Commit Graph

597 Commits

Author SHA1 Message Date
Aaron Franke f201382a85
[3.2] Use instance and first arg in Basis is_equal_approx
Discards the second argument.
2021-02-09 05:09:51 -05:00
Pedro J. Estébanez ae215451fc Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).

(cherry picked from commit a2b3a73e2d)
2021-02-05 09:26:09 +01:00
lawnjelly 00bd087d82 BVH add support for visibility (activation)
A major feature lacking in the octree was proper support for setting visibility / activation. This meant that invisible objects were still causing lots of processing in the tree unnecessarily.

This PR adds proper support for activation, items are temporarily removed from the tree and collision detection when inactive.
2021-01-30 13:21:40 +00:00
lawnjelly df18f72384 BVH fix pairing AABB init and mask checks
Fix bug whereby AABBs were reused from previous items due to use of a pool, resulting in missed collisions.
Also use full mask collision checks for all cases except generic update.
2021-01-28 14:01:03 +00:00
lawnjelly ba5e4d8baa BVH fix stale changed items, causing dangling pairs
In the octree collisions are flushed as objects are moved, whereas in the BVH they are usually flushed once per frame.

This was causing problems in the render tree in some rare situations where objects were being created (perhaps deleted and recreated using the same handle in the same frame). This PR flushes the collisions before creating objects, and set_pairable.

set_pairable may not be necessary but it is done for safety until proven not necessary.

Also a small potential for a bug is closed in remove_unordered use.
2021-01-27 16:14:32 +00:00
lawnjelly 4954a869bb BVH render tree new updating scheme
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.

Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
2021-01-19 14:24:32 +00:00
lawnjelly a241aeb289 Fix BVH set_pairable and masks.
Calling set_pairable now will update collisions (rather than waiting for the next item_move).

Mask behaviour used for pairing now (hopefully) matches octree.
2021-01-17 15:00:49 +00:00
JFonS 7d7d7ef16d CPU lightmapper formatting and minor fixes. 2021-01-14 18:08:33 +01:00
JFonS 112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
lawnjelly 7b33050b3d BVH - fix physics expecting plus one based IDs.
Godot physics relies on ID zero being invalid, whereas BVH 0 is a valid ID.
2021-01-14 13:26:44 +00:00
Rémi Verschelde b9c5e2f9eb
doc: Sync classref with current source
And fix copyright headers in new code.
2021-01-13 16:55:27 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde 188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
lawnjelly 690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00
Andrii Doroshenko (Xrayez) 47899e67c5 Add ability to restore `RandomNumberGenerator` state
3.2 version of b5107715f1.

`get_seed()` still returns the previous state and not the initial seed,
because users may rely on this behavior for resetting the state in 3.2.
Documented this is going to be fixed in 4.0.

Co-authored-by: MidZik <matt.idzik1@gmail.com>
2021-01-08 15:02:02 +02:00
Mai Lavelle 43910510e0
Fix xform_inv of Plane, intermediate results were ignored
(cherry picked from commit 4cb070e590)
2021-01-05 21:33:33 +01:00
Aaron Franke 1bb81488bb
Minor clamp and float fixes
(cherry picked from commit ee79fc627c)
2020-11-11 15:30:57 +01:00
Rémi Verschelde 2652f6fc69
doc: Override default value for RandomNumberGenerator.seed
It's non-deterministic so it's better to show a fixed value like 0 instead of
having it potentially change whenever `randomize()` is called.

Fixes #43317.

(cherry picked from commit 35e6070a35)
2020-11-11 15:30:56 +01:00
Andrii Doroshenko (Xrayez) 943db2ca34
Make `randbase` member protected in `RandomNumberGenerator`
Allows to extend `RandomNumberGenerator` via C++ modules.

(cherry picked from commit 1923f0d302)
2020-10-28 14:05:42 +01:00
Rémi Verschelde 66cbcc1b7e
Merge pull request #41123 from lawnjelly/octree_fix
Optimize octree and fix leak
2020-09-30 23:11:31 +02:00
Aaron Franke 1dcbcaaa0d
Change inequality comparison operators to use exact equality
(cherry picked from commit d0a1399a1b)
2020-09-24 14:43:08 +02:00
Rémi Verschelde c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Rémi Verschelde cb78a5d7ae
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
Marcel Admiraal 3697cc479d
Initialise Basis elements with a default Basis in the declaration.
Ensures a valid Basis is created with all constructors.

