Commit graph

1235 commits

Author SHA1 Message Date
lawnjelly
116e2ce799 Portals - fix import of portal normal + small bug fixes
When converting portal meshes during import, indices were not being taken into account, which could lead to incorrect estimation of the portal direction. This PR now copes with either indexed or non-indexed portal meshes.

Added a bug fix to cope with portals pointing almost directly straight up or down, which could cause problems with the lookat transform.

Added the ability for named portals to link to short room names (in addition to postfix room names).
2021-09-02 10:39:47 +01:00
Aaron Franke
ee69b57434
[3.x] Fix KinematicBody axis lock 2021-08-29 20:38:09 -05:00
lawnjelly
7ea35da462 Portals - Fix RoomManager PVS enum
The PVS mode enum had been declared using scope operator, which does not seem to work correctly from GDScript with the BIND_ENUM_CONSTANT macro.

This PR removes the scope operator in the declaration.
2021-08-28 07:27:50 +01:00
Haoyu Qiu
5183c473f7 Backport new methods for KinematicBody and KinematicCollision
For both 2D and 3D, three methods are added:

- `get_floor_angle` on `KinematicBody` to get the floor angle.
- `get_angle` on `KinematicCollision` to get the collision angle.
- `get_last_slide_collision` to quickly get the latest collision of `move_and_slide`.
2021-08-26 12:16:40 +08:00
Camille Mohr-Daurat
5ce734c073
Merge pull request #52056 from jmb462/fix-raycast3D-color-update
[3.x] Fix Raycast3D color update when not colliding anymore (Fix #52051)
2021-08-24 08:11:05 -07:00
fabriceci
13d5fa2c43 Remove the transmission of velocity when a body is on_wall 2021-08-24 11:29:40 +02:00
jmb462
5de6376a22 Fix Raycast3D color update when not colliding anymore 2021-08-24 11:24:02 +02:00
Rémi Verschelde
92a7ae022d
Merge pull request #51769 from The-O-King/oct_split_stream_fix
Fix Octahedral/Split Stream Options
2021-08-18 08:01:56 +02:00
Omar El Sheikh
a63028e172 Fix Octahedral/Split Stream Options
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting

Update _get_array_from_surface to also support vertex stream splitting

Add a condition on split stream usage to ensure it does not get used on
dynamic meshes

Handle case when Tangent is compressed but Normal is not compressed

Make stream splitting option require a restart in the settings

Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions

Update Sprite3D to use the dynamic mesh flag
2021-08-17 16:11:47 -04:00
Rémi Verschelde
c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
Rémi Verschelde
e321b5c12f
Merge pull request #51489 from nekomatata/fix-moving-platform-3d-snap-3.x
[3.x] Fix 2D/3D character snap on moving platforms
2021-08-17 11:40:17 +02:00
lawnjelly
115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
Gordon MacPherson
f038c6a926 Fix octahedral compression with Sprite3D
Needs a default which is not zero
2021-08-16 22:25:44 +01:00
PouleyKetchoupp
be13538b71 Fix 3D character snap on moving platforms
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent.

