This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
A value of 0 rings is valid and results in a non-subdivided cylinder.
Compared to the previous lowest allowed value (1), a value of 0 halves
the triangle count in any cylinder.
This backports the improved RayCast debug drawing functionality
from the `master` branch.
`ArrayMesh.clear_surfaces()` was also backported from the `master`
branch and exposed because the new debug drawing code requires it.
Low zoom values result in unreadable text, but it can still be
useful for previewing purposes.
Eventually, characters could be replaced by rectangles at very low
zoom levels to improve the visual appearance.
(cherry picked from commit 74c584472c)
The default value is 80. The hard line length guideline's default column
has been moved to 100 to account for the new soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
1. Backport sub-resource cache fixes from master.
Uses a cache by index to keep sub resource indices consistent.
2. The subindex within Resource wasn't synchronized with the path stored in cache when saving a packed scene. It could cause
sub-resources to be swapped when loading the same packed scene in
the same session.
Now the subindex in Resource reflects the sub-resource path in cache,
making saving and loading sub-resources consistent.
Co-authored-by: latorril <latorril@gmail.com>
Calculating the width for 100 items takes a millisecond in
a debug build on an i7-6700K. It's likely that the editor can remain
smooth even with 1,000 items, especially in a release build.
Although the visibility enabler worked to turn on and off AnimationPlayer as it enters and exits the view frustum, this was of little use as bones animation and especially software skinning still take place driven by the AnimationTree node.
This PR adds the ability to turn on and off AnimationTree, and AnimationTreePlayer nodes as they enter or exit the view frustum, which achieves the intention of switching off expensive animation processing.
DynamicFont kerning was removed in
a9b7843dca.
This readds kerning support and fixes it at the same time.
Co-authored-by: follower <follower@rancidbacon.com>
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.
This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.
(cherry picked from commit 8e2a7fff1d)
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
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Fix a bug that occour when there are hidden tabs in tab_container.
The visualization isn't correct due to missing values in tab_widths array.
(cherry picked from commit e7e7aa7d12)
Decide whether half offset should be added based on the value used for calculating the return value of this method.
(cherry picked from commit f1420c7cbf)
This commits adds a new emitter type for particles material
and 3D CPU particles. The new emitter is called "ring"
and it can emit either in a ring or cylinder fashion.
This adds the following properties for the emitter:
1. ring_emitter_axis: the axis along which the ring/cylinder
will be constructed
2. ring_emitter_radius: outer radius of the ring/cylinder
3. ring_emitter_inner_radius: inner radius of the cylinder.
when set to zero, particles will emit in the full volume.
4. ring_emitter_height: height of the ring/cylinder emitter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
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.
(cherry picked from commit 3bb40669d5)
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
(cherry picked from commit c7b53c03ae)
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.
Fix for a regression from software skinning support:
instance_attach_skeleton wasn't called in set_mesh before, and it's
causing issues when the mesh instance is loaded from a thread.
1. Call from a thread queues instance_attach_skeleton with RID() in the
visual server.
2. Call from the main thread when entering tree calls
instance_attach_skeleton immediately with a valid skeleton
3. Queued instance_attach_skeleton resets the attached skeleton
This change prevents that to happen by making sure
instance_attach_skeleton is not called on set_mesh as it was doing
before, but there might be a more general problem to solve in how
visual server commands are executed when resources are loaded from
a different thread.
* Better handling of the scene's environment energy in the lightmapper
bakes.
* Fixed a bug where ProceduralSky::get_panorama() returned a reference
instead of a copy.
* Removed includes to Embree's internal header files.
MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
Minimap size couldn't be resized back after been resized bigger than GraphEdit cause the grabber was out of GraphEdit.
This commit prevents resizing minimap bigger than GraphEdit and fix this issue.
(cherry picked from commit 045f55ec00)
There was a specific case where the node path wasn't checked for
validity before trying to access the attachment node.
It could cause lots of error log noise in both editor and game.
When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).
Modification : An error message on null check test has been added to prevent crash.
Fix#46013.
(cherry picked from commit 324ab63844)
If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
When creating a Windows folder via a Godot's dialog, the extra spaces are not removed which causes problems with Windows. We now remove leading and trailing whitespace when creating a dir.
(cherry picked from commit c8538153b0)
My mistake when cherry-picking #46699 with f8ee8b1b73,
I forgot to amend the cherry-pick to change 'offsets' back to 'margins' for the 3.2
branch.