(cherry picked from commit 9149fb760c)
2020-09-08 15:04:54 +02:00
lawnjelly 667c970b77 Optimize octree and fix octree leak
Prevents adding new octants until a limiting number of elements have been added to the current octant. This enables balancing the benefits of brute force against the benefits of spatial partitioning. The limit can be set per octree.

Project settings are added for rendering octree to set the best balance per project depending on number of tests per frame / tick, and the amount of editing of the octree.

Fixes octants being leaked when removing elements.

Optimize octree with cached linear lists

Storing elements in octants using linked lists is efficient for housekeeping but very slow for testing. This optimization stores additional local_vectors with Element pointers and AABBs which are cached and only updated when a dirty flag is set on the octant.

This is selectable with 2 versions of Octree : Octree and Octree_CL, Octree being the old behaviour. At present the cached list version is only used for the visual server octree (rendering) as it has only been demonstrated to be faster there so far.

This uses slightly more memory (probably a few kb in most cases) but can be significantly faster during testing (culling etc).

Co-authored-by: Sergey Minakov <naithar@icloud.com>
2020-08-18 11:02:21 +01:00
Aaron Franke 3ab5183ffa
[3.2] Backport core documentation changes to 3.2
Also add AABB.abs()
2020-07-21 21:22:54 -04:00
Rémi Verschelde 571a0c60c0 Revert "Implement Skew in Node2D"
This reverts commit 7f61710183.

See #38868, in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.

This can be cherry-picked anew once a fix for #38868 has been found.
2020-06-22 10:26:06 +02:00
Aaron Franke 6e3a1074ce Simplify Transform2D get_rotation
(cherry picked from commit 0fa478a050)
2020-06-18 11:29:28 +02:00
Andrea Catania 74d10e766e - Added more euler rotation orders support.
- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.

This work has been kindly sponsored by IMVU.

(cherry picked from commit 2331300989)
2020-06-18 11:29:28 +02:00
ntfs.hard a822d1f133 Fix for Expression class: inner string can be single quoted
(cherry picked from commit ec164b2301)
2020-06-11 09:41:13 +02:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde 51de6732c9 AStar: Make get_closest_point() deterministic for equidistant points
Closes godotengine/godot-docs#3667.
Supersedes #39405.

(cherry picked from commit 187ba4c5a8)
2020-06-10 15:30:52 +02:00
Marcel Admiraal fa11b5d754 Check for empty vectors before trying to access a pointer to the first
element in Octree<T, use_pairs, AL>::cull_convex().

(cherry picked from commit 54c36adbec)
2020-05-05 13:41:29 +02:00
Juan Linietsky 7f61710183 Implement Skew in Node2D
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it  to the rotation to get the effect on y-axis

(cherry picked from commit efb1f7d76b)
2020-05-04 16:10:22 +02:00
Kiri Jolly bac44ee19f Fixed false positives in the culling system.
This fixes numerous false positives coming out of the culling system.

AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.

Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
2020-04-28 17:14:06 -07:00
Marcel Admiraal e869da9665 Remove unnecessary check for zero determinant in Basis::orthonormalize().
(cherry picked from commit 8e6e91f2cd)
2020-04-16 12:57:22 +02:00
Yuri Roubinsky 5914fdc067 Implements estimate/compute_cost for AStar2D
(cherry picked from commit bad77bcb52)
2020-04-16 11:35:52 +02:00
Bastiaan Olij a7438f0e61 Fix aspect ratio on hmd projection matrix 2020-04-05 16:58:33 +10:00
Michael Alexsander bd2a2a7e40 Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
(cherry picked from commit 8c8c48a7ad)
2020-03-06 23:51:26 +01:00
Rémi Verschelde 105b7468b1 Expression: Fix parsing integers as 32-bit
(cherry picked from commit ceba2b6761)
2020-03-04 12:40:14 +01:00
nathanwfranke 2d8289579a Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit


(cherry picked from commit e5cb557b73)
2020-02-14 15:56:12 +01:00
Hugo Locurcio a002b93d86
Add explanations for errors related to Vector/Quat normalization 2020-01-24 14:19:23 +01:00
lawnjelly eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Danil Alexeev 134755ebcf Add ord() function to Expression class
The ord() function was recently added in GDScript and VisualScript,
but was missed in the Expression class.
2019-12-29 09:20:10 +03:00
Rémi Verschelde f111d1aaed Drop b2d_convexdecomp. no longer necessary.
We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.

