Hugo Locurcio
fc4ec42a09
Increase precision in particle damping properties in the editor
2023-06-07 15:26:02 +02:00
Rémi Verschelde
2a1bc05901
Merge pull request #77469 from lyuma/skeleton_ik_roll_fix
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Fix for SkeletonIK3D interpolation and bone roll
2023-06-06 20:39:46 +02:00
Lyuma
9aa46bf3f5
Fix for SkeletonIK3D interpolation and bone roll
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Fix bug in internal Basis::rotate_to_align function (also used with identity Basis in scene/resources/curve.cpp)
Use ChainItem children rather than local bone rest to determine IK bone roll to match Godot 3.x behavior
2023-06-05 20:44:45 -07:00
detomon
ea80213eee
Fix adding bones with the same name after calling Skeleton3D.clear_bones()
2023-06-05 11:55:09 +02:00
Silc Renew
42aa5398d9
Fix Pathfollow direction
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Co-authored-by: aaronfranke <arnfranke@yahoo.com>
2023-05-24 17:37:00 +09:00
Rémi Verschelde
6f34a23439
Merge pull request #76082 from reduz/ability-to-look-at-in-model-space
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Add the ability to look-at in model-space.
2023-05-24 08:46:53 +02:00
Juan Linietsky
5fdc1232ef
Add the ability to look-at in model-space.
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This is a much simpler attempt to solve the same problem as #76060 , but without breaking any compatibility.
* Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets.
* Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector.
The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
2023-05-24 10:10:24 +09:00
Artyom Lunchenkov
f645eee62e
Improve Skeleton3D::find_bone() performance
2023-05-23 21:02:46 +06:00
Yuri Sizov
ca8bbf24ae
Merge pull request #77194 from lyuma/pose_global_no_override
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Fix get_bone_pose_global_no_override()
2023-05-18 18:55:00 +02:00
Lyuma
565803ce3d
Fix get_bone_pose_global_no_override()
2023-05-18 03:14:45 -07:00
Pedro J. Estébanez
50cf3d6966
Optimize threading-sensitive node data for single-threaded processing
2023-05-17 02:04:41 +02:00
Rémi Verschelde
59c19a7172
Merge pull request #75250 from bruvzg/lbl_rtl_jst_flags
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Expose TextServer justification flags to Label, Label3D, TextMesh and RTL. Add flags to control last/single line justification.
2023-05-16 10:48:45 +02:00
Rémi Verschelde
8cfa19a078
Merge pull request #77000 from reduz/make-more-base-nodes-thread-safe
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Make more base nodes thread safe
2023-05-16 00:31:56 +02:00
bruvzg
9163d8c336
Expose TextServer justification flags to Label, Label3D, TextMesh and RTL. Add flags to control last/single line justification.
2023-05-15 19:23:54 +03:00
Juan Linietsky
0a9f72d5a8
Make more base nodes thread safe
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Ongoing work to make more of the base nodes thread safe.
2023-05-15 16:54:10 +02:00
kleonc
d3d84d90de
Fix AnimatedSprite3D autoplay warning
2023-05-13 13:10:38 +02:00
Rémi Verschelde
cc48827e4a
Merge pull request #76946 from AThousandShips/shadow_warning
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Enable shadow warnings and fix raised errors
2023-05-12 10:04:09 +02:00
smix8
f986b52b3c
Make navigation mesh edge connections optional
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Makes navigation mesh edge connections optional.
2023-05-11 18:46:34 +02:00
Ninni Pipping
71ee65dc57
Enable shadow warnings and fix raised errors
2023-05-11 16:00:59 +02:00
smix8
7e1a261cc6
Prevent unnecessary navigation map synchronizations
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Prevents unnecessary navigation map synchronizations triggered by redundant calls to setters of e.g. region, link or map properties.
2023-05-11 07:38:16 +02:00
Rémi Verschelde
5271186f2f
Merge pull request #75901 from reduz/refactor-node-processing
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Refactor Node Processing to allow Scene Multithreading
2023-05-10 12:46:44 +02:00
smix8
a6ac305f96
Rework Navigation Avoidance
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Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00
Juan Linietsky
98c655ec8d
Refactor Node Processing
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* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424 .
