- Use `NOTIFICATION_ENTER`/`EXIT_WORLD` for `Area` (intead of `*_TREE`).
- Now both bodies' and areas' constraints are cleaned up.
- And now also that happens as soon as the space is set to null (i.e., when exiting the tree) instead of only at freeing time.
- When clearing constraints, the loop goes on to the next if the current is already released, instead of breaking.
- When one has been already released, no error is shown from now on, as it's something expected, since a pair (our kind of constraint of interest) can be freed by any of its involved collision objects and the other will try again.
- Implement index shifting (or marking as -1) for shapes indices in collision pairs shapes are removed.
- Standarize behavior of bodies and areas so that anything that invalidates a given pair gives the same result (collision mask, actual collision, etc); for instance, triggering area enter/exit signals.
- Add missing member initializations.
- Extend the new-space-equals-area/body-current-space test to every case.
- Fix 3D ray-casts early accepting Areas (skipping the mask check).
- Fix unpairing of large elements (2D's `BroadPhase2DHashGrid`).
Some of these prevent random crashes caused by constraints with dangling pointers to involved objects.
Fixes#8856.
Fixes#7589.
Fixes#6676.
And maybe others.
- 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
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad)
expose ``GeometryInstance.get_aabb();`` to gdscript
expose ``VisualInstance.get_transformed_aabb();`` to gdscript
and debug ``ImmediateGeometry::add_vertex()``;
(cherry picked from commit c1e2358914)
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library, etc.