Commit Graph

1594 Commits

Author SHA1 Message Date
Rémi Verschelde
b99792b5d9
Merge pull request #54167 from brunosxs/fix-game-crash-when-sending-a-notification-from-a-camera-class 2021-11-16 14:11:14 +01:00
Camille Mohr-Daurat
74facb6d39
Merge pull request #54803 from goostengine/shape-cast-2d
Add `ShapeCast2D` node
2021-11-12 13:28:44 -07:00
Andrii Doroshenko (Xrayez)
6a67350910 Remove get_closest_* methods from ShapeCast2D
The physics API cannot provide needed functionality to ensure the correct behavior, which might lead to confusion (see `rest_info()`).

However `get_closest_collision_safe/unsafe_fraction()` methods are not removed, because they return correct result from `cast_motion()`.
2021-11-12 21:30:35 +02:00
Andrii Doroshenko (Xrayez)
f979d5977a Add ShapeCast2D node 2021-11-12 21:29:30 +02:00
Gilles Roudière
1224d7a25c Implement texture padding in TileSetAtlasSources 2021-11-12 15:14:10 +01:00
Camille Mohr-Daurat
11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
PouleyKetchoupp
c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
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
PouleyKetchoupp
3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
Andrii Doroshenko (Xrayez)
6742a338a8 Rename GradientTexture to GradientTexture1D
1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
2021-11-07 15:11:04 +02:00
Rémi Verschelde
13aaa73124
Merge pull request #54573 from nekomatata/query-parameters 2021-11-05 21:52:39 +01:00
PouleyKetchoupp
acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -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
Rémi Verschelde
25bea73544
Merge pull request #54527 from nekomatata/fix-polygon-bone-path-errors 2021-11-03 17:27:36 +01:00
PouleyKetchoupp
8d9619ad46 Fix errors with invalid bone node path in Polygon2D
NodePath properties are designed to be relative to the given node, so
validity checks are failing in the editor for Polygon2D nodes, which are
relative to the Skeleton2D node rather than the Polygon2D node.

Fixed by saving bone paths as String properties instead of NodePath.

Shouldn't cause a difference for performance since NodePath properties
are technically saved as String anyway.
2021-11-03 08:28:32 -07:00
Rémi Verschelde
87ddc5bbbf
Merge pull request #54104 from Scony/improve-navigation-obstacles
Improve NavigationObstacle3D usability
2021-11-03 10:13:53 +01:00
rafallus
770e3a8e51 Use Callable in Area monitor callback 2021-11-01 21:53:17 -06:00
Rémi Verschelde
529968df30
Merge pull request #54396 from groud/implement_terrain_other_brushes 2021-11-01 22:27:06 +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
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
Gilles Roudière
c609d39214 Implement missing TileMap brushes for terrains 2021-10-29 19:46:42 +02:00
Lyuma
c088a2dd89 Fix crash due to reentrancy in AudioStreamPlayer* finished signal.
This crash occurred when an audio stream finished playing in NOTIFICATION_INTERNAL_PROCESS,
during which it would iterate through a loop of playbacks,
leading to a "finished" signal, which removed the audio player from the tree
which led to a NOTIFICATION_EXIT_TREE,
which would mutate the array of playbacks while within the above loop.

This moves the signal callback outside of the loop which avoids the crash.
Note: previously, the signal was called multiple times if the same player finishes multiple times in one frame. Now it is at most once per frame.

