Commit graph

2071 commits

Author SHA1 Message Date
Rémi Verschelde
d96b7d767a Merge pull request #66110 from Zylann/reference_get_count
get_reference_count()`
2022-09-22 08:26:29 +02:00
Josh Jones
a25bb9811a Improve consistancy of NavigationRegion setters 2022-09-21 22:42:52 -07:00
Micky
c1b5b68eee Rename remaining "*_enable" to "*_enabled"
Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)

Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)

RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`

Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-21 22:47:46 +02:00
Marc Gilleron
474cee7daf Rename and expose RefCounted::get_reference_count() 2022-09-21 21:18:54 +01:00
Rémi Verschelde
28e1dc6162 Merge pull request #65828 from rburing/body_state_sync_callable
make `body_set_state_sync_callback` take a `Callable`
2022-09-21 11:05:41 +02:00
Rémi Verschelde
c44e1c4e31
Merge pull request #66064 from kleonc/sprite3d-fix-drawing-with-vertical-margins
`Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D
2022-09-20 23:06:26 +02:00
Rémi Verschelde
209a837f79 Merge pull request #66112 from Zylann/get_configuration_warnings_psa
Change return type of `get_configuration_warnings` to `PackedStringArray`
2022-09-19 22:03:44 +02:00
Marc Gilleron
aed3822a93 Change return type of get_configuration_warnings to PackedStringArray 2022-09-19 16:43:15 +01:00
fabriceci
1937e030b5 Increases the number of maximum detected collisions 2022-09-19 16:44:31 +02:00
Rémi Verschelde
40a7fb238d Merge pull request #64728 from fabriceci/only-report-recovery-for-floor-snapping
Turn on recovery as collisions only for floor snapping
2022-09-19 15:39:55 +02:00
Marc Gilleron
c00c29a136 Expose NOTIFICATION_LOCAL_TRANSFORM_CHANGED 2022-09-19 13:43:46 +01:00
fabriceci
10395f5df2 Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor. 2022-09-18 22:23:09 +02:00
kleonc
8a56100d39 SpriteBase3D Fix drawing AtlasTextures with vertical margins differently than in 2D 2022-09-18 20:08:31 +02:00
kleonc
8837d41b50 Move duplicated drawing code from Sprite3D/AnimatedSprite3D to SpriteBase3D 2022-09-18 20:03:03 +02:00
Rémi Verschelde
e5594c26b1
Merge pull request #44143 from KoBeWi/callable_multiplayer 2022-09-18 13:47:04 +02:00
Tomasz Chabora
882a4f8906 Port remaining connections to callable_mp 2022-09-18 13:08:54 +02:00
Rémi Verschelde
0bb57bd9f2 Merge pull request #65931 from fabriceci/add-recovery-as-collision-in-low-level-methods
Add recovery_as_collision in move_and_collide/test_move
2022-09-18 00:42:29 +02:00
Micky
eb0cc08a23 Rename AudioStreamPlayer3D's unit_db to volume_db
AudioStreamPlayer3D.`unit_db` -> `volume_db`

Now matches the same name AudioStreamPlayer and AudioStreamPlayer2D use.
2022-09-17 16:06:30 +02:00
fabriceci
a72d5be2c6 Add recovery_as_collision in move_and_collide/test_move 2022-09-17 11:40:03 +02:00
Hugo Locurcio
7dee32ad14
Tweak LightmapGI defaults to be closer to the CPU lightmapper
- Use 3 bounces by default.
- Enable environment lighting from the scene by default.
  - This is not done in `3.x` for compatibility with existing projects,
    but it makes sense to do this by default since pretty much all
    outdoor scenes benefit from this.
- Set the custom environment color to white (like ReflectionProbe).
  - Its default energy is still 0, so it's invisible by default.
- Enable the generation of dynamic object probes by default.
- Tweak the `max_texture_size` property hint for better usability.
- Improve error messages when passing invalid sizes to
  `LightmapGI.set_max_texture_size()`.
2022-09-16 16:27:00 +02:00
Rémi Verschelde
16d44395b5 Merge pull request #65148 from Mickeon/animated-sprite-negative-speed-scale
Allow negative `speed_scale` in AnimatedSprite2D & 3D
2022-09-16 09:18:42 +02:00
Ricardo Buring
ff4e72a0bc PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
2022-09-15 15:09:23 +02:00
clayjohn
1b5f422c73 Validate physical light units in GI classes.
Add checks for physical light units in a few more places to ensure they aren't used when disabled.
2022-09-14 17:39:25 -07:00
Micky
8142bc4ddd Allow negative speed_scale in AnimatedSprite2D & 3D
If the `speed_scale` is set to a negative value, the animation plays in reverse.
The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward.

Also updates the documentation to better describe the pausing and playing behaviour.
2022-09-13 12:41:07 +02:00
Rémi Verschelde
3a82a1315b Merge pull request #65591 from MewPurPur/area-overlapping-function
Implement `Area[2D/3D].has_overlapping_[bodies/areas]`
2022-09-13 10:58:55 +02:00
kobewi
d5c703b83e Don't store frame of playing AnimatedSprite 2022-09-12 22:59:35 +02:00
Rémi Verschelde
97830e7187
Merge pull request #64155 from Mickeon/sprite-3d-backwards-speed-scale 2022-09-12 12:15:58 +02:00
VolTer
ed4fe1e2bd Implement Area.has_overlapping_* 2022-09-10 12:17:37 +02:00
Micky
b648ee43ab Harmonise AnimatedSprite3D and its 2D counterpart
Add the following properties to AnimatedSprite3D:
- `backwards` parameter in `play()`;
- `speed_scale`.

