Commit graph

1631 commits

Author SHA1 Message Date
Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
JFonS
6c25d05f70
Merge pull request #55370 from Calinou/geometryinstance3d-lod-fade-node-configuration-warning
Emit node configuration warnings for GeometryInstance3D distance fade
2022-01-04 13:58:32 +01:00
Rémi Verschelde
2536d6ca20
Merge pull request #55331 from Calinou/voxelgidata-fix-dynamic-range-property 2022-01-04 09:59:26 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
William Deurwaarder
742f072c59 GPULightMapper: convert colors of lights to linear
To make baked colors of lights equal to dynamic colors of lights they have to be
converted to linear as the colors of dynamic lights are converted to linear by
RendererSceneRenderRD.
2021-12-11 13:01:07 +01:00
PouleyKetchoupp
940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Steve Szilágyi
0c352407d8 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>
2021-12-10 13:22:02 +01:00
Rémi Verschelde
3c448437f6
Merge pull request #55263 from RPicster/ParticleMaterial-random-start-color 2021-12-10 10:06:46 +01:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Jonathan Gollnick
0c14b930ef
Fix _validate_property on AnimatedSprite 2D and 3D 2021-12-08 16:59:11 -06:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
Hugo Locurcio
cf936ae0dd
Rename GPUParticles attractor and collision nodes to have a 3D suffix
GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
2021-12-08 00:21:05 +01:00
kobewi
30e1478d0f Remove ProximityGroup3D node 2021-12-06 17:01:51 +01:00
Rémi Verschelde
ede7614fe2
Merge pull request #55544 from V-Sekai/audio_camera_null_mitigation 2021-12-06 14:19:40 +01:00
Pedro J. Estébanez
441928c7e3 Fix WorldEnvironment node warning about unset resources 2021-12-03 20:04:50 +01:00
Raffaele Picca
ddf82697d7 Random initial color parameter for ParticleMaterial
Works with 2D and 3D GPU Particles
2021-12-03 13:58:17 +01:00
Rémi Verschelde
892a5a72cd
Merge pull request #55474 from akien-mga/copy-operators-no-reference 2021-12-02 17:34:45 +01:00
Rémi Verschelde
ced07100d7
Merge pull request #53287 from Chaosus/sprite3d_fix 2021-12-02 16:23:33 +01:00
Rémi Verschelde
7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
Hugo Locurcio
3135c6f03e
Emit node configuration warnings for GeometryInstance3D distance fade
The visibility range begin/end margin properties must be set above 0.0
for the fade transition to be visible.
2021-11-26 21:46:32 +01:00
Raffaele Picca
459e2a4b6f Fixed texture animation speed when using random lifetime ( Particle2D gpu + cpu) as mentioned here: https://github.com/godotengine/godot/issues/54993 2021-11-26 01:12:23 +01:00
Hugo Locurcio
4e593b3e9a
Fix VoxelGIData dynamic range property being treated as integer
Floating-point values are accepted as dynamic range settings.

This also clamps the lowest value to 1.0, as there's no practical
use case for going below 1.0 (it introduces clipping without
improving precision).
2021-11-26 00:47:31 +01:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
fabriceci
ed9b18be94 Fix horizontal velocity being always reset when the body hit a wall in 3d 2021-11-23 11:29:29 +01:00
Camille Mohr-Daurat
66ba19a435
Merge pull request #55202 from fabriceci/fix-wall-acceleration-in-3d
Fix wall acceleration in move and slide (3D)
2021-11-22 08:27:56 -07:00
fabriceci
a86d73ef3b Fix body stuck in some 3d advanced scenario 2021-11-22 13:36:51 +01:00
fabriceci
b738af86da Fix wall acceleration in move and slide (3D) 2021-11-21 17:09:49 +01:00
Hugo Locurcio
652fd9ffcc
Remove outdated comments related to the 20-layer editor limitation
All 32 layers are now exposed in the editor.
2021-11-18 23:02:40 +01:00
Hugo Locurcio
8fb7e622a6
Rename built-in SGN() macro to SIGN()
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Camille Mohr-Daurat
11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
PouleyKetchoupp
c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
Rémi Verschelde
3668312e78
Merge pull request #54847 from nekomatata/fix-test-move-regression 2021-11-10 20:38:49 +01:00
PouleyKetchoupp
5da057adaf 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 11:20:02 -07:00
PouleyKetchoupp
bfd0d33244 Fix errors in CharacterBody 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.
2021-11-10 08:27:33 -07:00
PouleyKetchoupp
3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
Andrii Doroshenko (Xrayez)
6742a338a8 Rename GradientTexture to GradientTexture1D
1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
2021-11-07 15:11:04 +02:00
Rémi Verschelde
13aaa73124
Merge pull request #54573 from nekomatata/query-parameters 2021-11-05 21:52:39 +01:00
PouleyKetchoupp
acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Rémi Verschelde
a2803f3d86
Merge pull request #54072 from KoBeWi/hrcr_is_ded 2021-11-03 17:31:48 +01:00
Rémi Verschelde
87ddc5bbbf
Merge pull request #54104 from Scony/improve-navigation-obstacles
Improve NavigationObstacle3D usability
2021-11-03 10:13:53 +01:00
Rémi Verschelde
81c93caf02
Merge pull request #54471 from rafallus/callable_area_monitor 2021-11-02 23:20:41 +01:00
clayjohn
b7445f1ff8 Validate fog volume properties 2021-11-01 21:38:04 -07:00
rafallus
770e3a8e51 Use Callable in Area monitor callback 2021-11-01 21:53:17 -06:00
Camille Mohr-Daurat
a57de3b818
Merge pull request #37880 from nekomatata/rigid-body-damping-override
Improved RigidDynamicBody linear/angular damping override
2021-11-01 11:24:01 -07:00
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00