Commit Graph

590 Commits

Author SHA1 Message Date
lawnjelly fc60eaccb8 Quickhull - reduce warning spam and make hideable
Added one more warning to the hideable warnings. These seem to be benign warnings and are hidden during use in rooms and portals. When used from other areas, only one warning is displayed per run, instead of for every occurrence.
2021-08-10 12:06:46 +01:00
lawnjelly 37f20e1d78 Fix Transform::xform(Plane) functions, add Transform unit tests
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.

Basic unit tests for Transform.

Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-08-07 08:05:39 +01:00
kleonc 507fcf2a82
Astar::get_available_point_id Start from 0
(cherry picked from commit 17324db4ca)
2021-08-03 08:45:27 +02:00
Rémi Verschelde 801205b2c1
Merge pull request #48892 from lawnjelly/bvh_robust
BVH - thread safety option
2021-07-22 12:41:42 +02:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
PouleyKetchoupp 788db5cf47 Clean convex hull decomposition code
Remove unnecessary conversion between triangle data and vertex data
whenever possible.
2021-07-13 11:13:25 -07:00
Rémi Verschelde 9d2cbe2c02
Merge pull request #50328 from nekomatata/convex-hull-simplification-3.x
[3.x] Options to clean/simplify convex hull generated from mesh
2021-07-12 22:34:22 +02:00
PouleyKetchoupp 240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
JestemStefan 9513354f68 Added signed_angle_to for Vector3
Added signed_angle_to method for Vector3

Added signed_angle_to for Vector3

formatting fix...
2021-07-09 12:49:12 +02:00
Aaron Franke 85a0345d57
[3.x] Add Quat angle_to method 2021-06-18 11:00:44 -04:00
Rémi Verschelde 80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
lawnjelly 14ce176f10 BVH - thread safety option
Added optional thread safe version through template argument and runtime switch, that wraps access with a mutex.
2021-05-25 10:47:32 +01:00
lawnjelly 0a350845d5 BVH - fix stale current_tree in deactivate function
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.

Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-25 10:43:04 +01:00
Rémi Verschelde ac3417005d
Merge pull request #48533 from mortarroad/3.x-convex-hull-ported
[3.x] Port Bullet's convex hull computer to replace of QuickHull
2021-05-22 23:23:15 +02:00
Morris Tabor ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
Aaron Franke ebfba19b59
Use global scope round method for rounding
(cherry picked from commit b01aa69c80)
2021-05-21 13:41:27 +02:00
Hugo Locurcio 66a8654963
Remove `#ifdef` catering to MSVC 2012 and earlier in `math_funcs.h`
For the `master` branch, the minimum supported MSVC version is now
MSVC 2017 (with MSVC 2019 being recommended).

(cherry picked from commit b57d9c8005)
2021-05-21 13:41:27 +02:00
Rémi Verschelde f479a7972f
Merge pull request #48883 from akien-mga/3.x-codespell-2.0.0
[3.x] Fix typos with codespell
2021-05-20 14:32:14 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
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
```
2021-05-20 12:56:56 +02:00
Aaron Franke 1154b6264c
[3.x] Make is_equal_approx have explicit float and double versions 2021-05-20 06:50:09 -04:00
Marcel Admiraal 26a99548f2 Fix Quat includes 2021-05-19 15:13:39 +01:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
PouleyKetchoupp 0dacc681b6 Fixed unnecessary bvh tree updates when calling set_pairable
Dynamic BVH doesn't update the tree anymore when calling set_pairable
with no parameter change.

Also modified Godot Physics broadphase to create objects directly with
pairable (static) set correctly to make use of this optimization for the
BVH broadphase.

Note: Octree broadphase doesn't use this optimization because it forces
an update on move, so passing the proper AABB and static parameters on
creation would cause the tree to update twice.
2021-05-04 12:24:31 -07:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 2660f24160
Merge pull request #48429 from kleonc/posmod-change-int-to-int64
[3.x] Make posmod use int64_t instead of int
2021-05-04 12:31:01 +02:00
Rémi Verschelde 32cc022267
Merge pull request #48314 from nekomatata/physics-2d-dynamic-bvh
[3.x] Support for Dynamic BVH as 2D Physics broadphase
2021-05-04 09:23:04 +02:00
kleonc f04a964627 Make posmod use int64_t instead of int 2021-05-03 22:03:16 +02:00
PouleyKetchoupp d8f681029f Support for Dynamic BVH as 2D Physics broadphase
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
2021-04-30 15:53:15 -07:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Pasi Nuutinmaki f8c4ffcdde
Fix area calculation of Face3
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.

"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html

(cherry picked from commit a165eed73b)
2021-04-29 11:10:50 +02:00
kobewi 07fb3c6aca
Make randomize() use unix time too
(cherry picked from commit 22efa850bd)
2021-04-23 21:50:34 +02:00
kleonc 4d7f642fb3 Improve some argument names for core types 2021-04-23 15:34:24 +02:00
lawnjelly d67975c1cd BVH - prevent self collisions
I had missed a special case check for userdata of two colliding objects being equal. In this case, collisions should not be reported. This is used in the physics to prevent self intersection in composite objects.
2021-04-04 09:13:58 +01:00
kleonc 5d628535b9 Geometry2D::make_atlas Fail is passed invalid rect size
(cherry picked from commit 988f4cdc90)
2021-02-25 15:14:32 +01:00
Delf Neumärker 4f891b7060 Fix unchecked array access in build_*_planes
(cherry picked from commit f054f760e6)
2021-02-22 21:43:28 +01:00
Rémi Verschelde 7af8da32b1
Merge pull request #45933 from nekomatata/cylinder-support-3.2
[3.2] Cylinder support in Godot Physics 3D
2021-02-18 19:36:42 +01:00
PouleyKetchoupp c6fbd55ca9 Cylinder support in Godot Physics 3D
Backport of cylinder support from Master.
2021-02-18 08:44:23 -07:00
lawnjelly a814dda2ae BVH - fix deferred visible mesh collision check
When making items visible from the visual server, the collision check is deferred to prevent two identical collision checks when set_pairable is called shortly after.

It turns out that for some items (especially meshes), set_pairable is never called. This PR detects this occurrence and forces a collision check at the end of the routine.
2021-02-14 09:03:26 +00:00
Meriipu 347a9df0a1
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.

(cherry picked from commit 7f9bfee0ac)
2021-02-11 13:12:06 +01:00
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