Affects AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2021-10-28 19:45:29 -07:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Camille Mohr-Daurat
3c527dcbbd
Merge pull request #54157 from bjauny/fix_potential_nullpointer_collision3d
Fix potential null pointer use, based on #54094 fix
2021-10-27 12:40:50 -07:00
Bastien JAUNY
258b5d0019 Fix potential null pointer use, based on #54094 fix 2021-10-27 20:41:14 +02:00
Camille Mohr-Daurat
a1092d14c5
Merge pull request #54302 from fabriceci/fix-2D-character-stuck-on-wall
Fix #54298 where a CharacterBody2D can be stuck on the wall.
2021-10-27 11:24:52 -07:00
Gilles Roudière
756e76293f Implement runtime update of TileData object in TileMap 2021-10-27 18:32:52 +02:00
fabriceci
ee3e43c853 Fix #54298 where a CharacterBody2D can be stuck on the wall. 2021-10-27 18:05:35 +02:00
Gilles Roudière
a6584e4cb8 Optimize TileMap layers updates 2021-10-27 12:07:52 +02:00
Rémi Verschelde
01afa39d21
Merge pull request #54073 from groud/terrains_for_procgen 2021-10-26 08:15:07 +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
Pawel Lampe
fa26fb865f Improve NavigationObstacle3D usability
Fix NavigationObstacle3D to be attached to navigation map - without it
the NavigationObstacle3D is not working.

Replace radius approximation algorithm with simple "radius" property.
2021-10-25 19:57:33 +02:00
BrunoSXS
eb2deabffe Fixes a game crash caused by instantiating Camera2D and sending a notification from it before adding it to the tree. 2021-10-23 17:30:18 -03:00
Rémi Verschelde
e0f887accd
Merge pull request #54120 from zaevi/fix_null-ref_crashes 2021-10-23 19:00:12 +02:00
Zae
924c2078da Fix unexpected crashes in notification 2021-10-23 13:01:52 +08:00
Rémi Verschelde
9f7218eb69
Merge pull request #54088 from madmiraal/remove-unimplemented-methods 2021-10-22 12:59:32 +02:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde
133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Rémi Verschelde
e06d264362
Merge pull request #53990 from Kemikal1/master
Change the unreacheable return value of shape_find_owner()
2021-10-21 19:24:08 +02:00
Gilles Roudière
d1aef45072 Allow updating TileMap cells using surrounding terrains 2021-10-21 16:57:28 +02:00
kobewi
1a347e9cf3 Fix MeshInstance2D rect 2021-10-21 15:18:52 +02:00
Kemikal1
563d3dbf94 Change the unreacheable return value of shape_find_owner()
Update collision_object_3d.cpp

2d modified and UINT32 usage

Proper uINT32max usage

Change the unreacheable return value of shape_find_owner()

This reverts commit 5be98b81428169ba2dd5baecd00f1adfd9260e5c, reversing
changes made to efa3ff6b95.

Change the unreacheable return value of shape_find_owner()

changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit c81d1073ec21b4cde4684a6dbd595f3359283bad.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit 6dbd972aa5c4580d4f6270ead6c66eea18617f29.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit b769ac2d11ad12f02a388d9dad17519f81d9c3b6.

Revert "Revert "Revert "changed from 0 to uint32_max""""

This reverts commit 1e8d84f7ec12da01c3153e08bb8609cf2c6fd58a.

Revert "Revert "Revert "Revert "changed from 0 to uint32_max"""""

This reverts commit 0dc17abefad6d540c18bba7b4df9d8c04e090d0c.

