Commit graph

1430 commits

Author SHA1 Message Date
Eryk Dwornicki
519e314bea Fixed bug that caused collision not to be properly reenabled when joint between two bodies is destroyed 2021-02-27 17:11:15 +01:00
trollodel
85a776ddcd Allow CollisionObject3D to show collision shape meshes
Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
2021-02-24 18:50:13 +01:00
Aaron Franke
548de64742
Use a more specific type for Area2D/3D body signals 2021-02-24 00:05:54 -05:00
reduz
d6a9cff8b7 Add preview Sun and Environment
* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-22 16:56:29 -03:00
Rémi Verschelde
0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
reduz
083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Angad Kambli
6b602d35f3 add null check in MeshInstance::_mesh_changed() 2021-02-18 16:51:39 +05:30
Rémi Verschelde
9d84e3b395
Merge pull request #46151 from ellenhp/fix_spatial_player_play
Fix a pop on play() in AudioStreamPlayer2D and 3D
2021-02-18 10:12:13 +01:00
Ellen Poe
5e1442ad55 Fix pops in play() of both spatial audio players 2021-02-17 19:09:42 -08:00
Rémi Verschelde
f91c4c0899
Merge pull request #46124 from angad-k/cpu-particles-3d-fix
CPUParticles3D crash fix
2021-02-17 16:15:22 +01:00
Angad Kambli
c97fffdc59 add null check in _update_particle_data_buffer()
add check to see if p_order is in range for CPUParticles3D::set_draw_order'
2021-02-17 20:29:14 +05:30
Jitesh
c3be0c2c04 Add animation_finished signal and fix frame_changed signal for AnimatedSprite3D
Fixes #40301.
Fixes #45947.
2021-02-17 15:13:47 +01:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector 2021-02-16 18:33:23 -05:00
Rémi Verschelde
c7444b033e
Merge pull request #46040 from ellenhp/fix_seek_playback_pos
Return setseek position if one exists in get_playback_position.
2021-02-16 12:19:09 +01:00
Rémi Verschelde
3f6295a1ed
Merge pull request #45855 from hoontee/fix-45718
Implement CollisionPolygon3D margin
2021-02-15 11:23:15 +01:00
Ellen Poe
15b8480b2c Return setseek position if one exists in get_playback_position. 2021-02-14 20:41:59 -08:00
Rémi Verschelde
e9a25b8552
Merge pull request #45859 from Kayomn/master
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +01:00
hoontee
fbb1ef759c Implement CollisionPolygon3D margin 2021-02-11 11:58:37 -06:00
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
e8f73124a7
Merge pull request #45845 from qarmin/cppcheck_scene_2
Initialize class variables with default values in scene/ [2/2]
2021-02-10 20:06:12 +01:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Kayomn
ca945421a0 Accomodate blend shape ranges of -1 to +1 2021-02-09 23:09:54 +00:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Rémi Verschelde
74be478895
Merge pull request #45774 from revilo/fix-45694
Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
2021-02-08 21:32:49 +01:00
Rafał Mikrut
003bb8e1a8 Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
Rafał Mikrut
1b8cbcf946 Fix nan errors when using VehicleBody 2021-02-07 21:08:09 +01:00
Oliver Dick
f1432f2788 Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED (fixes invalid transform of collision shape in cases where the node is not supposed to enter the scene tree) 2021-02-06 20:17:01 +01:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Rémi Verschelde
69152af45d doc: Don't bind argument names with p_ prefix
This prefix is used in the C++ codebase, not in the scripting API.
2021-02-04 14:45:06 +01:00
Rémi Verschelde
7185a7c3c2
Merge pull request #45496 from Chaosus/fix_particles
Fix particles not properly updated by their lifetime
2021-02-03 15:50:52 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
3375647818
Merge pull request #45564 from aaronfranke/physics-nodes-real_t
Use real_t in physics nodes
2021-02-01 20:48:16 +01:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Aaron Franke
9199a681de
Use real_t in physics nodes 2021-01-29 19:59:58 -05:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
kobewi
4d172f1fca Cache world in VisibilityNotifier3D to avoid crash 2021-01-27 21:02:33 +01:00
Yuri Roubinsky
aefce8000d Fix particles not properly modified by their lifetime 2021-01-27 16:28:15 +03:00
Rémi Verschelde
8b8c630f60
Merge pull request #44814 from hoontee/fix-44714
Do not clear materials when setting mesh
2021-01-26 16:10:27 +01:00
reduz
6fe342478b Several GI related optimizations and fixes
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
2021-01-24 19:29:07 -03:00
Rémi Verschelde
b23f1a8d3e
Merge pull request #45267 from HipsterPenguin/BugFixing
Fixed 6DOF set/get check for the path starting with joint_constraints
2021-01-20 17:51:08 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
HipsterPenguin
6bf46cf70f Fixed 6DOF set/get check for the path starting with joint_constraints
New code checks whether or not property has joint_constraints as the first part of its path.
2021-01-19 06:40:06 -06:00
Rémi Verschelde
b4020d3c27
Merge pull request #45197 from nekomatata/improved-raycast-node-render-debug
Improve Raycast3D render debug
2021-01-15 16:50:57 +01:00
Rémi Verschelde
8cd11032fb
Merge pull request #38562 from Calinou/3d-light-size-property-hint
Tweak the 3D light size property to only allow reasonable values
2021-01-15 16:21:53 +01:00
Rémi Verschelde
fa5ead4db7
Merge pull request #42713 from madmiraal/fix-42614
Update area-body_shape_entered-exited signal documentation.
2021-01-15 13:00:23 +01:00
PouleyKetchoupp
9e660475a7 Improve Raycast3D render debug
Fix Raycast3D node render debug not showing in editor camera preview.

Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.

Fixes #43571
2021-01-14 15:52:01 -07:00
Marcel Admiraal
95020d3e38 Fix not clearing a Joint3D with only a B node when removing the B node 2021-01-13 18:58:05 +00:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
PouleyKetchoupp
4b43cd17c5 Fix collision shape update when changing shape properties
This change does two things:

1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)

2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)

Fixes #45090
2021-01-12 10:28:20 -07:00
Marcel Admiraal
5fa12da6f9 Rename the final parameter of area_shape_entered-exited local_shape. 2021-01-09 13:34:59 +00:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
026aa4381d Add signal to inform joint that body has exited tree 2020-12-31 16:19:57 +00:00
hoontee
6e2a55c464 Do not clear materials when setting mesh 2020-12-30 11:02:01 -06:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Rémi Verschelde
8f4c4bb610
Merge pull request #44434 from madmiraal/rename-camera3d-near-and-far
Rename Camera3D near and far getters and setters
2020-12-28 14:57:31 +01:00
Rémi Verschelde
e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde
b233f23c37
Merge pull request #44535 from Demindiro/fix-joint-rid-not-passed
Fix joint RID not being passed to _set in PhysicalBone
2020-12-23 16:08:06 +01:00
Marcel Admiraal
d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
David Hoppenbrouwers
41e00b6787
Fix joint RID not being passed to _set in PhysicalBone
Also remove default RID() argument from JointData._set()
2020-12-22 13:20:34 +01:00
Marcel Admiraal
fdf92ca298 Rename XRPositionalTracker methods
Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
2020-12-21 06:32:53 +00:00
Rémi Verschelde
153c132a7e
Merge pull request #44300 from KoBeWi/🧹🧹
Move initialization of some classes to headers
2020-12-21 00:24:36 +01:00
Marcel Admiraal
ecf8ae5bcf Rename Camera3D near and far getters and setters
Renames:
- get_znear() -> get_near()
- set_znear() -> set_near()
- get_zfar() -> get_far()
- set_zfar() -> set_far()
2020-12-20 13:46:57 +00:00
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.