Follow-up to #34293.
2019-12-13 23:29:52 +01:00
Rémi Verschelde 2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Andrii Doroshenko (Xrayez) 749d917424 Fix severe performance drop while deflating polylines
Underscaled arc tolerance produced very small values so that changes
to this parameter were negligible when scaled internally, hence significant
performance drop (lots of intermediate points inserted in an arc). Now the
performance is mostly the same compared to other types of offsetting
(SQUARE, MITER).
2019-12-03 15:43:59 +02:00
Rémi Verschelde 083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut 99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
stoofin 8abd64dcbb
Fixed bug caused by a copy/paste error in Face3::get_closest_point_to
s * edge0 = -d / a * edge0 = -edge0⋅v0 / (edge0⋅edge0) * edge0 = vector projection of -v0 onto edge0

By incorrectly using -e/c instead of -d/a, Face3::get_closest_point_to was returning the wrong point in certain cases.  Specifically, I noticed it returning vertex[0] when it should have been returning vertex[1].
2019-11-19 22:30:28 -08:00
Shiqing aac7ddf89f Emit an error rather than crash in A* 2019-11-08 20:32:50 +08:00
Rémi Verschelde 77816fea8b
Merge pull request #32477 from aaronfranke/equal-approx-separate
Make is_equal_approx separate and make == exact again
2019-11-07 14:54:15 +01:00
Rémi Verschelde ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Aaron Franke 8754e21f48
Fix "seperate" typos 2019-10-31 08:52:26 -04:00
Aaron Franke 218f38c7ec
Expose is_equal_approx and restore == to be exact again
This commit changes behavior for GDScript and C#.

