Commit graph

28084 commits

Author SHA1 Message Date
Hugo Locurcio
ed3f0a3950
Improve the 3D editor selection box appearance
- Draw two boxes slightly offset from each other to give the illustion
  of a thicker outline.
- Decrease the offset compared to the 3D node's AABB to give a more
  accurate representation of its size.
- Make the box fully visible instead of only displaying the corners.
- Draw a x-ray version of the box that's more translucent, but visible
  through walls. This helps make the box more visible while still
  having a sense of depth.
- Use an orange color similar to the 2D editor.
2020-11-09 21:55:56 +01:00
Rémi Verschelde
1a14551f1f
Merge pull request #43420 from RevoluPowered/fix-skeleton-skinning
Revert partial "FBX add roughness mappings and fixes general some mat…
2020-11-09 19:58:49 +01:00
Gordon
866c8de0ac Revert partial "FBX add roughness mappings and fixes general some material bugs"
This reverts partial commit b624e13681.

This resolves a bug with pivots and skinning breaking with this change.
2020-11-09 18:03:06 +00:00
Rémi Verschelde
db5a927689
Merge pull request #43376 from RevoluPowered/fbx-fix-roughness
FBX Fix roughness and material properties not loading
2020-11-07 16:37:48 +01:00
Gordon
b624e13681 FBX add roughness mappings and fixes general some material bugs
- Fixed bug with FBX so we can import material values from the document for PBR when using StingRay (not Arnold *yet*)
- Adds more explicit errors and makes things simpler to read. Has more sanity checks to be sure things are working correctly
- Lazy Properties fixed items not loading due to capital letter errors in FBX parser
- Added debug tools to the materials so you know explicitly what material mapping is assigned to a texture and where it came from. (enable verbose printing to use this)
- Fix broken material mappings and debug entries properly
- Fix make embedded images properly detected
- Spam less errors for unsupported shading models with materials.

Future plans:
- Arnold materials need converted to PBR model, if possible.
2020-11-07 14:34:09 +00:00
Rémi Verschelde
be625f67ee
Merge pull request #43278 from Calinou/doc-atlastexture-no-repeat
Document AtlasTexture not supporting repetition
2020-11-06 14:34:49 +01:00
Rémi Verschelde
d3ffff3ad8
Merge pull request #43126 from lawnjelly/buffer_orphan_mode
Add project settings to manually specify API usage
2020-11-05 12:30:38 +01:00
Rémi Verschelde
7fccecf6a7
Merge pull request #43332 from lawnjelly/ewok_line2d
Batching - use legacy path for antialiased polys.
2020-11-05 12:29:07 +01:00
lawnjelly
df4ef8dfac Batching - use legacy path for antialiased polys.
Antialiased polys work by drawing a smoothed line around the poly after the main drawing. Batching draws polys as a series of triangles with no concept of 'edge', and when 2 polys are joined it becomes impractical to back calculate the edges from the triangles.

For this reason batching is disabled for antialiased polys in this PR.
2020-11-05 10:50:50 +00:00
Rémi Verschelde
8135fdd382
Merge pull request #43298 from RevoluPowered/fbx-bugfix-mesh-compression-flags
FBX respect mesh compression flags
2020-11-03 22:53:46 +01:00
Rémi Verschelde
75afe4ed78
Merge pull request #43294 from RevoluPowered/fbx-bugfix-skinning-unused-deformers-polyfiller
FBX polyfill the skin information for deformers which were optimised out of the FBX
2020-11-03 21:59:57 +01:00
Gordon MacPherson
48ef4f45a7 FBX respect mesh compression flags
Fixes mesh compression setting being totally ignored.
2020-11-03 20:06:58 +00:00
Gordon MacPherson
bcf77deaae FBX fix unskinned bones not being in the Ref<Skin> causing the rasteriser to error
This is because a skin bind count must match skeleton bone count, we should make this not the case for 4.0 IMHO as we can reduce the skin size in godot and make the skin surface simpler to process and have less entries :)
2020-11-03 18:23:52 +00:00
Hugo Locurcio
fab38f7cf1
Document AtlasTexture not supporting repetition
See #5660.
2020-11-02 18:29:27 +01:00
Rémi Verschelde
df6d845b25
Merge pull request #43272 from lawnjelly/fxaa_deband_redraw
Fix editor constant redraw from fxaa and debanding.
2020-11-02 14:27:08 +01:00
lawnjelly
fed764b342 Fix editor constant redraw from fxaa and debanding.
Every NOTIFICATION_PROCESS the spatial_editor_plugin.cpp is calling set_use_fxaa which is causing a redraw_request(). Same with debanding.

These can be fixed be checking for noop state changes.
2020-11-02 10:13:18 +00:00
Rémi Verschelde
5b94d97425
Merge pull request #43264 from clayjohn/GLES3-sky-filter
Properly reset texture flags when generating radiance
2020-11-01 18:26:06 +01:00
clayjohn
756a37bcae Properly reset texture flags when generating radiance 2020-11-01 09:06:44 -08:00
Rémi Verschelde
f7d99c9a1f
Merge pull request #43259 from lyuma/get_parent_class_reentrancy_3.2
3.2: Backport Avoid reentrant OBJTYPE_RLOCK in ClassDB
2020-11-01 12:56:56 +01:00
Rémi Verschelde
54236752cf
Merge pull request #43242 from Calinou/ci-use-dummy-audio-driver
Use the Dummy audio driver in CI to prevent spurious error messages
2020-11-01 12:36:08 +01:00
Lyuma
d3be8477f0 Avoid reentrant OBJTYPE_RLOCK in ClassDB
Fixes #43020 when a thread uses ClassDB while main thread calls is_parent_class().
2020-11-01 00:50:46 -07:00
Hugo Locurcio
07cf8983bf
Use the Dummy audio driver in CI to prevent spurious error messages 2020-10-31 19:35:20 +01:00
lawnjelly
5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00
Rémi Verschelde
4f908fb671
Merge pull request #42941 from RevoluPowered/fbx-3-2-2020
[3.2] FBX importer rewrite
2020-10-30 17:34:28 +01:00
Gordon MacPherson
8197a611fa Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>

This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.

Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.

Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.

Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.

Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.

**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.

Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-30 15:59:19 +00:00
Rémi Verschelde
61ad669892
Merge pull request #42360 from thebestnom/android-click-support-3.2
[3.2] Support mouse events on Android
2020-10-30 15:38:33 +01:00
Rémi Verschelde
82bc682082
Merge pull request #43049 from RandomShaper/fix_gone_script_3.2
Fix script used as type gone too early (3.2)
2020-10-30 15:27:48 +01:00
Rémi Verschelde
e6d0770bae
Merge pull request #43201 from qarmin/failing_ci_32
Fix failing CI, due invalid importing of resources
2020-10-30 15:13:34 +01:00
Rémi Verschelde
5a91cdfc59
Merge pull request #43208 from Anutrix/IG-limit-note-3.2
[3.2] Added a note to ImmediateGeometry regarding it's buffer limit
2020-10-30 14:29:56 +01:00
thebestnom
191c84f952 Android: Mouse Implementation
Implement mouse
Move touch to inputManager
Change to use android/input.h
2020-10-30 15:23:29 +02:00
unknown
8d409423f7 Added a note to ImmediateGeometry regarding it's buffer limit 2020-10-30 16:43:48 +05:30
Rémi Verschelde
c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
Rémi Verschelde
4325c54335
Merge pull request #43016 from mbrlabs/rotation-gizmo-32
[3.2] Improve rotation gizmo
2020-10-30 11:46:05 +01:00
Rafał Mikrut
35bfa0b292 Fix failing CI, due invalid importing of resources 2020-10-30 07:49:57 +01:00
Pedro J. Estébanez
1e9a774ac2 Make Variant aware that an Object may be a Reference 2020-10-29 21:04:57 +01:00
George Marques
798ee982ac Actually set GDScript static reference
(cherry picked from commit 0f1da72492)
2020-10-29 21:04:57 +01:00
George Marques
e360dc9a79 GDScript: Remove self static reference and create one on calls
This is needed because of the new changes to Variant. The reference
counter is increased by adding it to a Variant, which means no GDScript
will be freed (or will be double freed if manually freed somewhere).

(cherry picked from commit 4d960efafc)
2020-10-29 21:04:57 +01:00
Rémi Verschelde
61c8efecff
Merge pull request #43171 from Calinou/dynamicfont-fix-scaling-filter-artifacts
Fix artifacts in DynamicFont when scaling with filtering enabled
2020-10-29 09:11:23 +01:00
Hugo Locurcio
575dbd4bb2
Fix artifacts in DynamicFont when scaling with filtering enabled 2020-10-29 00:33:11 +01:00
Rémi Verschelde
0b6d75ce52
Merge pull request #43162 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 6th batch
2020-10-28 15:53:22 +01:00
Rémi Verschelde
914b0f700e
Update AUTHORS and DONORS list
New corporate sponsors:
  Spiffcode (Platinum)
  ASIFA-Hollywood (Silver)
  Zenva Academy (Silver)

Thanks to all contributors and donors for making Godot possible!

(cherry picked from commit 4960894880)
2020-10-28 15:09:17 +01:00
Rémi Verschelde
284dae021a
i18n: Sync translations with Weblate 2020-10-28 15:09:17 +01:00
Eric Tuvesson
9320266fe8
fix(sprite2d): Rect is not handling pixel snap
related https://github.com/godotengine/godot/issues/42985

(cherry picked from commit e892a92ad6)
2020-10-28 15:09:16 +01:00
PouleyKetchoupp
4ccde80d9d
Release .build_version file handle in Android custom build export
(cherry picked from commit b271315bac)
2020-10-28 15:09:13 +01:00
Hugo Locurcio
7746afec94
Document hiding a Control when its reference point is behind the camera
See https://github.com/godotengine/godot/issues/1725.

(cherry picked from commit b3a6937c0c)
2020-10-28 14:05:42 +01:00
Gilles Roudière
638e24684f
Fixes setting top_level not updating the global position
(cherry picked from commit 131a7b58c8)
2020-10-28 14:05:42 +01:00
Haoyu Qiu
3f81cd5332
Fixes property revert for inherited child nodes
(cherry picked from commit 0dfe28d93d)
2020-10-28 14:05:42 +01:00
Dustin Petersohn
a7609d9c49
Improved documentation for TileMap.cell_y_sort
(cherry picked from commit 669f21d367)
2020-10-28 14:05:42 +01:00
Andrii Doroshenko (Xrayez)
943db2ca34
Make randbase member protected in RandomNumberGenerator
Allows to extend `RandomNumberGenerator` via C++ modules.

(cherry picked from commit 1923f0d302)
2020-10-28 14:05:42 +01:00
Haoyu Qiu
a973bc9530
Fixes property revert after saving instanced scene
(cherry picked from commit a2c1593f25)
2020-10-28 14:05:41 +01:00