Commit graph

1234 commits

Author SHA1 Message Date
Steve Szilágyi
285b816f1f
VehicleWheel can now return the surface it's colliding with.
Fixed PR issues.

Update vehicle_body_3d.cpp

Apply suggestions from code review

Co-authored-by: Camille Mohr-Daurat <pouleyKetchoup@gmail.com>
(cherry picked from commit 0c352407d8)
2021-12-10 19:01:06 +01:00
Raffaele Picca
6dd593d579 Random initial color for all Particle Nodes 2021-12-10 16:35:25 +01:00
Raffaele Picca
28a6d32971 Fixed texture animation speed when using random lifetime 2021-12-09 19:59:24 +01:00
lawnjelly
3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Hugo Locurcio
19de92636d
Tweak ReflectionProbe update mode property hint to mention performance
This is similar to the property hint used in `master`.
2021-11-26 19:20:26 +01:00
Marcel Admiraal
4d3690eba5 Remove unimplemented methods 2021-11-18 12:47:36 +00:00
Rémi Verschelde
4103b0b7d8
Merge pull request #50823 from fbcosentino/3d-material-overlay 2021-11-16 08:21:18 +01:00
Fernando Cosentino
cc8846bef6 Added material_overlay property to MeshInstance
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance
(and therefore MeshInstance), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.

Implemented in rasterizer of both GLES2 and GLES3.
2021-11-15 23:50:34 +00:00
Rémi Verschelde
89792e5c49
Merge pull request #54921 from lawnjelly/portals_roaming_margin 2021-11-15 22:45:46 +01:00
lawnjelly
788f075b44 Portals - Allow user to set roaming expansion margin
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.
2021-11-12 15:46:04 +00:00
Rémi Verschelde
5752457854
Merge pull request #54911 from akien-mga/3.x-modules-check-enabled 2021-11-12 14:49:39 +01:00
Rémi Verschelde
6f4858f184
Modules: Make sure to include modules_enabled.gen.h where needed
Fixes #51677.

Co-authored-by: Arkadiusz Marcin Kołek <aksoftware91@gmail.com>
2021-11-12 13:45:33 +01:00
PouleyKetchoupp
1560c8b5aa Fix test_move reporting collision when touching another body
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.
2021-11-10 11:07:32 -07:00
PouleyKetchoupp
b93aeec4a2 Fix errors in KinematicBody when floor is destroyed or removed
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.
2021-11-09 15:15:40 -07:00
Rémi Verschelde
8923e2d449
Merge pull request #54038 from nekomatata/fix-soft-body-memory-corruption-3.x 2021-11-09 00:01:00 +01:00
Rémi Verschelde
14ef65e49b
Merge pull request #54348 from akien-mga/3.x-clang-format-dont-align-operands 2021-10-28 15:43:15 +02:00
Rémi Verschelde
1b65550ec7
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 14:50:32 +02:00
Rémi Verschelde
42d385b312
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
Rémi Verschelde
187f293189
Merge pull request #54154 from bjauny/fix_areanotification 2021-10-27 20:38:55 +02:00
Bastien JAUNY
a6ca61797c Checking validity of world reference before using it. Fix #54094. 2021-10-27 19:32:44 +02:00
Kemikal1
fa2feb9bec
Change the unreacheable return value of shape_find_owner()
(cherry picked from commit 563d3dbf94)
2021-10-23 11:57:10 +02:00
SeleckyErik
98c0ffb749 Add BAKE_ERROR_NO_ROOT to BakedLightmap
Add new error type to BakeError to signalise that there is no root node to
start baking from.
Document the new error type, as well as BAKE_ERROR_NO_LIGHTMAPPER.
2021-10-21 13:32:03 +02:00
PouleyKetchoupp
67635bfcc2 Fix SoftBody memory corruption when switching mesh at runtime
When switching the mesh at runtime, the physics server wasn't properly
updated with the new mesh. Now we keep track of the soft body mesh to
make sure everything is properly initialized on pre-draw.

Also cleaned a few things around private methods.
2021-10-20 10:52:38 -07:00
Hugo Locurcio
dc3b614a6a
Tweak AudioStreamPlayer3D property hints for usability
This also improves the documentation for the `max_distance` property.

