Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.
Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).
Modification : An error message on null check test has been added to prevent crash.
Fix#46013.
This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
- Added new_copy to all types, since trivial copy won't work for all
types.
- Added functions to convert from String to char array types, which is
not provided by the methods bound in Variant.
- Added operator index to String.
- Added missing cstring version of some Variant functions. They existed
in the header but didn't have the implementation and were missing from
the gdnative_api.json file.
- Added support for static calls on Variant types.
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.
If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
Make sure that RemoteDebuggerPeer wait at least 100us between polls
(effectively forcing a min tick of 100 microseconds).
This greatly improve performances (the call to poll was useless since
during low traffic, writes would always be available, and during high
traffic, reads would always be available, effectively making it a
busy-waiting loop). We could further improve this, by separating the two
polls, and adjust the min tick based on load, but this is most likely
more than enough already without sacrificing too much on high loads.