Now it's done in both 2D and 3D, as it's already done in 2D on master.
2021-08-16 11:30:28 -07:00
Rémi Verschelde
dc1b18e832
Merge pull request #51743 from fabriceci/3x-avoid-useless-snap
[3.x] Avoid useless call to move and collide during snapping
2021-08-16 20:19:39 +02:00
fabriceci
2cb364bab1 Avoid to snap when the body is already on the floor. 2021-08-16 18:09:44 +02:00
Rémi Verschelde
e2e34812fe
Merge pull request #51556 from fabriceci/fix-move-and-slide-regression-multiple-collision-3x
[3.x] Fix move and slide regression by allowing multiple collision direction
2021-08-12 20:37:48 +02:00
Rémi Verschelde
f3441fcff0
i18n: Sync translations with Weblate
And sync template with current 3.x codebase.
2021-08-12 17:08:10 +02:00
Morris Tabor
a517ed7c6d Fix CPU Particles spread
Fixes https://github.com/godotengine/godot/issues/51162
This is the same change as for the GPU Particles in https://github.com/godotengine/godot/pull/47310, including the recent fix for zero direction vectors.
2021-08-12 14:00:02 +02:00
fabriceci
1d5a01d12d Fix regression by allowing multiple collision direction 2021-08-12 12:23:17 +02:00
Haoyu Qiu
f4a6737eed Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:27 +08:00
Rémi Verschelde
03c41fa34c
Merge pull request #51458 from nekomatata/moving-platforms-3d-3.x
[3.x] Fix 3D moving platform logic
2021-08-10 14:12:47 +02:00
clayjohn
f7dbcf95e1 Allow unclamped colors in Sprite3D 2021-08-09 21:44:21 -07:00
PouleyKetchoupp
da159cd258 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 18:55:49 -07:00
Rémi Verschelde
0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp
f101349225 Fix applied rotation from moving platforms in move_and_slide
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:04:57 -07:00
Rémi Verschelde
89313b9ed1
Merge pull request #51403 from lawnjelly/portals_move_settings
Portals - fix PVS generation and move settings
2021-08-09 00:17:13 +02:00
lawnjelly
f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
Rémi Verschelde
0b461cbb01
Merge pull request #51218 from timothyqiu/more-i18n-3x
[3.x] Fix various i18n failures
2021-08-08 19:24:45 +02:00
Rémi Verschelde
be22d7b013
Merge pull request #51396 from lawnjelly/portals_sprite3d
Portals - add support for Sprite3D
2021-08-08 17:47:32 +02:00
Rémi Verschelde
6149304c3a
Merge pull request #51394 from lawnjelly/portals_fix_log_crash
Portals - fix crash when logging link room names
2021-08-08 17:47:05 +02:00
Rémi Verschelde
52b3891b59
Merge pull request #51392 from lawnjelly/portals_autolink_internal
Portals - fix autolinking to internal rooms
2021-08-08 17:46:37 +02:00
lawnjelly
fc3c01db0f Portals - add support for Sprite3D
Add support for Sprite3D and animated Sprite3D.
2021-08-08 15:43:24 +01:00
lawnjelly
ef894c0966 Portals - fix crash when logging link room names
The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
and therefore reading outside the array range. This PR fixes this.
2021-08-08 15:00:39 +01:00
lawnjelly
a339f6fc49 Portals - fix autolinking to internal rooms
Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
2021-08-08 14:37:04 +01:00
lawnjelly
cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
Raul Santos
102ec1042b Fix Path3D initial forward calculation 2021-08-07 12:40:14 +02:00
lawnjelly
770d9f8220 Portals - add gizmo handles for editing portals and rooms
Gizmo handles are added for much more user friendly editing of portals and room bounds.
2021-08-06 07:53:22 +01:00
Rémi Verschelde
28b5f07355
Merge pull request #51277 from lawnjelly/portals_debug_collision_shapes 2021-08-05 16:39:03 +02:00
lawnjelly
258831c12e Portals - fix showing debug collision shapes
Set the portal_mode to GLOBAL on creation.
2021-08-05 13:28:11 +01:00
lawnjelly
f4c5092027 Portals - rooms_set_active needs Editor check
Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
2021-08-05 13:14:00 +01:00
Haoyu Qiu
87e49183bc Fix various i18n failures 2021-08-03 23:36:43 +08:00
Raul Santos
d46d66020e
Fix forward calculation in PathFollow3D for the position at the end of the curve
(cherry picked from commit e23f6a5bba)
2021-08-03 10:18:04 +02:00
Rémi Verschelde
73c6ab0215
Merge pull request #51152 from lawnjelly/portals_improve_ui 2021-08-02 14:40:18 +02:00
lawnjelly
2eae35693e Portals - change import naming convention to postfix
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
2021-08-02 11:04:02 +01:00
lawnjelly
8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00
lawnjelly
776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Marcel Admiraal
e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
lawnjelly
d578ea99b9 Portals - fix gizmo margin scaling
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.

This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.

This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.
2021-07-29 18:58:19 +01:00
Rémi Verschelde
7a35eec705
Merge pull request #50979 from lawnjelly/portals_autoplace_priority_setting 2021-07-29 15:46:01 +02:00
lawnjelly
e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
lawnjelly
d0ba355520 Portals - add autoplace priority setting to CullInstance
The default autoplace algorithm places instances in the highest priority Room. It became apparent that there are some situations in which users will want to override this and force placement in a Room from a particular RoomGroup, especially an "outside" RoomGroup.

