Commit graph

2634 commits

Author SHA1 Message Date
Rémi Verschelde
3f9c24a8d7
Merge pull request #55085 from JFonS/transparency_fixes
Fix transparency state initialization
2021-11-18 17:17:20 +01:00
Rémi Verschelde
c6555cafa5
Merge pull request #55074 from nekomatata/fix-soft-body-gravity 2021-11-18 09:27:23 +01:00
PouleyKetchoupp
ea52c68337 Fix applied gravity on soft bodies
Regression fix, gravity was accumulated between frames after some
changes around area gravity calculation.

Also got rid of unused member and method in soft body class.
2021-11-17 17:59:26 -07:00
PouleyKetchoupp
d630269593 Fix contact generation with backface collision disabled
Replaced the previous implementation for backface collision handling (in
test_axis function from SAT algorithm) with much simpler logic in the
collision generation phase with face shapes, in order to get rid of
wrong contacts when backface collision is disabled.

Now it just ignores the generated collision if the contact normal is
against the face normal, with a threshold to keep edge contacts.

Added a special case for soft bodies to invert the collision instead of
ignoring it, because for now it's the best solution to avoid soft bodies
to go through concave shapes (they use small spheres). This might be
replaced with a better algorithm for soft bodies later.
2021-11-17 17:57:02 -07:00
PouleyKetchoupp
43ff9ad86f Fix rest_info returning no result with high margin and low motion
Apply the same logic as in test_body_motion to make sure the minimum
allowed depth doesn't filter out all contacts in this case.
2021-11-17 11:47:30 -07:00
Rémi Verschelde
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn
358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
Camille Mohr-Daurat
7d1b454b67
Merge pull request #55036 from nekomatata/bvh-fix-update
Fix physics BVH pairing for teleported or fast moving objects
2021-11-16 17:59:21 -07:00
PouleyKetchoupp
afb9e2d9b7 Fix physics BVH pairing for teleported or fast moving objects
Updating the broadphase to find new collision pairs was done after
checking for collision islands, so it was working in most cases due to
the pairing margin used in the BVH, but in case of teleported objects
the narrowphase collision could be skipped.

Now it's done before checking for collision islands, so we can ensure
that broadphase pairing has been done at the same time as objects are
marked as moved so their collision can be checked properly.

This issue didn't happen in the Octree/HashGrid because they do nothing
on update and trigger pairs directly when objects move instead.
2021-11-16 14:51:37 -07:00
Hugo Locurcio
8fb7e622a6
Rename built-in SGN() macro to SIGN()
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Yuri Roubinsky
df3b42411d Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00
Brian Semrau
716e15cd26 Fix multimesh still drawing when visible instances is zero 2021-11-12 21:51:14 -05:00
Aaron Franke
3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
jfons
dbf20f58a0 Fix transparency state initialization 2021-11-12 12:11:57 +01:00
Yuri Roubinsky
826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Rémi Verschelde
13769aebe9
Merge pull request #54867 from Chaosus/shader_fix_light_albedo
Fix shader crashing when using `ALBEDO` or `ALPHA` in light function
2021-11-12 08:35:53 +01:00
Camille Mohr-Daurat
11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
Yuri Roubinsky
a45ae7b1c7 Fix shader crashing when using ALBEDO or ALPHA in light function 2021-11-11 11:59:30 +03:00
PouleyKetchoupp
c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
Rémi Verschelde
5cc0ad5393
Merge pull request #54783 from ator-dev/fix-override-exposure 2021-11-10 18:45:04 +01:00
PouleyKetchoupp
bfd0d33244 Fix errors in CharacterBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
2021-11-10 08:27:33 -07:00
PouleyKetchoupp
3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
Rémi Verschelde
9444a3f01d
Merge pull request #54736 from Chaosus/shader_fix_uniform 2021-11-09 08:25:12 +01:00
Camille Mohr-Daurat
c6062cd93e
Merge pull request #54134 from nekomatata/body-center-of-mass-local
Expose local center of mass in physics servers
2021-11-08 18:44:51 -07:00
PouleyKetchoupp
fc8c766ef9 Expose local center of mass in physics servers
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.

It's especially useful to get the generated local center of mass when
in auto mode (by default).

Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.

Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
2021-11-08 16:17:57 -07:00
Rémi Verschelde
5968653662
Merge pull request #46721 from bruvzg/custom_word_break_punct 2021-11-09 00:13:59 +01:00
Rémi Verschelde
d9a74fd07f
Merge pull request #54372 from bruvzg/text_edit_ui 2021-11-09 00:13:25 +01:00
Dominic-ATOR
d7a4187b05 Implement CameraEffects override_exposure 2021-11-08 21:14:56 +00:00
Rémi Verschelde
e87687a6d0
Merge pull request #54486 from ibrahn/thread-work-pool-lazier 2021-11-08 13:39:39 +01:00
Yuri Roubinsky
bbfa5f29c7 Pushes array of uniforms to first place in the buffer to prevent bug 2021-11-07 23:30:09 +03:00
Brian Semrau
dc11e73bf0 Rename AABB get_area to get_volume 2021-11-05 18:22:42 -04:00
Camille Mohr-Daurat
70c82d9d3d
Merge pull request #54642 from BoilingFusion/master
Fix the volume calculation for cylinders
2021-11-05 15:08:57 -07:00
Rémi Verschelde
13aaa73124
Merge pull request #54573 from nekomatata/query-parameters 2021-11-05 21:52:39 +01:00
Julian Adamse
03903fdeec Fix the volume calculation for cylinders 2021-11-05 20:49:14 +01:00
Brian Semrau
ac24070056 Use Callable in RS::request_frame_drawn_callback 2021-11-05 01:59:38 -04:00
PouleyKetchoupp
acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
rafallus
770e3a8e51 Use Callable in Area monitor callback 2021-11-01 21:53:17 -06:00
Ibrahn Sahir
151d2e34ca ThreadWorkPool no longer starts worker threads if given zero work. 2021-11-01 19:19:25 +00:00
Camille Mohr-Daurat
a57de3b818
Merge pull request #37880 from nekomatata/rigid-body-damping-override
Improved RigidDynamicBody linear/angular damping override
2021-11-01 11:24:01 -07:00
Rémi Verschelde
02ae47154c
Merge pull request #54356 from Chaosus/shader_fix_matrix_autocompletion 2021-11-01 14:06:04 +01:00
Rémi Verschelde
d86b680e07
Merge pull request #54480 from timothyqiu/texture-replace 2021-11-01 12:56:05 +01:00
Haoyu Qiu
10818cfc10 Fix memory leak when using CurveTexture.set_texture_mode 2021-11-01 18:57:59 +08:00
Rémi Verschelde
210e6cc167
Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603 2021-11-01 11:18:11 +01:00
SeleckyErik
6b04f08b28 Fix multimesh buffer overflow in RendererStorageRD 2021-10-31 18:48:51 +01:00
Rémi Verschelde
1aef3a42b2
Merge pull request #54448 from CakHuri/treshold-to-threshold
Repair mistyped of 'threshold' on several files.
2021-10-31 18:32:18 +01:00
Rémi Verschelde
16dc607f8a
Merge pull request #54307 from Calinou/add-opengl-renderer-squash
Add OpenGL renderer (squashed)
2021-10-31 18:30:38 +01:00
M. Huri
4052d85d05 Repaired mistyped of 'threshold' on several files. 2021-10-31 22:11:42 +07:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
bruvzg
3f33e1d7d6 Add functions for getting name and font style from dynamic and bitmap fonts.
Add font selection toolbar editor plugin.
2021-10-31 12:40:58 +02:00