Commit graph

86 commits

Author SHA1 Message Date
Cory Petkovsek
92eab47591 Fix free(RID) abuse by various classes
(cherry picked from commit f7f112ab1f)
2022-08-30 11:18:02 +02:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Hugo Locurcio
299d277c9c
Warn when using GPU-based particles on macOS due to low performance
On macOS, Particles rendering is much slower than CPUParticles
due to transform feedback being implemented on the CPU instead
of the GPU.
2022-01-06 00:10:32 +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
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
ArrowInAKnee
e48430b1d4 Make all get_configuration_warning() overrides retrieve warnings from parent 2020-07-13 01:50:02 +03:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
PouleyKetchoupp
530665197f Fixed Particles restart after visibility has been set to off and on again
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.

Fixed #33476
2019-11-09 09:51:17 +01:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
qarmin
9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Bojidar Marinov
f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
Rémi Verschelde
0636f709af
Merge pull request #29937 from clayjohn/particles-one-shot-bug
Update emitting status on one-shot particles
2019-06-27 17:29:40 +02:00
clayjohn
d59dbda24f update emitting status on one-shot particles 2019-06-25 22:07:29 -07:00
clayjohn
64ecc8a5a3 properly set emitting when particles restart 2019-06-21 22:33:11 -07:00
Hugo Locurcio
33fd5538d0
Tweak the particle animation node configuration warning message 2019-05-25 19:59:17 +02:00
clayjohn
0fec83bc92 allowing setting particles lifetime greater than 600 2019-02-18 10:46:41 -08:00
Rémi Verschelde
034cd62a77 Warn when using GPU particles with GLES2
Closes #25733.
2019-02-09 20:49:58 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
JFonS
cbfb7bd613 Make 2D particles work OOTB (again) 2018-11-13 23:25:05 +01:00
Rémi Verschelde
5fe01d4cfc Move ParticlesMaterial code to its own resource file
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.

Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
2018-09-04 11:32:56 +02:00
Rémi Verschelde
67b0d3c2dc Particles: Allow speed_scale at 0 in property hint, equivalent to pause
Supersedes and closes #21193.
2018-08-24 18:11:35 +02:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
clayjohn
fafa197ca5 updated some particlematerial properties 2018-06-10 11:15:02 -07:00
Juan Linietsky
dfd1331690 Allow editing of some unbound properties when hinted (or no range hinted) 2018-05-16 09:13:41 -03:00
Rémi Verschelde
430e45c84a
Merge pull request #16359 from Noshyaar/convert
Particles: fix corrupted scene when saved after convert
2018-05-03 21:24:03 +02:00
Crazy-P
e6deba8d19 Fixes logically dead code (Coverity)
Fixes reported logically dead codes by Coverity

* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.

* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function

* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.

* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)

* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle

* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'

* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp

* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp

* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.

* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.

* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
2018-04-21 22:35:23 +08:00
brendor
7061c28df7
Particles 2D and 3D - fix hue variation not working by transposing the hue matrix
The hue variation matrix is hardcoded as transposed and thus the multiplication always yielded the original color value.
I wanted to keep the matrix and get the same result by switching the operands (getting a result as if the matrix was transposed).
2018-03-20 01:28:41 +01:00
Poommetee Ketson
38865345d9 Particles: fix corrupted scene when saved after convert (2nd try) 2018-02-24 15:58:17 +07:00
Juan Linietsky
5398363572 solved particle memory leak, fixes #15591 2018-01-11 16:04:12 -03:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
MrCdK
1f609b7a82 Set particles emitting to false when particles finish emitting with one-shot enabled 2017-12-23 05:23:41 +01:00
matrem
641c6de160 particles spread/flatness fixes, pi factorization 2017-12-15 23:53:53 +01:00
Rémi Verschelde
a845411454 Style: Re-apply clang-format over recent invalid additions 2017-12-10 01:27:02 +01:00
Juan Linietsky
6527f2e684 Implement orbit velocity in particles (this is for 2D only, like in 2.1), closes #12764
Fixed tangential velocity (was broken)
2017-12-07 13:18:22 -03:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Juan Linietsky
7b7ba58493 -Fix particles with size==0, closes #13931
-Fixed material previews (dont show sphere unless for spatial)
2017-12-06 19:51:13 -03:00
Tom Beckmann
93be4982d0 Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865 2017-11-19 21:32:25 +01:00
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
MrCdK
7d517d4a71 Fix particles' tangential acceleration randomness 2017-11-10 23:19:08 +01:00
MillionOstrich
eaa8c461c3 Fix randomisation of initial particle velocity 2017-11-06 16:39:10 +00:00
Rémi Verschelde
7969565de7 Merge pull request #12052 from hi-ogawa/particle-material-conversion-plugin
Create ParticlesMaterialConversionPlugin
2017-10-20 23:54:56 +02:00
Ruslan Mustakov
6106fd88d4 Remove junk output
Remove several prints that were added for engine debugging, but are
of no use to the end user, and only pollute the editor and game logs.
2017-10-13 12:40:19 +07:00
Hiroshi Ogawa
d777681882 Create ParticlesMaterialConversionPlugin and format generated shader code 2017-10-12 21:30:19 +09:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00