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.
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>
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.
* 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>
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>
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
The situation when multiple current Camera2Ds were in the scene was not dealt with. This could leave several cameras with their current bool set, and each competing to update the viewport scroll, in a random / accidental fashion.
This PR standardises the rule that the most recent current Camera2D added to the scene tree takes over the current status, and sets all other current cameras in the scene tree to non-current. This makes the bools correct, and also prevents the competition over viewport scroll.
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.
This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.
(cherry picked from commit 8e2a7fff1d)
Decide whether half offset should be added based on the value used for calculating the return value of this method.
(cherry picked from commit f1420c7cbf)
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
Backport of #48239.
When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).
Modification : An error message on null check test has been added to prevent crash.
Fix#46013.
(cherry picked from commit 324ab63844)