Commit Graph

275 Commits

Author SHA1 Message Date
Rémi Verschelde 91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
kobewi 1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Rémi Verschelde 7764151bc1 Rename properties unnecessarily using slash (`/`) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00
Yuri Sizov 1a24c9e14b Make `_validate_property` a multilevel method 2022-08-22 18:35:11 +03:00
RedMser c25b8f2876 Remove unintentional PROPERTY_USAGE_INTERNAL
The flag only matters for property definition,
but was also used in _validate_property a lot.
2022-08-18 16:25:00 +02:00
Silc Renew 7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
FireForge 4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
Aaron Franke 5dc3bfb80e
Use suffixes for units in nodes and resources 2022-05-19 14:34:27 -05:00
Ricardo Buring f072aa69a9 Add motion parameter to toggle whether recovery is reported as a collision
This makes the intent explicit in each use case.
2022-05-18 16:40:29 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde 931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Rémi Verschelde a817bd96c0
Merge pull request #59297 from fabriceci/fix-jitter-2D-slight-slope 2022-04-29 15:33:45 +02:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
Rémi Verschelde 212989d467
Merge pull request #59438 from fabriceci/fix-move-and-collide-reported-collisions
Fix wrong collision reported on move_and_collide
2022-04-28 18:47:22 +02:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde 324215c485
Merge pull request #59525 from fire-forge/fix-group-names 2022-03-28 21:44:35 +02:00
FireForge 88b09694e7 Fix inspector group name capitalization 2022-03-28 14:02:06 -05:00
Rémi Verschelde 7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
fabriceci e2812fcb0f When only a recovery occurs, don't report a collision on move_and_collide 2022-03-23 10:24:35 +01:00
fabriceci 528dfbf63e Fix 2D jitter on slight slope 2022-03-21 09:08:52 +01:00
Chris Bradfield 849d34ba8e Rename motion_velocity to velocity 2022-02-22 23:31:33 -08:00
Rémi Verschelde 0f5455230c
Use `switch` consistently in `_notification` (`scene` folder) 2022-02-15 18:44:55 +01:00
fabriceci cc3c4d6323 Revert #53174 (applying the delta in move and collide), rename rec_vel to distance and improve the doc description 2022-01-26 23:09:30 +01:00
fabriceci 856142a97d rename free mode to floating mode 2022-01-24 15:19:43 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
PouleyKetchoupp 940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
fabriceci 3a4debfa59 Scales the horizontal velocity according to the wall slope in 2D 2021-11-19 14:09:17 +01:00
Rémi Verschelde 3668312e78
Merge pull request #54847 from nekomatata/fix-test-move-regression 2021-11-10 20:38:49 +01:00
PouleyKetchoupp 5da057adaf Fix test_move reporting collision when touching another body
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.

Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
2021-11-10 11:20:02 -07:00
PouleyKetchoupp bfd0d33244 Fix errors in CharacterBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
2021-11-10 08:27:33 -07:00
Hugo Locurcio c012fbc8b2
Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Camille Mohr-Daurat a57de3b818
Merge pull request #37880 from nekomatata/rigid-body-damping-override
Improved RigidDynamicBody linear/angular damping override
2021-11-01 11:24:01 -07:00
fabriceci ee3e43c853 Fix #54298 where a CharacterBody2D can be stuck on the wall. 2021-10-27 18:05:35 +02:00
PouleyKetchoupp daf7dcac7a Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative.

Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
2021-10-25 18:22:12 -07:00
Camille Mohr-Daurat 342c1bf1e2
Merge pull request #53054 from MaxLap/doc_shape_signals
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14 14:31:58 -07:00
Maxime Lapointe b66fdb8dd2 Improve area/body_shape_entered/exited signals parameter names and doc
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-14 15:41:26 -04:00
PouleyKetchoupp 4f8d761be6 Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.

Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
PouleyKetchoupp 3ae5687d48 Script interface improvements for test body motion
-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
2021-10-04 10:49:10 -07:00
Camille Mohr-Daurat 95432893e2
Merge pull request #53272 from fabriceci/bug-platform-ceiling
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
2021-09-30 18:05:52 -07:00
fabriceci 3fa76dfe58 Fix body stuck on descending platform 2021-09-30 23:55:50 +02:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
PouleyKetchoupp d0ec46be68 Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00
fabriceci bd411ae187 Add latest changes added in the 3D version 2021-09-30 16:50:07 +02:00
Rémi Verschelde 5d6a98f04e
Merge pull request #53239 from nekomatata/fix-animatable-body-initial-state 2021-09-30 15:15:00 +02:00
PouleyKetchoupp 6e6f292f15 Fix AnimatableBody moving and colliding during the first frame
_update_kinematic_motion() shouldn't be called in the constructor
It's too early and causes a first call to set the body position to 0.
Then the second call to set the actual position triggers kinematic
motion, colliding with objects on the path to the initial position.

Side effect of sync to physics now enabled by default.
2021-09-29 18:30:57 -07:00
Camille Mohr-Daurat 341b532d5e
Merge pull request #52754 from nekomatata/dynamic-body-modes
Clarify RigidDynamicBody modes
2021-09-28 17:11:17 -07:00
fabriceci 60fee25c44 Apply delta in move and collide 2021-09-28 14:53:24 +02:00
Rémi Verschelde 60988a06c2
Merge pull request #52953 from nekomatata/fix-collision-recovery-depth 2021-09-28 12:11:38 +02:00
PouleyKetchoupp bf523a2b2a Improved logic for CharacterBody collision recovery depth
Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.

Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter

Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27 15:31:41 -07:00