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)
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
(cherry picked from commit dc446203be)
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
- Make RayCast2D gray when it's disabled
- Make the one-way collision arrow use the inverted shape debugging
color (will result in an orange color by default)
- This makes it easier to distinguish it from RayCast2D arrows
- Make lines slightly thinner
- Make the RayCast2D arrow tip larger
- Use anti-aliasing for the RayCast2D and one-way collision lines
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
This average is not a proper approximation of a grayscale value,
get_v() is better suited for that.
If we want a real to_grayscale() conversion, it's somewhat more
involved: https://en.wikipedia.org/wiki/Grayscale
Remove the deprecated Gray() from C# bindings as it conflicts
with new named color constants.
This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene.
Fixes#13835.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.
Will port this to 3D once well tested. Have fun!
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
-WorldEnvironment cleanup issues fixed (#563)
-Text Editor improvement to shift-mouse selection (#648)
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652)
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel