Commit graph

1330 commits

Author SHA1 Message Date
PouleyKetchoupp
0eb51b31d4 Expose collider RID in 2D/3D kinematic collision
Can be useful to access the colliding body information for bodies
created with the physics server directly.
2021-06-09 18:26:00 -07:00
PouleyKetchoupp
863560c6ef Use degrees instead of rad for floor_max_angle property in CharacterBody 2021-06-08 16:00:31 -07:00
Marcel Admiraal
be26a5e40e Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 08:52:24 +01:00
reduz
32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
PouleyKetchoupp
23abac9325 Linear velocity cleanup
CharacterBody has a linear_velocity property to replace the argument in
move_and_slide.

StaticBody handles reporting linear/angular velocity correctly when
kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
b2bd9f4e51 Safe margin cleanup
Safe margin property on CharacterBody only, used as argument in
move_and_collide.

Removed kinematic_safe_margin in 3D physics server, not really useful
and now harmonized with 2D.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
65822559ce Support for kinematic_motion in StaticBody
Does the same thing as simulate motion from RigidBody in Kinematic mode,
and CharacterBody (previously KinematicBody).

Added support for constant linear/angular velocity with kinematic_motion
in StaticBody, which moves the body in physics.

Updated documentation for StaticBody and CharacterBody to describe their
functionalities more accurately.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
ee4b756a51 More explanatory names for RigidBody modes
MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER

No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
287c3900fd Properties for move_and_slide and remove move_and_slide_with_snap
- snap property to replace move_and_slide_with_snap()
- floor_max_angle, stop_on_slope, infinite_inertia, max_slides,
up_direction properties to replace arguments from move_and_slide()
- up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
ba13d23140 KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).

Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).

RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
2021-06-04 11:40:36 -07:00
Aaron Franke
bbd49dec23
Disable Skeleton3D when compiling without 3D
Make animation code not depend on Skeleton3D or even Node3D
2021-06-04 08:33:50 -04:00
Marcel Admiraal
a6e44bd16c Rename Node3D's property translation to position 2021-06-04 09:54:52 +01:00
Rémi Verschelde
5d9cab3aeb
Merge pull request #38430 from aaronfranke/transform3d 2021-06-03 23:07:21 +02:00
Rémi Verschelde
f288a79482
Merge pull request #38224 from Calinou/increase-audiostreamplayer3d-unit-size
Increase the default AudioStreamPlayer3D unit size to 10
2021-06-03 16:56:38 +02:00
Aaron Franke
a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Haoyu Qiu
96fe795bdb Check cache_parent_physical_bone when rebuilding parent cache 2021-05-29 15:34:55 +08:00
TwistedTwigleg
dbd17ebf30 SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used
(Forward port of 3.X code for Godot 4)
2021-05-25 21:30:40 -04:00
Rémi Verschelde
9bc2ba3b64
Merge pull request #48955 from Calinou/editor-tweak-property-hints
Tweak dozens of editor property hints for consistency
2021-05-25 11:44:43 +02:00
Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
- Update Viewport MSAA property hints to match the currently
  exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
Rémi Verschelde
6894559fb7
Merge pull request #49034 from madmiraal/fix-doc-2177
Unexpose methods and property for binding children to Bones in Skeleton3D
2021-05-24 18:34:57 +02:00
Marcel Admiraal
65faa12fd3 Unexpose methods and property for binding children to Bones 2021-05-24 16:44:17 +01:00
Rémi Verschelde
9cf1d034a7
Merge pull request #48894 from reduz/gpu-particles-2d-2
Support for 2D particles to collide against SDF
2021-05-24 12:49:34 +02:00
reduz
789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
kobewi
5605454981 Change frame_coords to Vector2i 2021-05-23 21:38:27 +02:00
trollodel
fea75bb112 Fix crash on debug shapes update if CollisionObject3D is not in tree 2021-05-22 17:26:03 +02:00
Rémi Verschelde
db4cf63482
Merge pull request #48860 from JohnM666/fix-basis-variant-initialization
Fix RigidBody3D.get_inverse_inertia_tensor() crash
2021-05-20 14:05:29 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
JohnM666
b19544e91d Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot 2021-05-20 10:46:24 +03:00
Haoyu Qiu
a701927d89 Fix ragdoll simulation when parent was readded to scene 2021-05-19 10:22:15 +08:00
Rémi Verschelde
c340ed6394
Merge pull request #42742 from madmiraal/fix-12215
Return RID instead of Object id in area-body_shape_entered-exited signals.
2021-05-18 20:00:48 +02:00
Aaron Franke
ab674a41aa
Area: Uncap the range for gravity and change the slider hints 2021-05-18 07:17:11 -04:00
kleonc
ef589a7cd3 Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake 2021-05-16 14:01:01 +02:00
Rémi Verschelde
b283447bfd
Merge pull request #47348 from nekomatata/raycast-3d-collide-fix
Fix RayCast3D color in game with no collision
2021-05-12 22:13:08 +02:00
reduz
479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
trollodel
a24c46e7a0 Use the correct method in shape_owner_remove_shape 2021-05-09 18:58:19 +02:00
Rémi Verschelde
aac01456d1
Merge pull request #48175 from trollodel/collisionobject3d-no-mi
Create CollisionObject3D debug shapes using RS
2021-05-09 16:41:53 +02:00
TwistedTwigleg
446460eaf9 Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides 2021-05-08 16:11:45 -04:00
Hugo Locurcio
87d107bb11
Increase the default AudioStreamPlayer3D unit size to 10
This makes it easier to hear sound while setting up the node.

Since this changes the default value, this may break existing projects
slightly.

This also tweaks the Unit Size editor property hint for better usability.

See discussion in #25468.
2021-05-06 02:45:46 +02:00
trollodel
5b19c7de3f Create CollisionObject3D debug shapes using RS 2021-05-05 09:12:50 +02:00
Marcel Admiraal
fcf8071ec9 Fix documentation following implementation of particle trails 2021-05-01 13:12:31 +01:00
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
Rafał Mikrut
efcb097674 Prevent setting too big or too small Collision Mask and Layer 2021-04-30 17:19:04 +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
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +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
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
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