Change the unreacheable return value of shape_find_owner()
2021-10-21 15:02:28 +03:00
Rémi Verschelde
da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Gilles Roudière
1a95f893c4 Implement TileMap patterns palette 2021-10-19 11:57:37 +02:00
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
Rémi Verschelde
004b44e915
Merge pull request #53767 from groud/improve_tile_set_change_performances 2021-10-13 16:03:31 +02:00
Gilles Roudière
0de2fce3e1 Greatly improve editor performances by deferring tiles related updates
Solve few update problems
2021-10-13 14:49:47 +02:00
Rémi Verschelde
8240a11ba0
Merge pull request #53761 from groud/fix_tilemap_memory_leak 2021-10-13 14:04:11 +02:00
Rémi Verschelde
a564dd7c6d
Merge pull request #53747 from manueldun/trailSectionSubdivCrash 2021-10-13 12:43:48 +02:00
Gilles Roudière
48fb43035c Fix TileMap memory leak 2021-10-13 12:12:25 +02:00
Manuel Dun
3905b4e67a fix so the error macro uses the incomming parameter p_subdivision instead of the class member 2021-10-12 20:22:33 -04:00
kobewi
bf3eaa767b Use z_index for TileMap layer darkening 2021-10-13 01:34:34 +02:00
Rémi Verschelde
d9667d9262
Merge pull request #53636 from KoBeWi/colorayer
Add modulate property to TileMap layers
2021-10-12 22:32:38 +02:00
Aaron Franke
7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Douglas Leão
39a90751dc Allow AudioStreamPlayer(2D) to provide pitch_scale on playback 2021-10-10 18:52:29 -03:00
kobewi
ec0d72a828 Add modulate property to TileMap layers 2021-10-10 20:28:57 +02:00
Duroxxigar
54d305eebe Improved readability for failing error conditions 2021-10-08 17:29:25 -04:00
George Marques
70e1a50cd1
Joint2D: Use boolean instead of warning string for validity test
Those strings are stripped at release there's a false positive that the
bodies are valid, causing a crash.
2021-10-07 14:18:44 -03:00
Rémi Verschelde
c773c709c0
Merge pull request #53051 from kleonc/animated-sprites-centered-rendering 2021-10-05 11:22:17 +02:00
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
kleonc
b266b59e56 Fix rendering centered odd-size texture in AnimatedSprite2D/AnimatedSprite3D 2021-10-03 14:30:51 +02:00
PouleyKetchoupp
39f6ca96a3 Rename Joint2D and Joint3D files for consistency
Now matches the class names to be consistent between 2D and 3D and with
other node types.
2021-10-01 12:00:32 -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
Gilles Roudière
f2caab4691 Improve TileMap physics for moving platforms and conveyor belts like movements 2021-09-29 17:56:30 +02:00
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
dd5f01e83e Set stop on slope on by default on CharacterBody. 2021-09-28 22:31:46 +02:00
Camille Mohr-Daurat
c38ef94951
Merge pull request #53174 from fabriceci/apply-delta-move-and-collide
Physic API change: apply the delta in move and collide like move and slide
2021-09-28 11:32:09 -07:00
fabriceci
32bf7c419c Sync to physics true by default for AnimatableBody 2021-09-28 16:11:17 +02:00
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
kobewi
140b54fd35 Fix TileMap layer loading 2021-09-27 13:13:48 +02:00
Rémi Verschelde
32ab77ef8f
Merge pull request #52430 from AnilBK/vector2-replacements 2021-09-24 13:04:42 +02:00
Anilforextra
d8d055f8ca Node2D member renames. 2021-09-24 12:24:30 +05:45
Anilforextra
cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Gilles Roudière
f9e6329496 Implement animated tiles 2021-09-23 17:24:37 +02:00
PouleyKetchoupp
9269952053 Don't override KinematicCollision reference when still in use in script
In case the reference is stored in script, create a new instance to
avoid overriding the previous values.
Otherwise, re-use the reference as before to avoid extra allocations.
2021-09-22 18:08:04 -07:00
fabriceci
fd9e573ba6 Port 2D improvement to move and slide 3D
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-22 00:14:04 +02:00
Anilforextra
90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
PouleyKetchoupp
ed1ba5093f Clarify RigidDynamicBody modes
RigidDynamicBody modes are replaced with several properties to make their
usage clearer:
-lock_rotation: disable body's rotation (instead of MODE_LOCKED)
-freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC)
-freeze_mode: Static (can be only teleported) or Kinematic (can be animated)

Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics
servers.
2021-09-16 16:03:48 -07:00
Wilson E. Alvarez
f3a564f9a5
Rename Listener2D/Listener3D to AudioListener2D/AudioListener3D 2021-09-16 17:51:51 -04:00
Camille Mohr-Daurat
3581b893ed
Merge pull request #52681 from nekomatata/rename-rigid-body
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16 11:20:21 -07:00
PouleyKetchoupp
85819b199a Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody 2021-09-16 09:55:20 -07:00
fabriceci
04a53f86d0 Retrieve platform layer from PhysicsServer2D 2021-09-16 12:31:55 +02:00
Rémi Verschelde
eb1262f6ea
Merge pull request #52308 from rxlecky/parallax-layer-position-reset-fix-issue-51914
Fix ParallaxLayer's transform resetting in editor
2021-09-15 13:16:56 +02:00
Gilles Roudière
173c0f8737
Merge pull request #52622 from rileylyman/tilemap-crash
Break TileMap _clear_internals out from _recreate_internals
2021-09-15 09:39:36 +02:00
Riley Lyman
dfcf4491d6 Break TileMap _clear_internals out from _recreate_internals 2021-09-14 20:45:10 -07:00
Gilles Roudière
73cc6f94bf Fix transform of TileMap nodes and tilemap selection 2021-09-14 12:18:36 +02:00
Max Hilbrunner
8f8744a563
Merge pull request #52433 from groud/document_tiles
Tiles renames and documentation
2021-09-10 16:32:19 +02:00
Juan Linietsky
d0a7eeaaff
Merge pull request #44844 from KoBeWi/hey_listen!_but_2d
Add Listener2D
2021-09-09 19:19:10 -03:00
Gilles Roudière
0c85f3acc1 Tiles renames/bugfixing and documentation 2021-09-08 15:52:43 +02:00
Juan Linietsky
ca11f8ad30
Merge pull request #52237 from ellenhp/polyphony
Add optional polyphonic playback to built-in audio player nodes
2021-09-07 17:38:51 -03:00
Ellen Poe
0e3cab41eb Add polyphony to Audio Stream Player nodes 2021-09-07 09:44:39 -07:00
Juan Linietsky
93aa158b5e
Merge pull request #52277 from groud/implement_array_property_hint
Implement properties arrays in the Inspector.
2021-09-07 11:59:46 -03:00
Gilles Roudière
4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Anilforextra
a1f616dcfc Use builtin Vector2 functions for calculation of angles.
.
2021-09-07 08:30:26 +05:45
PouleyKetchoupp
82ea2a7045 Proper support for custom mass properties in 2D/3D physics bodies
Changes:
-Added support for custom inertia and center of mass in 3D
-Added support for custom center of mass in 2D
-Calculated center of mass from shapes in 2D (same as in 3D)
-Fixed mass properties calculation with disabled shapes in 2D/3D
-Removed first_integration which is not used in 2D and doesn't seem to
make a lot of sense (prevents omit_force_integration to work during the
first frame)
-Support for custom inertia on different axes for RigidBody3D
2021-09-06 10:20:16 -07:00
Camille Mohr-Daurat
a93fb2655a
Merge pull request #52286 from nekomatata/restore-kinematic-body
Add AnimatableBody inherited from StaticBody for moving platforms
2021-09-06 09:32:46 -07:00
Gilles Roudière
a4cd553f42 Fix crash in TileMap physics 2021-09-06 13:11:41 +02:00
SeleckyErik
7741afb55a Fix ParallaxLayer's transform resetting in editor
Disable resetting of ParallaxLayer's position and scale in editor to
allow setting the initial values.
2021-09-01 14:57:14 +02:00
PouleyKetchoupp
83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
Juan Linietsky
7946066577
Merge pull request #49471 from nekomatata/body-state-sync-callback
Clean physics direct body state usage in 2D and 3D physics
2021-08-31 14:30:17 -03:00
Camille Mohr-Daurat
0ee1179c1c
Merge pull request #52279 from fabriceci/delta-double
Change delta type to double in Physics_body_2/3D
2021-08-31 08:25:36 -07:00
kobewi
f2cb0a8d4b Add Listener2D 2021-08-31 16:53:14 +02:00
fabriceci
f9d548627d delta time as double 2021-08-31 14:32:56 +02:00
fabriceci
1a481c8191 Change platform detection by allowing select layers by type (wall or floor) 2021-08-31 09:59:04 +02:00
Juan Linietsky
07707a3627
Revert "Display a matrix for Node2D and don't display a duplicate origin" 2021-08-29 17:01:07 -03:00
Aaron Franke
ee7bb9bbb9
Display a matrix for Node2D and don't display a duplicate origin 2021-08-29 10:34:50 -05:00
Juan Linietsky
54caaa21ce
Merge pull request #51296 from ellenhp/mix_in_audio_server
Move mixing out of the AudioStreamPlayback* nodes
2021-08-27 15:38:20 -03:00
Camille Mohr-Daurat
87f575efdd
Merge pull request #52135 from fabriceci/fix-transmission-velocity-on-wall-4
Remove velocity transmission on_wall when collider is CharacterBody.
2021-08-27 10:56:42 -07:00
Ellen Poe
3598d300cb Do all audio mixing in the AudioServer 2021-08-27 10:41:57 -07:00
fabriceci
4da0cfe459 Remove velocity transmission on_wall when collider is CharacterBody. 2021-08-26 23:02:30 +02:00
PouleyKetchoupp
6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
PouleyKetchoupp
d9720d4395 Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.

Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00
reduz
44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Hugo Locurcio
0af213a4e0
Merge pull request #51259 from nekomatata/fix-tilemap-one-way-collision
Fix one-way collision in Tilemap
2021-08-23 18:54:01 +02:00
reduz
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
QbieShay
d6672096fc moved particle parameters to minmax and split scale axis
This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22 18:42:17 +02:00
reduz
3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
fabriceci
68f0cf97bc add motion mode to handle TPS 2021-08-20 17:32:33 +02:00
Rémi Verschelde
4f640762f7
Merge pull request #51881 from KoBeWi/zz__iinnddeexx
Fix z_index applied twice for TileMap layers
2021-08-19 21:30:10 +02:00
ThreeRhinosInAnElephantCostume
78e2d35a7e fixed camera2d's "current" property getting reset when switching scenes 2021-08-19 15:19:19 +02:00
kobewi
a7ace9fec1 Fix z_index applied twice for TileMap layers 2021-08-19 12:40:09 +02:00
fabriceci
0cfb7de052 Correct jitter and clean code 2021-08-16 17:17:24 +02:00
fabriceci
d776b6c154 API improvement on physics, mainly CharacterBody
Changes:

- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
  - get_floor_angle on CharacterBody to get the floor angle.
  - get_angle on KinematicCollision to get the collision angle.
  - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15 12:53:29 +02:00
Anilforextra
c390f0515d Use get_global_* functions instead of using transforms. 2021-08-14 14:01:57 +05:45
Aaron Franke
eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Rémi Verschelde
c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp
989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde
78c8b7ffec
Merge pull request #51568 from AnilBK/remove-swap
Remove unused swap template.
2021-08-12 15:52:05 +02:00
Rémi Verschelde
f54c5707b5
Merge pull request #50363 from JestemStefan/node2D_zero_scale_det_error
Limit scale of `Node2D` to EPSILON (0.00001) to prevent `det==0` error
2021-08-12 15:40:11 +02:00
Anilforextra
e3872a244d Remove unused swap template. 2021-08-12 16:58:03 +05:45
PouleyKetchoupp
4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
fabriceci
c6666cc051 Add properties to CharacterBody for more move_and_slide options 2021-08-10 15:57:33 +02:00
Rémi Verschelde
50d5569ad4
Merge pull request #51457 from nekomatata/moving-platforms-3d
Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
PouleyKetchoupp
ec9fed69f4 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 20:21:04 -07:00
Aaron Franke
430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Rémi Verschelde
2de5d2361a
Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:44 +02:00
PouleyKetchoupp
5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody 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 12:30:17 -07:00