Fixes#46979.
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
* Removed the pointers to PhysicalBone in the code, as they were unused.
* Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0.
* Fixed issue where the root bone in the IK chain would not rotate correctly.
* The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects.
* While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not!
* Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!)
* Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
(cherry picked from commit a622649876)
The logic for internal process and internal physics process in Camera2D was very buggy and convoluted for historical reasons.
This is a cleanup to make the logic simpler and easier to follow.
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
If true, collision shapes are shown in the editor and at run-time.
Requires Visible Collision Shapes to be enabled in the Debug menu,
for collision shapes to be visible at run-time.
The problem happened when `ImageTexture::create_from_image` was called
with an empty image. In this situation an RID was allocated despite the
texture being null. The destructor would then crash trying to acess this
null texture.
Fixes#46274
(cherry picked from commit 46218d8c37)
Previously if a disconnect occured while downloading a non recoverable error was displayed. This PR attempts to fix this by making sure `request_completed` signal is emitted with an `STATUS_CONNECTION_ERROR` response code.
(cherry picked from commit 70c39737db)
When one of the bodies exited the tree, the corresponding node path was
reset instead of just resetting the joint from the physics server. That
was causing the node path to be reset on scene switch when one of the
bodies is under the joint in the scene tree.
This fix request_completed being emitted two times, the first with the
result, the second as a failure when retrieving responses served with
read-until-EOF.
(cherry picked from commit d61cd469f1)
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.
3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.
Class reference is also updated and slightly improved.
`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
Two common problems have emerged as a result of transform snapping:
1) Camera jitter with a camera following a snapped object
2) Pixel gaps between e.g. a platform and a player, where a platform rounds down and a player rounds up
Using round seems to greatly reduce problems due to camera jitter. It also may prove better for pixel gaps because pixel art is often designed on a grid, so whole numbers are too expected, which are unstable with floor().
This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.
The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.
This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.
Closes bug #39634
(cherry picked from commit 44657db3e2)
This reverts commit a8105d73c7.
We need to improve the logic somewhat to make the warning more specific to
actual problematic scenarios. Will likely be cherry-picked again + fixes
for the next release.
Fixes#46376.
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.
See #46214.
(cherry picked from commit e6abdc943d)
This makes them easier to distinguish, especially when used
in a TileMap.
The default color's opacity has been slightly decreased to account
for the new outline.
Having white or strongly desaturated debug collision shape color
setting would make it harder to visualize enabled / disabled state.
This change makes it easier to visualize enabled / disabled state
by reducing the alpha color by half when disabled.
(cherry picked from commit 0c4594f6c9)
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
Index to find the last line wrap index was off by one, which prevented the first wrapped line to trigger autoscroll.
(cherry picked from commit 121030940c)
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.
Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
(cherry picked from commit e5e9be8355)
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
- Fix crash when a ray hits a texel with a UV2 coordinate exactly
equal to 1.0.
- Take BakedLightmap extents into account.
- Clear capture data between bakes.
- Fix minor issues with seam correction.
When visual instances are hidden, there is no need to update their global transforms and send these to the visual server. This only needs to be done when the objects are reshown.
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
(cherry picked from commit 73e62dffb9)
After adding `_change_notify("extents");` to `set_extents()` method in `BakedLightmap` class
the issue was fixed
Fix disconnection between Gizmo and inspector values on BakedLightmap
Remove unnecessary `_change_notify("bake_extents")` call from `set_extents()`
An error message is also no longer printed.
This matches the behavior found in most UI frameworks where having
equal minimum and maximum values is considered acceptable.
This closes#43179.
(cherry picked from commit 44204ec32d)
The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.
To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.
Docs updated for member set_visible_characters on RichTextLabel class.
(cherry picked from commit 463e2002ab)
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
Fix Raycast node render debug not showing in editor camera preview.
Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.
Fixes#43571
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>
This change does two things:
1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)
2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)
Fixes#45090
(cherry picked from commit 4b43cd17c5)
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)
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.
This allows the user to query the AnimationNodeStateMachinePlayback's current
play position and total length of current animation state. These methods are currently
used in the editor plugin, but can also be useful for querying general playback state
information.
Added documentation for AnimationNodeStateMachinePlayback's `get_current_play_position`
(cherry picked from commit 674fb52f52)
Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.
Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.
3D physics is not affected by this issue.
(cherry picked from commit 11bee25de4)
See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.
Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.
This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.
(cherry picked from commit 79ba70f7ee)
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.