Commit graph

1417 commits

Author SHA1 Message Date
lawnjelly
b1e24597e7 Renaming rendering/2d project settings.
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.
2021-03-01 11:38:46 +00:00
lawnjelly
847a37b196 Change 2d transform snapping from floor to round
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().
2021-02-28 14:34:39 +00:00
booer
b8354a45bd Update Inspector when changing AudioEffectChorus voice_count
Fixes #31627.

(cherry picked from commit 65975b9a08)
2021-02-25 22:36:42 +01:00
Lyuma
069c08e155 Backport d800329 AudioEffectCapture to 3.2 2021-02-21 20:14:58 -08:00
Ellen Poe
3f2cfe9b07 Implement a new resampling algorithm in AudioStreamPlaybackResampled
(cherry picked from commit b2264cb48b)
2021-02-19 16:17:25 +01:00
Ellen Poe
9178f694ea Prevent distortion filter from introducing NaNs in the audio buffer.
(cherry picked from commit b6b97b86ab)
2021-02-19 15:55:12 +01:00
Hein-Pieter van Braam
220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Rémi Verschelde
418a08d678
Merge pull request #46175 from lawnjelly/gles_sanitizer_fixes
GLES - fix some sanitizer warnings
2021-02-18 20:36:56 +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
lawnjelly
e7d1735bff GLES - fix some sanitizer warnings
These are benign but worth fixing as it clears the log to find more important errors.

A common problem with the sanitizer is that enums are often used to represent bits (e.g. 1, 2, 4, 8 etc) but without specifying the enum type, the compiler is free to use unsigned or signed int. In this case it uses int, and when it performs bitwise operations on the int type, the sanitizer complains.

This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
2021-02-18 15:45:38 +00:00
PouleyKetchoupp
c6fbd55ca9 Cylinder support in Godot Physics 3D
Backport of cylinder support from Master.
2021-02-18 08:44:23 -07:00
Pedro J. Estébanez
4485b43a57 Modernize atomics
- 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>
2021-02-18 12:23:25 +01:00
Pedro J. Estébanez
6d89f675b1 Modernize Thread
- 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)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- 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`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
4ddcdc031b Modernize Mutex
- 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.
2021-02-18 11:58:08 +01:00
PouleyKetchoupp
9cefab24e0 Fix test_body_motion recovery
This change makes test_body_motion more reliable when the kinematic body
recovers from being stuck.

- When recovery occurs, the rest information is generated, in order to
make sure collision results from test_move, move_and_collide and
move_and_slide are consistent and return a collision in case of overlap.

- The new calculation for recovery vector makes sure the recovery is
never more than the overlap depth between shapes.
This can help with cases where the kinematic body overlaps with several
shapes.
Recovery is made iteratively, without forcing a full overlap at each
step. This helps with getting proper rest information when recovery
occurs.

- One Way Collision:
When attempting motion, contact direction is checked against motion
before skipping in order to solve cases where kinematic bodies can sink
into one-way collision shapes.
Rest info now sets max contact depth in order to properly handle one-way
collision.

- Low speed motion is now handled in the rest info, by never setting
min_allowed_depth lower than motion length.
Separation is always applied with full margin, otherwise contact is lost
when low speed motion occurs right after higher speed motion.

- Similar changes are applied to 3D in order to make 2D and 3D
consistent.
2021-02-17 18:27:38 -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
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
Rémi Verschelde
3115ac4b60
Merge pull request #45663 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 19th batch
2021-02-02 19:19:31 +01:00
Rémi Verschelde
24cb60893f
Merge pull request #45654 from furrykef/3.2
Add anisotropic filtering to GLES2 backend
2021-02-02 18:12:52 +01:00
Pablo Escobar
407c6d3a9c
Add METALLIC to light() built-ins
(cherry picked from commit 1300fc7307)
2021-02-02 13:02:46 +01:00
Kef Schecter
09a156ea15 Add anisotropic filtering to GLES2 backend
Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it

rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
2021-02-02 01:40:58 -06:00
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
Sean LaPlante
2ed700d2da
Fixes #45025 - Protects _last_mix_time and _last_frame_time with the AudioDriver lock() and unlock() methods
(cherry picked from commit 17ac012728)
2021-01-26 17:00:14 +01:00
lawnjelly
2527067c4d Partially revert change to BVH render tree update method
Leaves in the bug fixes, but reverts the change to the update method.

