Commit graph

1101 commits

Author SHA1 Message Date
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
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
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