:00
Yuri Roubinsky f91e7e3ba4 Prevents shader crash if passing invalid struct to the return statement 2021-02-21 07:55:40 +03:00
Rémi Verschelde 6d0c502ee4
Merge pull request #46086 from ellenhp/new_resampling
Implement a new resampling algorithm in AudioStreamPlaybackResampled
2021-02-19 16:17:04 +01:00
Rémi Verschelde 0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Rémi Verschelde 5a9cab4fa4
Merge pull request #46199 from ellenhp/fix_distortion_filter
Prevent distortion filter from introducing NaNs in the audio buffer
2021-02-19 07:45:27 +01:00
Ellen Poe b6b97b86ab Prevent distortion filter from introducing NaNs in the audio buffer. 2021-02-18 16:53:26 -08:00
Clay John 32dec4accd
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
Use Interleaved gradient noise for shadow samples
2021-02-18 13:17:41 -08:00
Rémi Verschelde 247b7e2448
Merge pull request #46131 from bruvzg/move_tablet_to_ds
Move tablet driver API from OS to DisplayServer
2021-02-18 20:36:46 +01:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
bruvzg 3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde 5529fe5680
Merge pull request #46148 from nekomatata/fix-test-body-motion
Fix test_body_motion recovery and rest info
2021-02-18 14:15:30 +01:00
PouleyKetchoupp cff7a69aa0 Fix test_body_motion recovery
This change makes test_body_motion more reliable when the kinematic body
recovers from being stuck.

- When recovery occurs, the rest information is generated, in order to
make sure collision results from test_move, move_and_collide and
move_and_slide are consistent and return a collision in case of overlap.

- The new calculation for recovery vector makes sure the recovery is
never more than the overlap depth between shapes.
This can help with cases where the kinematic body overlaps with several
shapes.
Recovery is made iteratively, without forcing a full overlap at each
step. This helps with getting proper rest information when recovery
occurs.

- One Way Collision:
When attempting motion, contact direction is checked against motion
before skipping in order to solve cases where kinematic bodies can sink
into one-way collision shapes.
Rest info now sets max contact depth in order to properly handle one-way
collision.

- Low speed motion is now handled in the rest info, by never setting
min_allowed_depth lower than motion length.
Separation is always applied with full margin, otherwise contact is lost
when low speed motion occurs right after higher speed motion.

- Similar changes are applied to 3D in order to make 2D and 3D
consistent.
2021-02-17 19:02:59 -07:00
Kayomn fa8a47e1bf Fix math error in blend shape application tolerance 2021-02-17 10:30:29 +01:00