This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).

This change was also applied to the editor, but it will only
apply to newly created scenes.

This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Rémi Verschelde
aa64834f72
Merge pull request #44295 from akien-mga/proximity-group-fix-access-modifiers
ProximityGroup: Fix access modifiers, rename private methods for clarity
2020-12-17 10:06:02 +01:00
Marcel Admiraal
9bc62bf449 Remove Generic6DOFJoint precision property 2020-12-15 10:14:48 +00:00
Tomasz Chabora
31cb04fbdd Move initialization of some classes to headers 2020-12-11 18:20:03 +01:00
Rémi Verschelde
79ba70f7ee
ProximityGroup: Fix access modifiers, rename private methods for clarity
See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.

Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.

This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.
2020-12-11 14:32:05 +01:00
Tomasz Chabora
cd42e938fc Fix PathFollow3D updating on unit_offset 0 2020-12-11 01:35:10 +01:00
Marcel Admiraal
daa084d004 Rename Area3D audio_bus_name getter and setter 2020-12-10 08:31:14 +00:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
bruvzg
644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde
1cf53ca90b
Merge pull request #44184 from madmiraal/xrcontroller-button_released
Rename XRController signal button_release to button_released
2020-12-08 12:25:41 +01:00
Marcel Admiraal
58c38d957b Rename XRController signal button_release to button_released 2020-12-08 08:37:48 +00:00
Marcel Admiraal
3e1c540a6e Remove ChainTip copy constructor 2020-12-07 12:29:29 +00:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
Aaron Franke
1b348b3c17
Remove connect *_compat methods 2020-12-05 17:56:47 -05:00
Rémi Verschelde
9ab087942a
Merge pull request #44116 from Scony/add-bake-finished-signal
Add missing 'bake_finished' signal
2020-12-05 17:48:17 +01:00
Pawel Lampe
c89a1631b7 Add missing 'bake_finished' signal 2020-12-05 12:20:07 +01:00
Aaron Franke
47f8ac7864
Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-12-04 19:34:29 -05:00
Aaron Franke
888deca827
Rename XR get_type and get_name
Now called get_tracker_type and get_tracker_name
2020-12-04 18:59:02 -05:00
reduz
70f5972905 Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Rémi Verschelde
95572211bb
Merge pull request #43925 from madmiraal/fix-16039a
Remove RigidBody weight property
2020-11-28 09:37:42 +01:00
Rémi Verschelde
94341ac547
Merge pull request #42987 from clayjohn/VULKAN-sky-only
Add sky_only setting to DirectionalLight3Ds
2020-11-28 09:07:09 +01:00
Marcel Admiraal
981fbcd3e0 Remove RigidBody weight property 2020-11-27 17:39:20 +00:00
Marcel Admiraal
002cc47fbd Check joint nodes and generate configuration warning messages. 2020-11-25 20:53:19 +00:00
Rémi Verschelde
a655de89e3
doc: Warn about using Node internal processing
See #43689.

Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
2020-11-20 09:52:37 +01:00
Rémi Verschelde
99d0df2e33
Merge pull request #38812 from aaronfranke/brace-no-empty-line
Remove all empty lines from the start of blocks defined with braces
2020-11-17 08:59:50 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Tokage
4a2aaabf9f Lowering the Minimum Unit at Shape3D and Cameras 2020-11-17 13:17:37 +09:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
clayjohn
6299575250 Add sky_only setting to DirectionalLight3Ds 2020-10-21 23:28:08 -07:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Lyuma
d13568a8d1 Allow renaming bones and blendshapes. 2020-10-15 07:53:18 -07:00
Marcel Admiraal
a17fdaef09 Remove old RigidBody layers property and methods. 2020-10-13 16:59:49 +01:00
Rémi Verschelde
d22791c271
doc: Sync classref with current source 2020-10-12 10:58:02 +02:00
reduz
26f5bd245c Implement GPU Particle Collisions
-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Duroxxigar
4834e14493 Updated getters and setters names for toplevel 2020-10-02 19:09:01 -04:00
Marcel Admiraal
2bb0427662 Remove area or body from map before emitting signals. 2020-10-02 17:03:09 +01:00
Rémi Verschelde
19f72beebb
Merge pull request #42451 from Duroxxigar/rename-toplevel
Renamed toplevel to be top_level
2020-10-02 10:57:23 +02:00
Rémi Verschelde
7b18a7143b
Better validate CollisionShape3D config. warning after #38743
Relates to #42479, though I don't think it would crash in the master version.
2020-10-02 09:41:55 +02:00
Rémi Verschelde
12091b39d2
Merge pull request #38743 from arrowinaknee/node-config-warnings
Update all get_configuration_warning() to retrieve warnings from the parent
2020-10-01 14:03:29 +02:00
Duroxxigar
b687ace7f9 Renamed toplevel to be top_level 2020-10-01 03:17:33 -04:00
Duroxxigar
85a8dbb7b6 Made toplevel a property for Node3D and CanvasItem 2020-10-01 02:43:30 -04:00
booer
113921b56c Fixes updating CPUParticles emmision shape values 2020-09-23 14:17:47 +07:00
Hugo Locurcio
a706c22db7
Rename RayCast's cast_to property to target_position
`cast_to` is sometimes mistaken as a method rather than a property.
`target_position` makes it more obvious that it's a property.
2020-09-10 19:06:56 +02:00
TwistedTwigleg
a622649876 Changes to SkeletonIK:
* Removed the pointers to PhysicalBone in the code, as they were unused.
* Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0.
* Fixed issue where the root bone in the IK chain would not rotate correctly.
  * The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects.
  * While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not!
* Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!)
* Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
2020-09-08 17:50:36 -04:00
reduz
d0bddf53c5 Implement manual particle emission and particle sub emitters. 2020-09-06 10:29:27 -03:00
Marcel Admiraal
ce263c4ff6 Ensure assignment operators return by reference to avoid unnecessary copies. 2020-09-04 09:18:19 +01:00
Rémi Verschelde
0864f12f0d
Merge pull request #41044 from hoontee/master-4
Implement CollisionShape3D.make_convex_from_siblings()
2020-09-03 16:29:08 +02:00
Jonathan Vice
28326aec60 Reorder sprite h_frames & v_frames 2020-08-31 14:55:49 +02:00
Marcel Admiraal
91bf9a91dd Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2020-08-23 11:13:02 +01:00
Juan Linietsky
079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
PouleyKetchoupp
1c231cacb3 Fix 2D Particle velocity with directed emission mask
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;

Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
2020-08-09 18:16:53 +02:00
hoontee
5f86aeffe2 Implement CollisionShape3D.make_convex_from_siblings() 2020-08-05 04:13:33 -05:00
ConorLPBoyle
fa4d9c9446 Fixed reload_goal not being called when SkeletonIK3D::start is invoked with p_one_time = true 2020-07-27 20:18:16 +03:00
George Marques
2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Yerik
a91103ac89 Add Method get_inverse_inertia_tensor 2020-07-21 11:33:41 -03:00
Juan Linietsky
13e0385702 Properly pass safe margin on initialization.
Fixes jitter.
2020-07-14 10:19:58 -03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Maganty Rushyendra
be3a1769fe Fix repeated updates of PathFollow3D Transform
Add optional parameter to specify whether applying rotation to the
PathFollow3D's Transform is necessary, preventing erroneous updates.
2020-07-08 10:06:02 +08:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde
9000e59650
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
2020-07-01 16:28:48 +02:00
Rémi Verschelde
34e011c8a5
Merge pull request #36307 from Xrayez/raycast-enabled-true
Enable raycast nodes by default
2020-07-01 16:06:16 +02:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Adam Reichold
b2a204799a Call Node3D::get_global_transform and Vector3::dot only once within Camera3D::is_position_behind to avoid redundant work. 2020-06-27 16:32:11 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Marcel Admiraal
8ffe905c45 Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:20:26 +01:00
Rémi Verschelde
cb9d02a8d1
Merge pull request #38932 from Calinou/increase-light3d-shadow-bias
Increase the default DirectionalLight3D and OmniLight3D shadow biases
2020-06-19 20:02:26 +02:00
Rémi Verschelde
2ad7eb9bb3
Merge pull request #36079 from madmiraal/fix-35744
Normalise p_up_direction vector in move_and_slide()
2020-06-16 12:44:06 +02:00
Marcel Admiraal
c4650540d4 Normalise p_up_direction vector in move_and_slide() and
move_and_slide_with_snap() and fix tolerance in
move_and_slide_with_snap() max floor angle.
2020-06-16 09:56:08 +01:00
Rémi Verschelde
8db8577f10
Merge pull request #39126 from TwistedTwigleg/GSOC_2020_Working_Branch
Skeleton and Skeleton inspector low-level changes
2020-06-16 09:30:22 +02:00
TwistedTwigleg
24905becb2 Made low level changes to the Skeleton3D class and Skeleton3D inspector. Changes listed below:
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
2020-06-15 17:18:06 -04:00
Rémi Verschelde
b3bc5aafc5 Object: Add usage hint to instantiate Object properties in editor
Fixes #36372 as Path2D/Path3D's `curve` property no longer uses a Curve
instance as default value, but instead it gets a (unique) default Curve
instance when created through the editor (CreateDialog).

ClassDB gets a sanity check to ensure that we don't do the same mistake
for other properties in the future, but instead use the dedicated
property usage hint.

Fixes #36372.
Fixes #36650.

Supersedes #36644 and #36656.

Co-authored-by: Thakee Nathees <thakeenathees@gmail.com>
Co-authored-by: simpuid <utkarsh.email@yahoo.com>
2020-06-12 14:30:18 +02:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
Hugo Locurcio
b46756c723
Add performance hints to the DirectionalLight shadow mode property hint
This also clarifies some parts in the DirectionalLight documentation.
2020-06-01 01:20:35 +02:00
Rémi Verschelde
1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Andrii Doroshenko (Xrayez)
11f367fe02 Enable raycast nodes by default 2020-05-27 15:10:53 +03:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Hugo Locurcio
971a0deeb6
Increase the default DirectionalLight3D and OmniLight3D shadow biases
This should decrease the amount of visible shadow acne by default.
2020-05-23 14:22:22 +02:00
K. S. Ernest (iFire) Lee
f7fdc87789 Custom Skeleton3DEditorPlugin
Co-authored-by: Marios Staikopoulos <marios@staik.net>
2020-05-22 09:54:34 -07:00
Andrea Catania
7c2794b35c Fixed kinematic body axis lock 2020-05-19 13:37:54 +02:00
Rémi Verschelde
ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
ArrowInAKnee
9fc2b0fddc Update all get_configuration_warning to retrieve warnings from the parent 2020-05-16 16:07:42 +03:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
710b34b702 Style: Fix missing/invalid copyright headers 2020-05-14 16:54:54 +02:00
Rémi Verschelde
a1aaed5a84 Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2020-05-14 13:51:45 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
d3bd219362 doc: Sync classref with current source
Adds API changes from the new GPU lightmapper.
2020-05-12 10:10:50 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde
94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Hugo Locurcio
f06c054d29
Tweak the 3D light size property to only allow reasonable values
There may be reasons to use higher values (at the cost of performance),
which is why `or_greater` was left in.
2020-05-08 11:22:41 +02:00
Rémi Verschelde
bef52957d0
Merge pull request #38226 from Calinou/increase-camera3d-fov
Increase the default Camera3D field of view to 75
2020-05-07 21:16:21 +02:00
hoontee
330bd686ab
Fix bug with AudioStreamPlayer3D audio position
Applies 0c78a58b64 to `AudioStreamPlayer3D::play`.
2020-05-07 02:23:50 -05:00
Rémi Verschelde
878adb22b7
Merge pull request #37717 from qarmin/world_fix
Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
Bastiaan Olij
45d1f41837 Added missing spring enums for generic_6dof_joint 2020-05-02 21:49:56 +10:00
Rémi Verschelde
b77f0e83ca
Merge pull request #38346 from jitspoe/master.fix_uninitialized_particle_param
Fix custom w component being uninitialized on CPU particles.
2020-05-01 14:58:10 +02:00
Hugo Locurcio
ccc4f3899c
Increase the default Camera3D field of view to 75
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.

Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.

Since this changes the default value, this may break existing projects
slightly.

For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
2020-05-01 14:03:27 +02:00
jitspoe
895ed2aed7 Fix custom w component being uninitialized on CPU particles.
(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714)
(cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
2020-04-30 01:41:46 -04:00
Rémi Verschelde
b46e5c7b94
Merge pull request #38203 from woollysammoth/multiple-ik-bug
Fixes SkeletonIK resetting other IK poses
2020-04-29 17:29:51 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Sam
e321d38c0e Resets global pose of IK chain bones being solved, rather than the whole skeleton. Resolves #38026 2020-04-25 10:57:42 -04:00
Rémi Verschelde
a800048071
Merge pull request #38109 from nekomatata/mesh-instance-active-material
Fix get_active_material when a material is directly set on the mesh
2020-04-23 12:42:11 +02:00
PouleyKetchoupp
72ee09082c Fix get_active_material when a material is directly set on the mesh
Makes MeshInstance3D::get_active_material consistent with the logic
in the rendering system.

Fixes #38108
2020-04-22 14:35:25 +02:00
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Rémi Verschelde
94f0c62789 Fix more GCC -Wmaybe-uninitialized warnings
Fixes #38005.
2020-04-20 22:34:20 +02:00
Rémi Verschelde
b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
qarmin
559bc3ca87 Change non-existent World to World3D 2020-04-18 11:00:51 +02:00
Rémi Verschelde
17304f1aae
Merge pull request #37949 from reduz/implement-global-shader-uniforms
Implement global and per instance shader uniforms.
2020-04-17 18:36:06 +02:00
Rémi Verschelde
077dbdf246
Merge pull request #37964 from AndreaCatania/AndreaCatania-patch-2
Activate Physics Process in SpringArm3D.
2020-04-17 17:38:22 +02:00
Juan Linietsky
0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
Andrea Catania
152303bf51
Activate Physics Process in SpringArm3D. 2020-04-17 16:22:24 +02:00
Rémi Verschelde
3c1218a39a
Merge pull request #37914 from clayjohn/VULKAN-decal-fix
Fix texture check in decal setup
2020-04-15 21:26:08 +02:00
clayjohn
61d86190e0 Fix texture check in decal setup 2020-04-15 12:06:02 -07:00
Marcel Admiraal
188bb6f867 Run SpringArm3D's process within physics. 2020-04-15 17:48:46 +01:00
Rémi Verschelde
5b4ea6529a
Merge pull request #37896 from NutmegStudio/decal-enum-constant-fix
Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT
2020-04-15 12:02:19 +02:00
NutmegStudio
fa6d9e0c01 Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT 2020-04-15 15:00:48 +07:00
NutmegStudio
df863cf7ee Fix typo in light3d (Texture -> Texture2D) 2020-04-15 14:09:48 +07:00
Rémi Verschelde
9db525941f
Merge pull request #37887 from reduz/implement-projectors
Add support for projectors in spot and omni lights.
2020-04-14 23:03:32 +02:00
Juan Linietsky
6f293ed795 Add support for projectors in spot and omni lights. 2020-04-14 17:05:45 -03:00
Rémi Verschelde
59a8af2106
Merge pull request #37316 from nekomatata/physical-bone-settings
Add PhysicalBone rotation, damping, axis lock & can sleep
2020-04-14 18:33:43 +02:00
Rémi Verschelde
5e5103f460
Merge pull request #37861 from reduz/implement-decals
Implement decals
2020-04-14 17:13:20 +02:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
PouleyKetchoupp
5c1c03f29a Add PhysicalBone rotation, damping, axis lock & can sleep 2020-04-14 11:55:46 +02:00