Turns out the new update method of getting the scenarios was causing problems, I will need to consult with reduz on the best way of getting access to the scenarios for a single update per frame.

Doing multiple updates isn't terrible but it should be nicer to get a single update working, as it should be more efficient, and give a single point for pairing callbacks.
2021-01-20 19:15:07 +00:00
Rémi Verschelde
bcbbb6a30c
Merge pull request #45319 from nekomatata/bvh-create-aabb-3.2
BVH broadphase creates objects with updated AABB to avoid extra checks
2021-01-20 10:37:36 +01:00
PouleyKetchoupp
10868e76e6 BVH broadphase creates objects with updated AABB to avoid extra checks
When set_static is called on a newly added object, the forced collision
check in BVH set_pairable was using an empty AABB, which caused
unnecessary collision checks at the origin, then a call to move was
checking again at the right position.

These changes ensure broadphase objects are added to the BVH tree with
proper AABB so collision checks are correctly done right away.

Octree & Basic broadphase trees are not affected by these changes.
2021-01-19 12:22:33 -07:00
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
Rémi Verschelde
497653ab53
Merge pull request #44628 from JFonS/new_cpu_lightmapper_3.2
[3.2] New CPU lightmapper
2021-01-15 13:25:46 +01:00
JFonS
b1ca82c43a CPU lightmapper fixes.
- 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).
2021-01-15 12:32:54 +01:00
Rémi Verschelde
152415a006
Merge pull request #43924 from madmiraal/fix-43588-3.2
[3.2] Fix cast_motion sometimes failing
2021-01-14 20:44:40 +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
Marcel Admiraal
1061bb364e Fix multiple issues with one-way collisions
For RigidBodies, uses the collision normal determined by relative motion
to determine whether or not a one-way collision has occurred.

For KinematicBodies, performs additional checks to ensure a one-way
collision has occurred, and averages the recovery step over all collision
shapes.

Co-authored-by:    Sergej Gureev <sergej.gureev@relex.fi>
2021-01-07 09:23:17 +00:00
lawnjelly
a237c671bb Improve 2d snapping
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.
2020-12-25 18:53:00 +00:00
Rémi Verschelde
4436f95dce
Merge pull request #44458 from dedm0zaj/3.2_lightmap_capture_data_energy
[3.2] Lightness of dynamic objects from Energy BakedLightmapData
2020-12-25 15:07:31 +01:00
lawnjelly
15e57a0235 Remove buffer orphaning options project settings
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.

As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
2020-12-23 15:23:02 +00:00
dedm0zaj
96e2887945 Lightness of dynamic objects from Energy Lightmap Capture Data 2020-12-17 22:02:08 +07:00
Marcel Admiraal
825ad65fc4 Remove Generic6DOFJoint precision property 2020-12-15 10:15:42 +00:00
Marcel Admiraal
634a14844e Fix inconsistent Joint3DSW copy constructor and assignment declarations 2020-12-07 16:31:16 +00:00
Marcel Admiraal
2e99b5b137 Fix cast_motion sometimes failing
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
2020-11-27 15:32:25 +00:00
Rémi Verschelde
4d667dadb9
Merge pull request #43554 from lawnjelly/refactor_pixel_snap
Add 2d snap transforms option
2020-11-16 18:24:10 +01:00
Rémi Verschelde
fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
[3.2]  Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
lawnjelly
a79293e0fc Add 2d snap transforms option
This is a cut back backport of reduz snapping PR #43194.

It just offers a global project setting for transform snapping.
2020-11-15 09:40:07 +00:00
Michael Alexsander
5dafeb94e3
Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0
(cherry picked from commit d7f2c31a05)
2020-11-11 15:30:56 +01:00
lawnjelly
5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00