This setting allows the user to specify a preference for Room priority. When set to 0, the setting is ignored and the highest priority Room is chosen.
2021-07-28 17:23:20 +01:00
lawnjelly
d7d7abf057 Portals - fix autolink portals to detect internal
Although explicit portals did a check to detect internal portals, this check was missing from autolinked portals. This meant they were incorrectly clipping the room bounds of the enclosing outer room.

This PR adds a check for internal rooms during the autolinking and sets the internal flag where needed.
2021-07-28 15:54:45 +01:00
Rémi Verschelde
717ba8f9d8
Merge pull request #50932 from lawnjelly/portals_fix_margin_loading
Portals - Fix default portal margin loading
2021-07-27 13:09:01 +02:00
lawnjelly
d012a26e6a Portals - Fix default portal margin loading
The default portal margin is stored in the RoomManager. Previously this was propagated to Portals when the value was changed, and Portals each stored this default value.

This caused a bug during loading, if the RoomManager was loaded before Portals, the value was never propagated.

This PR makes the default margin a static value stored in the RoomManager, and the Portals now read directly from the static value when required, and do not store locally. This gets around the problem.
2021-07-27 11:48:34 +01:00
Haoyu Qiu
eb31a39e82
Add check to internal methods to prevent crash
(cherry picked from commit 448295cd51)
2021-07-27 12:17:14 +02:00
Hugo Locurcio
974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
lawnjelly
5e59f7ce3a Portals - Config warning for Rooms with too many planes
Just a small addition, a config warning if the user creates a Room with a large number of bounding planes, letting them know to simplify it.
2021-07-23 10:19:09 +01:00
lawnjelly
c2dd51a85e Portals - fix adding statics twice
Due to an oversight in the autoplace recursive search for static objects, static objects were getting added twice to the portal renderer, which meant they were being rendered twice, lowering performance.

This PR corrects this horrendous error.
2021-07-22 20:23:57 +01:00
lawnjelly
83f1377a8f Portals - lift roomlist restrictions and fix link bug
Allows users to have the RoomManager as the roomlist.

Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.

Adds a PortalEditorPlugin allowing you to flip individual portals.
2021-07-20 19:05:16 +01:00
lawnjelly
06d66488c2 Portals - Add the ability to autoplace static objects
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
2021-07-20 13:24:30 +01:00
Rémi Verschelde
2ee38416a4
Merge pull request #50507 from Calinou/light-tweak-property-hints
Tweak Light property hints for greater flexibility
2021-07-20 11:13:16 +02:00
PouleyKetchoupp
beeebb4c2f More accurate unsafe motion calculation
* Safe and unsafe motion are calculated by dichotomy with a limited
number of steps. It's good for performance, but on long motions that
either collide near the beginning or near the end, the result can be
very imprecise.
* Now a factor 0.25 or 0.75 is used to converge faster when this case
happens, which allows longer motions to get more accurate collision
detection.
* Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.

Additional improvements to move_and_slide:
* Handle slide canceling in move_and_collide with 0 velocity instead of
not applying it.
* Better handling of snap with custom logic to cancel sliding.
* Remove small jittering when using stop on slope, by canceling the
motion completely when the resulting motion is less than margin instead
of always projecting to the up direction (in both body motion and snap).