Also did some organizing of the order to logically group related methods, mostly for Rect2 and AABB.
2019-10-14 16:48:59 -04:00
Aaron Franke aeb7075628
Replace vector == and is_zero_approx(distance) with is_equal_approx
Internal changes only
2019-10-14 16:47:42 -04:00
Aaron Franke 86922ff70b
Make is_equal_approx separate for structures
This commit adds exposed behavior for C#
2019-10-14 16:46:54 -04:00
Aaron Franke 643874f8ca
[Mono] Change Plane intersect methods to return nullable Vector3 2019-10-08 22:47:22 -04:00
Rémi Verschelde 106e21fd5f
Merge pull request #32478 from AlexHolly/fix-rect2-encloses
Make Rect2.encloses return true on same size
2019-10-08 16:21:45 +02:00
Marcel Admiraal c2aa3e2351 Remove circular include between core/typedefs.h and core/error_macros.h 2019-10-08 11:03:57 +02:00
Marcel Admiraal 40197685bb Remove circular dependency between Vector3 and Basis. 2019-10-07 16:26:27 +02:00
Alexander Holland a681c90009 Make Rect2.encloses return true on same size 2019-10-02 03:27:48 +02:00
Shiqing c2b824687d Reduce memory usage for edges in A* and add tests 2019-09-28 16:17:52 +08:00
Rémi Verschelde 7a67ae01a4
Merge pull request #32249 from hbina/a_star_ignore_disabled
Add option to consider disable points
2019-09-27 22:41:49 +02:00
Hanif Bin Ariffin 7b3790d2cc Add option to consider disable points
Previously, disabled points will not be considered when performing
get_closest_point. This commit changes that by introducing an additional
flag for this behavior. Related issue: #31814
2019-09-27 11:24:59 -04:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde 823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde 159470df08
Merge pull request #32275 from godotengine/skin_support
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Marios Staikopoulos 11e09e59d1 GLTF2 Import Fixes - Skin(s) to Skeleton - Skin Support 2019-09-20 23:08:58 -07:00
Shiqing 98136418ac Improve support for directed graphs in AStar 2019-09-11 15:41:14 +08:00
Rémi Verschelde 726711d8c5
Merge pull request #31756 from raphael10241024/fast_aabb_transform
a faster function to transform aabb
2019-09-03 12:26:43 +02:00
Aaron Franke f8b4cf0fc4
Check for exact equality before approximate equality 2019-09-01 14:02:14 -04:00
Andrii Doroshenko (Xrayez) 08272585e9 Remove redundant transform method in Geometry singleton
Transform2D's xform method can be used instead which handles
`PoolVector2Array` now (as well as 3D version).
2019-09-01 14:34:51 +03:00
Rémi Verschelde c693b5a5bd
Merge pull request #31761 from Xrayez/trans2d-vector2array
Add transform methods for PoolVector*Array
2019-09-01 13:07:25 +02:00
Rémi Verschelde 69de1eca01
Merge pull request #31667 from YeldhamDev/geometry_point_circle_cleanup
Add 'is_point_in_circle()' to Geometry class, and general file cleanup
2019-09-01 12:59:49 +02:00
Andrii Doroshenko (Xrayez) 07cff56f48 Add transform methods for PoolVector*Array
Similarly to `Vector2` and `Rect2` transforms in 2D and Vector3, Plane,
and AABB in 3D. PoolVector2Array and PoolVector3Array were the only
missing Variant types in both Transform2D and Transform respectively.
2019-08-29 14:47:33 +03:00
RaphaelHunter e7febd72d6 a faster funtion to transform aabb 2019-08-29 14:17:08 +08:00
Aaron Franke 34ab6549b1
[Mono] Various Color improvements
I also slid in a fix to C++ Vector3 > and >=
2019-08-27 22:05:18 -04:00
Michael Alexsander Silva Dias 6cc54a5864 Add 'is_point_in_circle()' to Geometry class, and general file cleanup 2019-08-27 18:01:05 -03:00
Robin Hübner 1031833fb0
allow to reserve space in OAHashMap explicitly and also in AStar.
* also handle overflow occurring in _get_probe_length
2019-08-27 00:38:35 +02:00
Rémi Verschelde 51d50e167d
Merge pull request #31094 from aaronfranke/vector-sign-mod-etc
Add Vector2/3 sign and posmod functions, axis, docs, misc additions
2019-08-23 09:07:47 +02:00
Rémi Verschelde 99980d856b
Merge pull request #29871 from Faless/crypto/initial_pr
More Crypto, SSL server, crt/key as Resource, HashingContext
2019-08-21 18:03:03 +02:00
Rémi Verschelde 05a4310899
Merge pull request #31402 from profan/perf/astar-improvements
A* performance improvements, use OAHashMap.
2019-08-21 11:27:12 +02:00
Robin Hübner 4bac393549
astar performance improvements, use oahashmap 2019-08-21 08:47:55 +02:00
Rémi Verschelde a8db4c848d
Merge pull request #31395 from ptrojahn/floatsarenasty
Replace is_zero_approx(A.distance_to(B)) with A==B
2019-08-20 12:54:40 +02:00
Paul Trojahn 7c9c6df7e4 Replace is_zero_approx(A.distance_to(B)) with A==B
Related to #22988 (Fixes the holes in the shape of
the first comment)
2019-08-19 18:16:58 +02:00
Fabio Alessandrelli c19871af6d Move CryptoCore to it's own folder.
Crypto classes will be placed in core/crypto.
2019-08-19 16:31:05 +02:00
Fabio Alessandrelli 5cb41faece Fix CryptoCore signatures, add SHA1 context.
Fix hash size in SHA256 signature
Fix source parameter in hash context update function to be const.
Add SHA1 hash context.
2019-08-19 16:29:37 +02:00
Aaron Franke 092346d82b
Add Vector2/3 sign and posmod functions, misc additions
Also make the docs more consistent, add Axis enum to Vector2, add > and >=. and C# also gets % and an override for vector-vector mod.
2019-08-17 18:31:55 -04:00
Braden Bodily 71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Rémi Verschelde 6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
2019-08-14 13:45:54 +02:00
Robin Hübner 7092dd9d58
remove unused self list include from astar 2019-08-13 18:28:56 +02:00
IAmActuallyCthulhu 82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Aaron Franke 85f13a0d24
Add Basis constants and format Transform constants 2019-08-09 11:34:54 -07:00
Aaron Franke a9c10450bd
[Core] [Mono] Optimize Wrap functions
Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
2019-08-04 20:38:38 -07:00
Rémi Verschelde 1481d299ea
Merge pull request #30776 from akien-mga/editor-configurable-float-step
Inspector: Make default float step configurable
2019-07-25 10:33:45 +02:00
Michael Alexsander Silva Dias 12ae7a4c02 Update some dead links in the codebase 2019-07-23 21:06:12 -03:00
Rémi Verschelde d844e30614 Inspector: Make default float step configurable
Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).

