Fix 3D joint handling of collision exceptions, so that they lose effect when the joint is not valid in every case; also some redundant code removed.
Also avoid trying to create the joint when not neither body A nor body B are set.
Make 2D joints be handled like their 3D counterparts, which adds the fixes to them while also removing duplicated code.
Fixes#2383.
Fixed a bug on wall detection, now `is_on_wall/ceiling/floor` methods give the correct results.
Also added floor angle as optional parameter like on the 3.0 counterpart (floor and ceiling share the same parameter).
The change in #10524 subtly changes the behavior of set_motion_scale()
and set_motion_offset() if the ParallaxLayer does not have a parent
node. Previously it would still set the corresponding property, but
after this change the property change would be discarded.
I'm not entirely sure if this actually matters as there doesn't appear
to be any code that picks up this change if the ParallaxLayer gets
re-parented later, but it's better to not change behavior regardless.
So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set.
This makes also __Use parent material__ work for `TileMap`s.
Based on 3bb5abbc35
- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
Fixes#9159.
Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds):
* set_collision_layer_bit()
* set_collision_mask_bit()
* get_collision_layer_bit()
* get_collision_mask_bit()
- Fix monitoring flag being reset when the scene is out of the tree (happens on save all if the current scene is not the focused one, therefore on save-on-run as well)
- Fix the inability to reset the monitoring flag while the area is out of the tree
Got part of the fix from 5fc084c28e
Added an engine setting to enable the fix (physics_2d/motion_fix_enabled) which is false by default so the default behavior is the same as always
Added motion methods with a from parameter, the same as 3.0 does
- When one of two or more overlapping Area2Ds is removed with remove_child(), it doesn't try to report to the
other one anymore
- When overlappinng Area2Ds are removed woth remove_child(), _enter_tree and _exit_tree signals are now
properly disconnected upon removal