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-19 08:09:17 -07:00
PouleyKetchoupp
2fbb6fff4e 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>
2021-07-19 08:09:16 -07:00
Rémi Verschelde
4d3c11e85e
Merge pull request #49446 from nekomatata/sync-to-physics-3d-3.x
[3.x] Support for 3D sync to physics
2021-07-16 07:15:17 +02:00
Hugo Locurcio
0fe771dfe5
Tweak Light property hints for greater flexibility
- Specular can now be set above 1.0.
- Some properties now allow more precise values.
- The Bake Mode property hint was changed to be more descriptive.
- The maximum shadow bias values were adjusted to follow the property
  hints in `master`.
2021-07-16 04:12:10 +02:00
lawnjelly
44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
Rémi Verschelde
bc40546406
Merge pull request #50457 from lawnjelly/portals_config_warn 2021-07-15 12:30:33 +02:00
Hendrik Brucker
fe616d443a
Fix color properties of particle nodes/material
(cherry picked from commit 3a4a2198ed)
2021-07-15 10:25:35 +02:00
lawnjelly
b663acef93 Portals - Add configuration warnings for nodes
Checks for invalid children / grandchildren etc.
2021-07-15 08:01:42 +01:00
Rémi Verschelde
041115ca41
RoomManager: Fix build with CSG module disabled
Fixes #50462.
2021-07-15 08:51:15 +02:00
Rémi Verschelde
a3310c1da2
Merge pull request #46130 from lawnjelly/portals
Portal occlusion culling [3.4]
2021-07-14 13:38:01 +02:00
lawnjelly
eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Rémi Verschelde
aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
PouleyKetchoupp
240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
JFonS
a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Rémi Verschelde
ef3c346df2
Merge pull request #49835 from nekomatata/soft-body-disable-physics-3.x
[3.x] Support for disabling physics on SoftBody
2021-07-01 10:01:33 +02:00
Rafał Mikrut
cb5faca39a
Prevent setting too big or too small Collision Mask and Layer 2021-06-27 17:40:07 +02:00
PouleyKetchoupp
4694b2b3e4 Support for disabling physics on SoftBody
New property physics_enabled, can be useful for optimization purpose.
2021-06-22 11:38:17 -07:00
Hugo Locurcio
3143f5fcc5
Use double-sided material for RayCast
This makes RayCasts visible if the camera is fully inside one
(e.g. a RayCast parented to the current Camera).
2021-06-19 09:16:42 +02:00
Hugo Locurcio
a6a6ad5c08
Add custom debug shape thickness and color options to RayCast
This backports the improved RayCast debug drawing functionality
from the `master` branch.

`ArrayMesh.clear_surfaces()` was also backported from the `master`
branch and exposed because the new debug drawing code requires it.
2021-06-19 06:01:25 +02:00
Marcel Admiraal
7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Rémi Verschelde
fc95c4d84c
Merge pull request #49476 from nekomatata/kinematic-collision-rid-3.x
[3.x] Expose collider RID in 2D/3D kinematic collision
2021-06-18 12:32:42 +02:00
Marcel Admiraal
5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
PouleyKetchoupp
a146e79758 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 18:26:16 -07:00
PouleyKetchoupp
8a095b2b15 Support for 3D sync to physics
Same implementation as in 2D, specific to 3.x branch.
2021-06-08 16:28:58 -07:00
lawnjelly
0c6617887e Fix VisibilityEnabler to work with AnimationTree
Although the visibility enabler worked to turn on and off AnimationPlayer as it enters and exits the view frustum, this was of little use as bones animation and especially software skinning still take place driven by the AnimationTree node.

This PR adds the ability to turn on and off AnimationTree, and AnimationTreePlayer nodes as they enter or exit the view frustum, which achieves the intention of switching off expensive animation processing.
2021-06-08 07:13:25 +01:00
Marcel Admiraal
fd982ecd15 Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 09:50:47 +01:00
Hugo Locurcio
e0facdaf61
Uncap the range for gravity and change the slider hints
There's not really a reason to cap the gravity amount, and we can also
give better hints for the range (for 3D, ±32 is much more sensible
than ±1024).
2021-06-03 02:08:57 +02:00
Haoyu Qiu
14969a5945
Check cache_parent_physical_bone when rebuilding parent cache
(cherry picked from commit 96fe795bdb)
2021-06-01 12:53:31 +02:00
Rémi Verschelde
1d06a7edac
Merge pull request #48974 from trollodel/debug_shapes_update_crash_3.x
Fix crash on debug shapes update if CollisionObject is not in tree
2021-05-22 18:29:31 +02:00
trollodel
7043d6d1c6 Fix crash on debug shapes update if CollisionObject is not in tree
Also fix ConcavePolygonShape not emitting the changed signal
2021-05-22 17:33:51 +02:00
Rémi Verschelde
eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Haoyu Qiu
f75ace5ac5
Fix ragdoll simulation when parent was readded to scene
(cherry picked from commit a701927d89)
2021-05-19 19:48:36 +02:00
Marcel Admiraal
09456c2a01 Return RID instead of Object id in area-body_shape_entered-exited signals. 2021-05-19 10:51:59 +01:00
Rémi Verschelde
0053b31592
Merge pull request #47801 from QbieShay/ring-emitter-3.x 2021-05-18 10:54:15 +02:00
Sonoracpp
0b723358bb Disable GIProbe emission when disabled on a material
Fixes https://github.com/godotengine/godot/issues/48230
2021-05-17 20:24:33 +04:00
kleonc
7eccdbe693
Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
(cherry picked from commit ef589a7cd3)
2021-05-17 13:08:46 +02:00