having the raycast distance hardcoded to `10000` caused input events
to not be registered in very large 3D scenes.
This resolves the issue by using the cameras far distance instead.
Creating the more predictable behavior of if an object is visible,
it will be picked by the viewport.
resolves: #49735
(cherry picked from commit 02b6bbc5df)
Mapping and other "abstract base classes" were moved after python 3.3 from collections to collections.abc
Python 3.3 is long gone and a newer version of python won't support this code.
(cherry picked from commit 7ec6392d46)
Add support for specifying defines for each configuration
Add support for specifying extra cli args for each configuration
Add support for specifying extra includes for each configuration
(cherry picked from commit 4c2f0a5c94)
Adding the copy constructor is needed to solve a `-Wdeprecated-copy` warning
from GCC and Clang, which is raised when upgrading doctest from 2.4.4 to 2.4.6.
(cherry picked from commit cc57cbb73a)
Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants
(cherry picked from commit 13ba788b63)
This is useful information to have for troubleshooting, and it's
said to sidestep a possible race condition issue that breaks
microphone recording on Linux.
(cherry picked from commit de912a8bd9)
This prevents the viewport from going upside-down.
This was suggested at:
https://github.com/godotengine/godot/pull/51984#issuecomment-948614191:
> For 3.4, I think we can just clamp the angle value when using the
> camera orbiting shortcuts. We can investigate what to do with panning
> and freelook in 3.5 and 4.0.
(cherry picked from commit 3bd7c4f2a9)
Replaced some in-loop uses of Vector.write with an out of loop ptrw,
to avoid a lot of superfluous reads on the CowData ref count.
(cherry picked from commit 47496a55bc)
Correct transformation of normals that works with a Basis containing non-uniform scale is difficult to get correct for those not familiar with the maths, it is also rather verbose and hard to read in calling code. This PR adds helper functions which both standardize the approach and make it clearer in calling code what is being done and why.
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.
This also adds documentation for the project setting.
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.
Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
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.
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
This also makes the editor FPS display use `pad_decimals()`
for consistency with the implementation in `master`.