(cherry picked from commit b383181851)
2021-10-18 11:24:42 +02:00
Rémi Verschelde
f6784e18d1
Merge pull request #53848 from MaxLap/backport_doc_shape_signals 2021-10-15 18:54:43 +02:00
Maxime Lapointe
f3002c62b7 Improve area/body_shape_entered/exited signals parameter names and doc
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-15 11:28:17 -04:00
Red Headphone
066f214654
no limit of negative value for engine_force (VehicleBody class)
(cherry picked from commit fff70a6427)
2021-10-15 12:51:42 +02:00
Haoyu Qiu
52ebe5993e
Use loop instead of recursion when clearing proximity groups
(cherry picked from commit 6072f38bb1)
2021-10-10 12:27:51 +02:00
Haoyu Qiu
ff27b994cd Re-prepare VisualServer if SoftBody mesh changed 2021-10-06 23:25:14 +08:00
Rémi Verschelde
69437eb746
Merge pull request #53012 from lawnjelly/portals_unload_reason 2021-10-05 12:00:43 +02:00
kleonc
e2e149f4df Fix rendering centered odd-size texture in AnimatedSprite/AnimatedSprite3D 2021-10-03 14:15:21 +02:00
PouleyKetchoupp
304102f66f Optimize AABB calculation in software skinning
Using min/max instead of regular AABB for optimal processing.
2021-09-28 10:11:04 -07:00
Rémi Verschelde
d4d4603827
Merge pull request #53144 from nekomatata/software-skinning-aabb
Update mesh AABB when software skinning is used
2021-09-28 07:27:23 +02:00
PouleyKetchoupp
941cff4157 Update mesh AABB when software skinning is used
Not updating the mesh properly can cause rendering issues in some cases,
like shadows not updating properly.
2021-09-27 11:56:58 -07:00
lawnjelly
279e6f65cd Portals - add reason string to unload message
To help users identify conditions that are causing room system invalidation, a reason message is passed to the unload function and logged.
2021-09-24 14:00:24 +01:00
Rémi Verschelde
044cafc31a
Merge pull request #52894 from laws65/3d-skeleton-bone-fix 2021-09-23 12:10:26 +02:00
PouleyKetchoupp
8b562543df Don't override KinematicCollision reference when still in use in script
In case the reference is stored in script, create a new instance to
avoid overriding the previous values.
Otherwise, re-use the reference as before to avoid extra allocations.
2021-09-22 18:15:03 -07:00
PouleyKetchoupp
ad5e70cde4 Fix moving platforms with ray shapes
In the case of ray shapes, the body RID used to apply platform velocity
wasn't properly set.
2021-09-21 09:00:23 -07:00
laws65
d1bacb53fd Prevent being able to set bone's parent as itself 2021-09-21 22:06:03 +09:30
Rémi Verschelde
b37776fa2f
Merge pull request #52591 from timothyqiu/error-macros
[3.x] Remove do{ } while(0) wrapper around error macros
2021-09-21 10:38:34 +02:00
Camille Mohr-Daurat
bb885c5704
Merge pull request #52369 from bengtsts/3.x
Expose soft body pin methods to GDScript
2021-09-17 06:19:54 -07:00
Bengt Söderström
73b9b84995 Expose soft body pin methods to GDScript 2021-09-17 11:25:31 +02:00
Hugo Locurcio
7922c262f6
Display a editor gizmo icon for Listener
The icon was present in `editor/icons/`, but it was never implemented
in the editor gizmos code.

This also removes some unused gizmo drawing code (overridden methods
that are no longer called anywhere).
2021-09-16 23:37:12 +02:00
Rémi Verschelde
20f14e0a16
Merge pull request #52586 from JFonS/lm_bake_end
Fix editor getting stuck after baking lightmaps from a script
2021-09-14 22:40:48 +02:00
Lewis Pollard
4e68f089e0
Fix is_playing() method in AnimatedSprite3D
(cherry picked from commit 2450173495)
2021-09-14 13:41:26 +02:00
Rémi Verschelde
f85ad007c0
Merge pull request #52338 from lawnjelly/portals_fix_portal_import
Portals - fix import of portal normal + small bug fixes
2021-09-14 10:21:44 +02:00
Haoyu Qiu
70853fd669 Remove do{ } while(0) wrapper around error macros 2021-09-12 15:04:53 +08:00
JFonS
14eb739418 Fix editor getting stuck after baking lightmaps from a script 2021-09-12 01:01:29 +02:00
Max Hilbrunner
76693aa364
Merge pull request #52182 from lawnjelly/portals_pvs_enum
Portals - Fix RoomManager PVS enum
2021-09-07 21:23:48 +02:00
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