Commit graph

2024 commits

Author SHA1 Message Date
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Yuri Roubinsky
3c82f01134 Fix shader handle constant expressions in function call 2021-04-27 15:23:01 +03:00
Rémi Verschelde
83cc6bcf55
Merge pull request #48187 from brakhane/remove-dupe-comments
Remove duplicate comments
2021-04-27 09:42:09 +02:00
Dennis Brakhane
31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

This commit removes the obviously duplicate ones.
2021-04-25 20:03:52 +02:00
Maganty Rushyendra
ccc375f163 Fix AudioServer Crash when bus count equals 0 2021-04-24 11:22:19 -04:00
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
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
Rémi Verschelde
f6d5b2f3c2
Merge pull request #48046 from BastiaanOlij/fix_reflection_probe
Fix reflection probe
2021-04-21 16:12:58 +02:00
Bastiaan Olij
ebf10fe736 Fix reflection probe 2021-04-21 23:42:29 +10:00
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
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
Rémi Verschelde
c022582c1e
Merge pull request #47942 from nekomatata/joint-check-body-types
Fix errors related to joints setup with two non-dynamic bodies
2021-04-16 08:51:19 +02:00
PouleyKetchoupp
60ae264db1 Fix errors related to joints setup with two non-dynamic bodies 2021-04-15 17:37:45 -07:00
Henry Conklin
9b65b00296 Optimize BroadPhase2dHashGrid to not pair elements on different layers
Clean up logic in _check_motion

Closes 45824
2021-04-15 17:20:07 -04:00
Rémi Verschelde
c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn
92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
Rémi Verschelde
9e0f87359b
Merge pull request #47846 from nekomatata/solver-optimization
Godot Physics solver optimization
2021-04-14 18:04:30 +02:00
reduz
d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
PouleyKetchoupp
b65d6b56fb Godot Physics solver optimization
Several optimizations in the way solver islands are processed in both
2D and 3D physics:
- Use LocalVector instead of linked list to avoid cache misses (with
persistent storage based on worst case scenario)
- Remove pairs when setup fails (no valid contact) to avoid unnecessary
solving of non-colliding rigid bodies just to return immediately
2021-04-12 18:59:49 -07:00
PouleyKetchoupp
70aa39d127 Fix SoftBody contact impulses applied on rigid bodies
Parameters were inverted in `apply_impulse` and `apply_bias_impulse` due
to a modification on master.
2021-04-12 17:38:14 -07:00
Bastiaan Olij
71c5d73b5e Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
Rémi Verschelde
68b28c6cd4
Merge pull request #47678 from madmiraal/fix-47436.1
Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:35:49 +02:00
Rémi Verschelde
7fa84d8bd3
Merge pull request #47675 from madmiraal/fix-47436
Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:01 +02:00
Rémi Verschelde
0485a0d8b2
Merge pull request #47668 from madmiraal/fix-47438
Ensure ConvexPolygonShape3D support count variable is initialised
2021-04-06 22:30:07 +02:00
Marcel Admiraal
2abfc0518f Check for empty ConcavePolygonShape2D before checking for intersection 2021-04-06 20:05:10 +01:00
Marcel Admiraal
25593a481a Check ConvexPolygonShape2D point count before calcuating moment of inertia 2021-04-06 19:15:09 +01:00
Marcel Admiraal
6544f8422f Ensure ConvexPolygonShape3D support count variable is initialised 2021-04-06 16:46:15 +01:00
Marcel Admiraal
0d4d8925b7 Ensure ConvexPolygonShape support count variable is initialised 2021-04-06 16:18:49 +01:00
Bastiaan Olij
dad40fa2df Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Rémi Verschelde
9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
Rémi Verschelde
65a2888057
Style: Apply clang-tidy's modernize-use-default-member-init 2021-04-05 13:37:27 +02:00
Rémi Verschelde
ed2f51b15f
Merge pull request #47452 from BastiaanOlij/xr_positional_tracker_ref
Change XRPositionalTracker to a reference (master)
2021-04-03 10:13:23 +02:00
lucicam
c158a63a8a Fix crash caused by null parameter passed to CameraServer.add_feed()
Fixes #46181

