Commit Graph

7526 Commits

Author SHA1 Message Date
Fabio Alessandrelli 8a2a446174 [Net] Fix rpc/rpc_id error message.
The check was updated to expect a `StringName` instead of a `String` but
the error message still reported it should be a `String`.
2021-05-03 15:45:36 +02:00
Fabio Alessandrelli 015fc2ad4f
Merge pull request #48205 from Faless/net/4.x_url_parsing
[Net] Implement String::parse_url for parsing URLs.
2021-05-03 13:55:57 +02:00
Rémi Verschelde 33a0fb6e02
Merge pull request #48345 from madmiraal/fix-48242-docs
Fix documentation following implementation of particle trails
2021-05-01 14:51:29 +02:00
Marcel Admiraal fcf8071ec9 Fix documentation following implementation of particle trails 2021-05-01 13:12:31 +01:00
Rémi Verschelde f3c1190dc9
Merge pull request #48283 from BastiaanOlij/xr_viewport
Move XR flag from subviewport into viewport
2021-05-01 12:54:35 +02:00
Bastiaan Olij e0bdf40d15 Move XR flag from subviewport into viewport 2021-05-01 19:58:11 +10:00
Rémi Verschelde 4a7679e4dd
Merge pull request #48242 from reduz/particle-trails
Implement Particle Trails
2021-04-30 23:52:15 +02:00
reduz 90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Yuri Sizov 980cf73bbc Fix autocompletion for Control's Theme properties 2021-04-30 20:47:01 +03:00
Rafał Mikrut efcb097674 Prevent setting too big or too small Collision Mask and Layer 2021-04-30 17:19:04 +02:00
Rémi Verschelde 418fe155f9
Merge pull request #48269 from akien-mga/remove-largetexture
Remove obsolete LargeTexture, it's no longer useful since 3.x
2021-04-29 09:45:06 +02:00
Rémi Verschelde 7e0a42a673
Merge pull request #46688 from QbieShay/fix-particle-rotate-y-4
Fixed rotate_y property of particle shaders
2021-04-28 17:09:17 +02:00
Rémi Verschelde 0e93a1df79
Remove obsolete LargeTexture, it's no longer useful since 3.x
It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).

Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.

The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
2021-04-28 15:51:55 +02:00
Rémi Verschelde 305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
EricEzaM de5387ab82 Fixed issues with LineEdit Delete Word & Backspace Word.
Backspace word was deleting all text before the cursor, and delete word was no updating until another action was performed on the LineEdit (in order to update it)
2021-04-28 17:15:28 +10:00
Rémi Verschelde 0582cefcbb
Merge pull request #48241 from akien-mga/tabs-panel-style-unused
Tabs: Remove unused 'panel' stylebox from default theme
2021-04-27 19:33:40 +02:00
Rémi Verschelde 95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde cd8d321961
Tabs: Remove unused 'panel' stylebox from default theme
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
2021-04-27 17:36:53 +02:00
Rémi Verschelde 8247667a3e
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.
2021-04-27 16:26:27 +02:00
Rémi Verschelde 3a0cfd3d85
Merge pull request #47960 from smix8/issue_47334_navagent2d_target_reached 2021-04-27 13:34:48 +02:00
smix8 67b4f9f76a Fix NavigationAgent3D not emitting "target_reached" Signal
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
2021-04-27 12:31:50 +02:00
smix8 0b87cb5e3d put distance check to target into function
put distance check to target into function
2021-04-27 11:22:37 +02:00
Rémi Verschelde b95a82d46a
Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27 10:42:51 +02:00
Rémi Verschelde e0c1cc702c
Merge pull request #38349 from asheraryam/convex-decompose-master
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
2021-04-27 10:05:12 +02:00
asheraryam ecfbb0fd28 Expose creating multiple-convex-collision static bodies to GDScript 2021-04-27 06:56:04 +03:00
Fabio Alessandrelli 3bb40669d5 [Net] Implement String::parse_url for parsing URLs.
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).

Use that function in both HTTPRequest and WebSocketClient.
2021-04-26 09:55:24 +02:00
Stefan Boronczyk f15cabcfd2 fix triplanar mapping for AO 2021-04-25 03:32:17 +02:00
Rémi Verschelde 759b876b8a
Merge pull request #46593 from pycbouh/theme-editor-better-edit-ui
Refactor Edit Theme menu in Theme Editor
2021-04-23 23:12:25 +02:00
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Rémi Verschelde 1a3d60944f
Merge pull request #47485 from rafallus/fix/rigidbody-crash
Fix crash on RigidBody _direct_state_changed
2021-04-23 16:02:26 +02:00
Rémi Verschelde 492b8aa9a5
Merge pull request #43330 from KoBeWi/rngesus
Call randomize() automatically
2021-04-23 10:17:11 +02:00
Rémi Verschelde a3fbc0b4e5
Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callback 2021-04-23 10:14:04 +02:00
Rémi Verschelde bd7a92ec23
Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callback 2021-04-23 10:13:44 +02:00
rafallus cfa06f0f76 Unexpose _direct_state_changed in PhysicsBody
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
2021-04-22 23:20:58 -05:00
Tomasz Chabora 497c3f97b2 Call randomize() automatically 2021-04-22 21:13:43 +02:00
Rémi Verschelde b06116d62f
Merge pull request #42770 from madmiraal/fix-26680
Move collision layer and mask into CollisionObject.
2021-04-20 21:07:32 +02:00
Rémi Verschelde c36807994d
Merge pull request #47345 from nekomatata/heightmap-draw-triangles
Draw triangles for HeightMapShape debug collision
2021-04-20 17:41:11 +02:00
Rémi Verschelde fdf041a466
Merge pull request #47347 from nekomatata/heightmap-support
Heightmap collision shape support in Godot Physics
2021-04-20 17:40:28 +02:00
Marcel Admiraal 071871b787 Move collision layer and mask into CollisionObject. 2021-04-20 10:38:42 +01:00
Rémi Verschelde aa677865e3
Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
2021-04-20 09:54:07 +02:00
smix8 a491071c24 Fix broken NavigationAgent2D collision avoidance callbacks
Fix broken NavigationAgent2D collision avoidance callbacks
2021-04-20 01:56:04 +02:00
smix8 15bf337474 Fix broken NavigationAgent3D collision avoidance callback
Fix broken NavigationAgent3D collision avoidance callback
2021-04-19 23:48:28 +02:00
Juan Linietsky 2b730cad90 Use multiple threads to import.
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer

Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.

For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
2021-04-19 14:12:22 -03:00
Rémi Verschelde 29775a1714
doc: Sync classref with current source 2021-04-19 12:26:37 +02:00
Rémi Verschelde 8ba06e3161
Merge pull request #47448 from madmiraal/rename-lineedit-cursor
Rename LineEdit getters and setters to match property names
2021-04-19 10:40:29 +02:00
Lightning_A 80b1a29c46 Put physics override parameters in their own group and document that areas can be used to influence audio 2021-04-18 21:27:06 -06:00
Rémi Verschelde 6269895ecb
Merge pull request #47980 from reduz/split-particle-shader-entry-points
Split particle shader entry points
2021-04-18 23:39:17 +02:00
Yuri Sizov 2524238bb3 Refactor Edit Theme menu in Theme Editor 2021-04-18 17:55:49 +03:00
Yuri Roubinsky 8ae5c6c6ec Fix `sky` visual shader mode after last rename 2021-04-17 20:59:48 +03:00
reduz 906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00