Commit graph

2477 commits

Author SHA1 Message Date
Yuri Roubinsky
6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
Haoyu Qiu
f3816898fa Fix crash when pinned SoftBody point is out of range 2021-10-04 16:42:53 +08:00
Rémi Verschelde
a88e82078d
Merge pull request #42364 from madmiraal/fix-39887 2021-10-03 13:41:25 +02:00
bruvzg
27e9d07f11 Remove Scene dependency from the TextServer, use scalable hex box font instead of built-in bitmap one. 2021-10-03 00:22:10 +03:00
Camille Mohr-Daurat
fdd25d7c84
Merge pull request #53311 from nekomatata/soft-body-remove-mesh-reference
Remove scene code in physics servers
2021-10-01 09:56:49 -07:00
PouleyKetchoupp
b8eeb34b4e Remove scene code in physics servers
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
2021-10-01 08:42:47 -07:00
bruvzg
0c0b5c84b0 Implement TextServer GDExtension interface, remove TextServer GDNative interface. 2021-10-01 15:13:29 +03:00
Rémi Verschelde
a7011fa294
Merge pull request #52684 from Frixuu/master 2021-10-01 11:53:01 +02:00
Rémi Verschelde
6ed3e9c182
Merge pull request #53208 from timothyqiu/headless-crash 2021-10-01 11:29:19 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Camille Mohr-Daurat
1c0ae31c9e
Merge pull request #53266 from nekomatata/remove-shape-metadata
Remove shape metadata from 2D physics server
2021-09-30 12:11:50 -07:00
Juan Linietsky
c370b4c4d0
Merge pull request #52544 from JFonS/lod_fixes
Auto LOD fixes and improvements
2021-09-30 14:49:11 -03:00
PouleyKetchoupp
d0ec46be68 Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Manuel Dun
485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Haoyu Qiu
9dd0d3f550 Don't memcpy to nullptr even if length is zero 2021-09-29 20:58:14 +08:00
Rémi Verschelde
4c1d2e9350
Merge pull request #53199 from Geometror/fix-skeleton2d 2021-09-29 13:47:12 +02:00
Haoyu Qiu
82f7f2c46c Fix crash in headless mode 2021-09-29 17:24:53 +08:00
Camille Mohr-Daurat
341b532d5e
Merge pull request #52754 from nekomatata/dynamic-body-modes
Clarify RigidDynamicBody modes
2021-09-28 17:11:17 -07:00
Hendrik Brucker
6a9f3746af Fix editor freeze when asigning Skeleton2D to Polygon2D 2021-09-29 01:50:01 +02:00
Rémi Verschelde
4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb 2021-09-28 16:20:22 +02:00
Bastiaan Olij
0320532876
Merge pull request #52864 from BastiaanOlij/xr_extension_return_buffers
Fix access to render target texture for XR interfaces
2021-09-28 20:19:20 +10:00
Rémi Verschelde
60988a06c2
Merge pull request #52953 from nekomatata/fix-collision-recovery-depth 2021-09-28 12:11:38 +02:00
Bastiaan Olij
cbdde9dff9 Fix access to render target texture for XR interfaces 2021-09-28 19:46:50 +10:00
PouleyKetchoupp
bf523a2b2a Improved logic for CharacterBody collision recovery depth
Allows 2D character controller to work without applying gravity when
touching the ground (also more safely in 3D), and collision detection
is more flexible with different safe margin values.

Character body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter

Extra CharacterBody changes:
-2D: apply changes made in 3D for stop on slope and floor snap that help
fixing some jittering cases
-3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27 15:31:41 -07:00
jfons
9e1810695c Auto LOD fixes and improvements
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
  meshes that were previously left untouched. The angle difference at
  wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
  doubling (approximately) the number of triangles from there. This
  makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
  including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
  various LODs. Right now only normals are taken into account,
  but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00
CaptainProton42
1731030b3c Fix GPUParticles3D local_coords 2021-09-26 00:30:37 +02:00
CaptainProton42
dd70daafba Fix GPUParticles3D generate AABB 2021-09-26 00:30:37 +02:00
Anilforextra
cdd912c48e Construct values only when necessary. 2021-09-25 14:46:45 +05:45
Rémi Verschelde
fb4fadfd1e
Merge pull request #52967 from danger-dan/dev_vehicle_sleep_fix 2021-09-24 11:47:15 +02:00
Daniel
e8efe621d5 Added set_active(true) to all body direct state force apply/impulses. #52915 2021-09-24 17:22:51 +12:00
Anilforextra
cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Yuri Roubinsky
e9e21a592e Prevents editor crash when compare with negative float in shader 2021-09-22 13:26:40 +03:00
fabriceci
fd9e573ba6 Port 2D improvement to move and slide 3D
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-22 00:14:04 +02:00
Rémi Verschelde
ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center 2021-09-21 21:30:30 +02:00
Anilforextra
90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Bastiaan Olij
c527078634 Change to using doubles in XR classes 2021-09-21 22:46:31 +10:00
bruvzg
c931906af7 Add flag to connected grapheme. Apply RTL displacement FX only to the whole connected grapheme. Pass more glyph info to the custom RTL FX. 2021-09-21 13:51:38 +03:00
Frixuu
650e63a7ca Allow for mapping keycodes to current layout 2021-09-21 00:03:02 +02:00
Rémi Verschelde
62aed73d88
Merge pull request #52545 from JFonS/occ_fixes
Occlusion culling fixes
2021-09-20 13:20:03 +02:00
Yuri Roubinsky
f68d3f67b5 Fix shader crash when passing array to built-in function without index 2021-09-18 14:05:14 +03:00
Aaron Franke
bf0213470c
Replace Vector3.to_diagonal_matrix with Basis.from_scale 2021-09-17 10:30:30 -05:00
Rémi Verschelde
ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass 2021-09-17 14:21:29 +02:00
PouleyKetchoupp
ed1ba5093f Clarify RigidDynamicBody modes
RigidDynamicBody modes are replaced with several properties to make their
usage clearer:
-lock_rotation: disable body's rotation (instead of MODE_LOCKED)
-freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC)
-freeze_mode: Static (can be only teleported) or Kinematic (can be animated)

Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics
servers.
2021-09-16 16:03:48 -07:00
Camille Mohr-Daurat
062cff373a
Merge pull request #52668 from qarmin/cppcheck_servers_physics
Initialize variables in servers/physics
2021-09-16 09:06:03 -07:00
Camille Mohr-Daurat
1852afb6b0
Merge pull request #52679 from nekomatata/world-boundary-shape
Rename WorldMarginShape to WorldBoundaryShape
2021-09-15 16:02:40 -07:00
qarmin
91257c3900 Initialize variables in servers/physics 2021-09-15 19:41:32 +02:00
Fabio Alessandrelli
d187bb4e11 [HTML5] Use browser mix rate by default on the Web.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
2021-09-15 11:56:21 +02:00
PouleyKetchoupp
bb75aec8bc Rename WorldMarginShape to WorldBoundaryShape 2021-09-14 11:16:31 -07:00
Aaron Franke
3a902c66c4
Revert some URLs from the "Replace HTTP URLs with HTTPS" PR 2021-09-13 15:18:35 -05:00