Supersedes #25470.
Partial fix for #18251.
2019-07-23 17:31:38 +02:00
Rémi Verschelde 60efd67034
Merge pull request #30693 from Chaosus/lerp_angle
Added lerp_angle built-in function
2019-07-20 13:37:13 +02:00
Rémi Verschelde d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
Chaosus 6694c119d0 Added lerp_angles built-in function
Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
2019-07-20 12:59:41 +03:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Aaron Franke a60f242982 Add integer posmod and rename default arg names
"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.

I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
2019-07-18 16:33:43 -04:00
Rémi Verschelde dfe228a865
Merge pull request #30341 from Toshiwoz/master
when doing Vector3 slerp it is not necessary to have it normalized.
2019-07-12 10:27:38 +02:00
Rémi Verschelde 34d7484039
Merge pull request #30455 from qarmin/const_reference
Pass by reference to const
2019-07-10 15:43:15 +02:00
qarmin 01cc7a996b Use reference to constant in functions 2019-07-10 11:54:12 +02:00
Rémi Verschelde f1a37be69c SCons: Fix MBEDTLS_CONFIG_FILE string escape
Fixes #30431, regression from #30277.
2019-07-08 18:05:48 +02:00
Rémi Verschelde 44db85d6f6
Merge pull request #30382 from simonpuchert/geo-opt
Some small optimizations in core/math/geometry.h.
2019-07-06 21:07:52 +02:00
Simon Puchert 4b78e17b15 Optimize get_closest_point_to_segment*.
By combining all scalar factors we can get rid of a scalar * vector
multiplication and a square root operation, since the resulting formula
only uses the squared length.
2019-07-06 17:41:13 +02:00
Ibrahn Sahir 4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Toshiwo 3aff645114 when doing Vector3 slerp it is not necessary to have it normalized. 2019-07-05 11:17:52 -05:00
Fabio Alessandrelli 24c52f1c2e Add b64 to string helper in CryptoCore 2019-07-03 18:42:46 +02:00
Rémi Verschelde b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Fabio Alessandrelli 564d93ff10 CryptoCore class to access to base crypto utils.
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.

To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.

If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.

Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
2019-07-02 12:36:27 +02:00
Rémi Verschelde b0ce9401ff
Merge pull request #30126 from qarmin/remove_unnecessary_code
Remove unnecessary code and add some error explanations
2019-07-01 14:32:04 +02:00
qarmin 3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Rémi Verschelde 1df38f2372
Merge pull request #30112 from AgentEnder/master
AStar get_current_point enabled consideration
2019-06-29 13:45:17 +02:00
Craigory V Coppola dc9659a9bf AStar get_closest_point/get_closest_position_in_segment enabled consideration 2019-06-29 02:04:13 -05:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 43a9b8c76c
Merge pull request #27237 from Chaosus/astar_2d
Added 2D functions to AStar
2019-06-19 15:07:59 +02:00
Chaosus cc94a95fc9 Fix AStar set/is_point_disabled crash 2019-06-18 08:02:41 +03:00
Rémi Verschelde bd937ea397
Merge pull request #29488 from Daw11/astar-remove-node
Fix the performance of remove_point of AStar
2019-06-13 20:36:25 +02:00
Rémi Verschelde b44488d823
Merge pull request #29702 from KoBeWi/fix_random_crash
Validate parameters of randi_range()
2019-06-12 23:07:39 +02:00
Tomasz Chabora d89478975f Validate parameters of randi_range() 2019-06-12 19:46:07 +02:00
Rémi Verschelde 73960e585b
Merge pull request #27193 from toasteater/fix/pcg-randf
Improved uniformity of RandomPCG::randf.
2019-06-12 15:21:58 +02:00
Toshiwo 416a7d06de Fix Vector3 slerp method normalizing cross product 2019-06-07 11:28:50 -05:00
Daw11 605c5c71f4 Save inside the Points of AStar the neighbours that aren't connected
Improve the performance of remove_point because it doesn't have to search every neighbour of every node
2019-06-04 21:39:44 +02:00
Rémi Verschelde 3c4fab295b
Merge pull request #27789 from Giacom/move_towards
Added move_toward functions for float, Vector2 and Vector3
2019-06-01 12:05:18 +02:00
Chaosus 0bc37de744 Added 2D functions to AStar 2019-05-30 07:10:07 +03:00
Giacom c00427add3 Added move_toward functions for float, Vector2 and Vector3 2019-05-28 11:39:35 +01:00
Rémi Verschelde 7487d2f852
Merge pull request #28957 from aaronfranke/basis-optimize
Optimize Basis constructor for Axis Angle
2019-05-27 17:42:43 +02:00
Andrii Doroshenko (Xrayez) 24e9a881c0 Expose 2D Delaunay triangulation in Geometry singleton
Can be used via scripting as `Geometry.triangulate_delaunay_2d(points)`

The interface is the same as in `Triangulate` library, returning indices
into triangulated points.
2019-05-24 13:10:13 +03:00
Andrii Doroshenko (Xrayez) 883ef8570a Expose 2D polygon boolean operations in Geometry singleton
Clipper 6.4.2 is used internally to perform polypaths clipping, as well
as inflating/deflating polypaths. The following methods were added:

```
Geometry.merge_polygons_2d(poly_a, poly_b) # union
Geometry.clip_polygons_2d(poly_a, poly_b) # difference
Geometry.intersect_polygons_2d(poly_a, poly_b) # intersection
Geometry.exclude_polygons_2d(poly_a, poly_b) # xor

Geometry.clip_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.intersect_polyline_with_polygon_2d(poly_a, poly_b)

Geometry.offset_polygon_2d(polygon, delta) # inflate/deflate
Geometry.offset_polyline_2d(polyline, delta) # returns polygons

// This one helps to implement CSG-like behaviour:
Geometry.transform_points_2d(points, transform)
```

All the methods return an array of polygons/polylines. The resulting
polygons could possibly be holes which could be checked with
`Geometry.is_polygon_clockwise()` which was exposed to scripting as well.
2019-05-22 17:12:39 +03:00
Rémi Verschelde e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Max Hilbrunner 33897d9b58
Merge pull request #28925 from Daw11/astar-sorted-array
Improve the performance of AStar
2019-05-18 23:20:02 +02:00
Aaron Franke 9ff708f008
Optimize Basis constructor for Axis Angle 2019-05-17 05:11:12 -04:00
Daw11 cc7be6c643 Use a binary heap for the open list of Astar 2019-05-16 20:14:35 +02:00
Daw11 28bff3d1ad Implement Lanczos image filter 2019-05-05 14:03:56 +02:00
Rémi Verschelde ae41e35191
Merge pull request #27676 from qarmin/small_fixes_2
Small fixes to static analyzer bugs
2019-05-01 08:19:04 +02:00
Aaron Franke 620ec4703f
Make "decimal" functions more consistent
In GDScript, rename "decimals" to "step_decimals". In C#, add "StepDecimals", but keep the old functionality in a method called "DecimalCount".
2019-04-30 13:49:17 -04:00
Rémi Verschelde d6b20e854c
Merge pull request #27294 from lupoDharkael/rect2i
Add missing methods to Rect2i
2019-04-30 11:46:40 +02:00
Aaron Franke b659e1eb2b
Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
Aaron Franke b2e1c9c276
[Core] Approximate equality 2019-04-25 13:20:29 -04:00
Hein-Pieter van Braam 5d33f241f0
Merge pull request #26064 from JFonS/add_frustum_camera_mode
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-23 06:20:13 +03:00
Juan Linietsky 04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00