CameraServer.add_feed() takes a CameraFeed object type as parameter.
Passing in another type of data while binding the method it will make
tha parameter null.
Added a check for null which returns from function and does not make the
engine crash anymore.
2021-04-02 17:11:30 +03:00
Rémi Verschelde
9cd1e50969
Merge pull request #47250 from BastiaanOlij/check_vulkan_version
Obtain supported Vulkan API
2021-03-31 13:45:43 +02:00
Bastiaan Olij
e93c9fc4ed As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
bruvzg
0d3fa2a125
[Complex Text Layouts] Provide access to glyph contour points. 2021-03-31 09:32:14 +03:00
Bastiaan Olij
454c889e61 Change XRPositionalTracker to a reference and better expose it to GDNative 2021-03-29 23:01:47 +11:00
Rémi Verschelde
2bd89ac249
Merge pull request #44695 from madmiraal/fix-44632
Remove all elements from monitored_bodies and monitored_areas when processed
2021-03-26 16:34:02 +01:00
Bastiaan Olij
a6c989bc1b Obtain supported Vulkan API 2021-03-26 12:06:57 +11:00
PouleyKetchoupp
c8dd3c7d80 Heightmap collision shape support in Godot Physics 2021-03-25 16:52:41 -07:00
lucicam
c98ca4e959 Fix failure in set_primary_interface when parameter is null
The program would fail if the parameter is passed as null in set_primary_interface because
in the print_verbose, the get_namea) method is called on the parameter and this causes a
failure if the parameter that was passed is null.

Same fix was done in 3.x also and it seems to be present in master too.
2021-03-25 17:36:22 +02:00
Josh Jones
9aadd0cde7 [Godot Physics]: Correct typo in moment of inertia calculations.
The moment of inertia calculation for BoxShape is:

```
Vector3(
    (p_mass / 3.0) * (ly * ly + lz * lz), 
    (p_mass / 3.0) * (lx * lx + lz * lz), 
    (p_mass / 3.0) * (lx * lx + ly * ly));
```

where the final line includes both the x and y extents.

However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`.  I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape.

This change corrects the final line to include both the x and y components of the shape's extent.
2021-03-22 20:10:11 -07:00
Rémi Verschelde
992de9c053
Merge pull request #46917 from nekomatata/solver-kinematic-bug-fix
Fix GodotPhysics solver with kinematic body set to report contacts
2021-03-20 21:53:01 +01:00
Rémi Verschelde
900b28f6d8
Merge pull request #47130 from e344fde6bf/fix-angular-velocity-calculation
Fix kinematic angular velocity calculations
2021-03-20 21:46:02 +01:00
Rémi Verschelde
fa681d04b7
Merge pull request #46937 from nekomatata/soft-body-support
SoftBody support in GodotPhysics 3D
2021-03-20 21:45:20 +01:00
Rémi Verschelde
793000c6a9
Merge pull request #47139 from nekomatata/concave-backface-collision
Disable backface collision with ConcavePolygonShape by default
2021-03-20 21:43:57 +01:00
e344fde6bf
1c123aaf2b Fix some angular velocity calculations
The angular velocity estimate for kinematic bodies was calculated
incorrectly.  Also, fixes its use in some kinematic/rigid collision
calculations.

This fixes #47029.
2021-03-20 07:21:37 +10:00
PouleyKetchoupp
7bbd545432 Disable backface collision with ConcavePolygonShape by default
Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.

Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
2021-03-18 11:30:22 -07:00
PouleyKetchoupp
d5ea4acd2d SoftBody support in GodotPhysics 3D
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-18 09:04:17 -07:00