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
2023-05-09 19:17:51 +02:00
RedworkDE
8e7afec479
Fix various errors when running the unit tests
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-05-09 18:40:56 +02:00
Max Hilbrunner
03dfae4208
Merge pull request #76004 from mashumafi/wait-nav-region-thread
2023-05-05 13:50:09 +02:00
mashumafi
a93a2e519d
Wait for navigation baking to finish before destruction
2023-05-02 21:05:47 -04:00
VolTer
818d57b5b4
Light3D show scaling warning immediately
2023-05-01 02:55:17 +02:00
Samuele Panzeri
4aaa2e6477
Fix wait for thread not started
2023-04-27 20:28:22 +02:00
Samuele Panzeri
a2be742f97
Fix editor lock on sdf collision bake on error
2023-04-19 11:00:11 +02:00
Rémi Verschelde
b5b371cf7c
Merge pull request #70332 from aaronfranke/rigid-body-units
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Improve some units in RigidBody nodes
2023-04-18 23:38:20 +02:00
Yuri Sizov
8f113c6532
Merge pull request #72749 from aaronfranke/area-priority
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Make Area physics priority consistently int and allow negative numbers
2023-04-18 14:21:06 +02:00
Aaron Franke
87bd8d2dcf
Make Area physics priority consistently int and allow negative numbers
2023-04-18 13:50:20 +02:00
smix8
4490a3303b
Fix NavigationMesh debug visuals for non-triangulated meshes
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Fixes NavigationMesh debug visuals for non-triangulated meshes.
2023-04-16 23:31:54 +02:00
Aaron Franke
a83ce0b104
Improve some units in RigidBody nodes
2023-04-15 22:03:24 -05:00
clayjohn
821917ba9f
Use angle_rand to calculate base_angle in particles process material
2023-04-13 15:10:47 -07:00
smix8
1549aeaef8
Add Mesh ConvexDecompositionSettings wrapper
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Adds wrapper MeshConvexDecompositionSettings to control parameters for Mesh ConvexDecomposition operations.
2023-04-07 22:39:25 +02:00
smix8
aadf33efd8
Fix NavigationObstacles not being added to avoidance simulation
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Fixes NavigationObstacles not being added to avoidance simulation.
2023-04-06 16:32:49 +02:00
Aaron Franke
dd0eb1ab47
Change VehicleWheel3D suspension travel to use meters internally
2023-04-03 12:34:05 -07:00
Rémi Verschelde
b237df8cea
Merge pull request #75326 from smix8/navigationagent_expose_parameters_4.x
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Expose NavigationAgent path postprocessing and pathfinding algorithm options
2023-04-03 16:02:21 +02:00
Brennen Shaughnessy
2d16fe681d
Fixed property hint for platform layers on 3D physics body
2023-03-31 19:40:45 -04:00
Yuri Sizov
1222d35cdd
Merge pull request #75398 from newobj/issue-75218
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Update GPUParticles2D/3D speed scale on ENTER_TREE
2023-03-28 16:34:58 +02:00
Brian Long
4652fbd09e
Update GPUParticles2D/3D speed scale on ENTER_TREE
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Fix for https://github.com/godotengine/godot/issues/75218
Pause notifications are not sent when a node is added as a child. So GPUParticles2D should also obey its can_process status on ENTER_TREE, not just PAUSED/UNPAUSED.
2023-03-27 13:24:59 -07:00
Yuri Sizov
2659fc1a34
Merge pull request #75266 from rburing/shapecast2d_disconnect
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Port robust signal (dis)connection to `ShapeCast2D`
2023-03-27 13:08:58 +02:00
smix8
6e324bb341
Expose NavigationAgent path postprocessing and pathfinding algorithm options
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Exposes the path postprocessing and pathfinding algorithm options of the NavigationAgent internal NavigationPathQueryParameters object.
2023-03-25 21:37:18 +01:00
Ricardo Buring
5bed055cdd
Port robust signal (dis)connection to ShapeCast2D
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Ported from ShapeCast3D.
2023-03-24 09:23:03 +01:00
Adam Scott
fd1dfdb960
Set VehiculeWheel3D suspension_travel
default value to a resonable one
2023-03-18 16:33:33 -04:00
smix8
0b8798a995
Fix NavigationAgent3D debug path duplicated points
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Fixes duplicated points in NavigationAgent3D debug path.
2023-03-16 09:19:04 +01:00
Rémi Verschelde
449e658583
Merge pull request #74555 from RedworkDE/cpuparticles3d-update-buffer-overrun
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Fix buffer overrun in `CPUParticles3D` in `precision=double` builds
2023-03-08 08:58:11 +01:00
RedworkDE
89980dd9c9
Fix buffer overrun in CPUParticles3D
2023-03-07 15:46:51 +01:00
Johan Aires Rastén
007b488a5c
Fixed incorrect ERROR message when setting new PrimitiveMesh
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If calling set_mesh with a PrimitiveMesh that has pending update, the
_mesh_changed function would be called twice. The first time before
set_base had been called, which could lead to an ERROR message about
trying to set an invalid surface override material.
2023-03-04 10:48:47 +01:00