MickeMakaron
2edb59ec88 Handle huge offset values in Path2D and Path3D set_offset 2020-04-13 07:42:47 +02:00
Rémi Verschelde
06748a2b5f
Merge pull request #37749 from clayjohn/Vulkan-improved-ss
Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
clayjohn
621f6f09a8 Add proper quality settings to soft shadows 2020-04-10 23:09:17 -07:00
Rémi Verschelde
c2f0d58c36
Merge pull request #37722 from reduz/implement-softshadows
Support light size and soft shadows
2020-04-10 10:24:57 +02:00
Juan Linietsky
6a730ffeab Support light size and soft shadows 2020-04-09 15:11:15 -03:00
Bastiaan Olij
afc8c6391c Renaming all ARVR nodes to XR 2020-04-09 15:33:01 +10:00
Juan Linietsky
4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut
359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
clayjohn
3362e81674 Add a method to retrieve active material from MeshInstance 2020-03-30 16:53:07 -07:00
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde
f097511b96 Fix another batch of -Wmaybe-uninitialized warnings
And simplify code in CSGShape.
2020-03-30 18:27:36 +02:00
Rémi Verschelde
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
dankan1890
06e8740184 Fixed missed occurrences in #37361 renamings. 2020-03-28 12:37:44 +01:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Rémi Verschelde
c3a760c507 Fix build with disable_3d=yes, remove dependency on WorldEnvironment 2020-03-27 14:55:14 +01:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Waridley
ff1fbd2bc5 Fix volume interpolation in positional audio nodes
Fixes #22016
2020-03-25 02:37:35 -05:00
Andrea Catania
277696d6c5 Fixed IK rotation issue 2020-03-24 10:06:24 +01:00
Rémi Verschelde
87404bda8a
Merge pull request #37169 from AndreaCatania/AndreaCatania-patch-2
Fixes navigation path reset
2020-03-20 09:34:53 +01:00
Andrea Catania
c7cf624836 Fixes navigation path reset 2020-03-19 18:05:31 +01:00
Tomasz Chabora
2ccd1a7805 Fix visibility enabler flag toggling 2020-03-17 17:46:18 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
lupoDharkael
d63bf6dea5 Complete NavigationMeshInstance rename 2020-03-08 17:33:34 +01:00
Bastiaan Olij
0ca1711681 ARVRController.is_button_pressed requires to return a boolean 2020-03-07 12:22:18 +11:00
Pierre Caye
ad227d9a85 Add a new configuration warning to CollisionShape
In the case where a ConcavePolygonShape is used as a shape for a RigidBody
in another mode than static, a configuration warning will appear in the
editor.
2020-03-05 11:18:45 +01:00
Rémi Verschelde
620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde
09a6a2d8f8 Signals: Port more uses of connect_compat
Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.

To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d Renamed NavigationPolygonInstance to NavigationRegion2D 2020-02-28 08:28:53 +01:00
Andrea Catania
2e0fb66c6f Renamed PlaneShape to WorldMarginShape 2020-02-27 17:45:16 +01:00
Andrea Catania
3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde
2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky
9a34f39d32 Add support for named binds in Skin.
Helps better reutilization of skeletons from Maya exported files.
2020-02-21 09:40:29 -03:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde
49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Andrea Catania
79fc7d7d6a Added utility functions to the new NavigationServer:
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00