Commit graph

1360 commits

Author SHA1 Message Date
Rémi Verschelde
915344fe76
Merge pull request #49834 from nekomatata/physics-disable-modes
Add support for controlling physics nodes' behavior when disabled
2021-06-30 20:36:36 +02:00
Rémi Verschelde
270f9d4c88
Merge pull request #50014 from reduz/remove-immediate
Deprecate ImmediateGeometry
2021-06-30 20:18:59 +02:00
reduz
85cf99f28e Deprecate ImmediateGeometry
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
2021-06-30 14:14:41 -03:00
Rémi Verschelde
a02620f3a5
Merge pull request #50009 from reduz/fix-suffixes-and-degrees
Fix editor suffixes and degrees conversion
2021-06-30 18:47:40 +02:00
PouleyKetchoupp
5cbdc7a0ac Add support for controlling physics nodes' behavior when disabled
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing

Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
2021-06-30 09:20:44 -07:00
reduz
75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Rémi Verschelde
bcd1fc832f
Merge pull request #49901 from nekomatata/move-and-collide-fix-slide
Fix move_and_collide causing sliding on slopes
2021-06-30 02:18:01 +02:00
Rémi Verschelde
8fb7a9f023
Merge pull request #49719 from LightningAA/rename-node-is-ancestor-of
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-29 12:07:25 +02:00
PouleyKetchoupp
9758a75221 Fix move_and_collide causing sliding on slopes
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.

Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-06-28 17:17:52 -07:00
Hugo Locurcio
f28b55b551
Increase the default ReflectionProbe extents to Vector3(10, 10, 10)
On top of having a more realistic size out of the box, this matches
the default VoxelGI extents for better usability.
2021-06-27 16:46:03 +02:00
Lightning_A
899e5f8685 Rename is_a_parent_of() to is_ancestor_of() 2021-06-21 08:39:28 -06:00
Aaron Franke
0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Hugo Locurcio
e98f5a53ad
Use double-sided material for RayCast3D
This makes RayCast3Ds visible if the camera is fully inside one
(e.g. a RayCast3d parented to the current Camera3D).
2021-06-19 05:05:58 +02:00
Rémi Verschelde
3e8620c275
Merge pull request #49475 from nekomatata/kinematic-collision-rid
Expose collider RID in 2D/3D kinematic collision
2021-06-18 12:32:26 +02:00
Aaron Franke
8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
reduz
ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00
reduz
6e98c4cd50 Refactor VisibilityNotifier3D
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing

After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16 18:50:39 -03:00
Rémi Verschelde
aa43b5a3f4
Merge pull request #48287 from aaronfranke/camera-is-frustum 2021-06-14 19:05:43 +02:00
Rémi Verschelde
07b8fffa7c
Merge pull request #49458 from JFonS/fix_unwrap_xform
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14 18:32:33 +02:00
Aaron Franke
bd40474bd6
Add is_position_in_frustum to Camera3D 2021-06-14 12:03:18 -04:00
Rémi Verschelde
6c1445bfea
Merge pull request #48847 from JFonS/vis_deps
Implement visibility range and dependencies
2021-06-14 17:22:59 +02:00
jfons
ee702334a1 Rename get_parent_spatial() to get_parent_node3d()
Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-14 14:05:13 +02:00
jfons
3a53ae5d9f Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.

Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.

This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).

Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.

Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
2021-06-14 12:17:11 +02:00
Bastiaan Olij
3eae812331 Fixed error spam when XR mode is not enabled and a missed setting rename 2021-06-14 11:05:16 +10:00
Rémi Verschelde
4ebf248e1b
Merge pull request #48207 from BastiaanOlij/multiview_stereoscopic
Add stereoscopic rendering through multiview
2021-06-13 15:36:55 +02:00
Bastiaan Olij
15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Yuri Roubinsky
19afaa0203 Fixed a bunch of connection errors in TextureEditorPlugin 2021-06-12 08:01:02 +03:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
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