Both classes' internals are more similar, down to the line spacings. They've also been updated to be clearer and less inconsistent (e.g. `!frames.is_valid()` -> `frames.is_null()`, use SceneStringNames instead of CoreStringNames, rename the internal _queue_update to _queue_redraw)
2022-09-09 21:06:24 +02:00
Rémi Verschelde
ce6f284e5f
Merge pull request #64394 from smix8/navigation_obstacles_reparent_4.x
Fix NavigationObstacle 2D/3D (re)parent issues
2022-09-09 19:20:14 +02:00
smix8
d7f75fab60 Remove / Replace old Navigation Debug Visualization
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-07 18:30:35 +02:00
Micky
a7ce7b1d3f Fix AudioStreamPlayer not resuming after returning to SceneTree 2022-09-05 16:52:46 +02:00
Rémi Verschelde
904d8bdb3c
Merge pull request #65292 from AlmightyLaxz/prevent-shapecast3d-debug-without-debugcollisions 2022-09-05 13:59:51 +02:00
Haoyu Qiu
f0f24b9a62 Fix crash when executing LightmapGIData._set_light_textures_data 2022-09-04 20:43:25 +08:00
Almighty Laxz
44042a957f Stop ShapeCast3D drawing when debug collisions off 2022-09-04 02:28:30 +09:30
Hugo Locurcio
f7292dbeb3
Rename or_lesser range property hint to or_less
"less" should be used for quantity, rather than "lesser".

Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
2022-09-02 19:08:20 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde
4fa3675ffa Merge pull request #65218 from xX-Void-Xx/area2d/3d-optimization 2022-09-02 13:53:28 +02:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Void
fdfe11d4b3 fixed and optimized Area2/3D get_overlapping_bodies/areas
fixed a type and made it so area3d get_overlapping_x is similar to its counterpart func in area2d so that it uses TypedArray instead of Array and ERR_FAIL_COND_V_MSG instead of no message, also minimized array resize calls
2022-09-02 12:00:04 +01:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
Rémi Verschelde
005aac2dbe Merge pull request #65187 from JohanAR/vector_to_size 2022-09-01 23:50:59 +02:00
Rémi Verschelde
2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
Johan Aires Rastén
b7e2d45233 Replace Vector2(i) with Size2(i) for methods returning a size 2022-09-01 20:04:17 +02:00
Rémi Verschelde
ca59f47f31
Merge pull request #64157 from Mickeon/remove-mysterious-is-playing 2022-09-01 17:40:32 +02:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
Rémi Verschelde
89f0886425
Merge pull request #65073 from bruvzg/trim_spaces
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01 08:16:52 +02:00
bruvzg
7aad14a4b6
[TextServer] Add support for trimming edge spaces on line break. 2022-09-01 08:11:55 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde
d58a1d65a9
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Add a per-light volumetric fog energy property
2022-08-31 08:47:03 +02:00
Rémi Verschelde
96b470b28e
Merge pull request #63394 from Calinou/curve-gradient-rename-interpolate
Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()`
2022-08-31 08:37:12 +02:00
Hugo Locurcio
ae18928748
Rename Curve/Curve2D/Curve3D/Gradient interpolate() to sample()
"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
2022-08-30 22:08:38 +02:00
Rémi Verschelde
c24c67858a
Merge pull request #65087 from TokageItLab/change-skeleton-3d-api
Clean-up/change some Skeleton3D API
2022-08-30 21:18:19 +02:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Silc Renew
28b11e216a Clean-up/change some Skeleton3D API 2022-08-30 23:03:12 +09:00
Nong Van Tinh
76b4041f38 Fixed surface material overrides are not applied when the new mesh is set 2022-08-30 12:43:59 +07:00
rafallus
7f2740f7bd Expose input interaction virtual functions in CollisionObject 2022-08-29 14:04:52 +02:00
Rémi Verschelde
e60086f98b
Merge pull request #64119 from YuriSizov/theme-init-database 2022-08-29 14:02:21 +02:00
Josh Jones
3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Yuri Sizov
6320a0fc18 Add ThemeDB, expose previously static Theme methods 2022-08-26 19:23:05 +03:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
fabriceci
f8cc88fab3 Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
Rémi Verschelde
4bcb625dae
Merge pull request #63528 from bruvzg/fix_lbl3d_oversampling 2022-08-26 11:44:02 +02:00
Rémi Verschelde
af692912d4
Merge pull request #54646 from jmb462/fix-animatedsprite-animation-list
Fix AnimatedSprite2D & 3D animation list in inspector
2022-08-26 08:22:51 +02:00
Micky
723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
jmb462
ae9560af82 Fix AnimatedSprite2D & 3D animation list in inspector 2022-08-26 00:05:58 +02:00
Rémi Verschelde
88145e81e2
Merge pull request #64804 from Mickeon/rename-path-progress 2022-08-25 18:35:48 +02:00
Rémi Verschelde
af88438c71
Merge pull request #64354 from Mickeon/rename-navigation-distance 2022-08-25 18:35:23 +02:00
Rémi Verschelde
78033235bb
Merge pull request #64802 from benbot/master 2022-08-25 17:50:51 +02:00
fabriceci
31549dca29 Shorten variable names for moving platforms in CharacterBody 2022-08-25 09:15:18 +02:00
Rémi Verschelde
1204ad32d1
Merge pull request #64829 from fabriceci/improve-monitor-contact-api
Improves the API for monitoring contacts in RigidDynamicBody
2022-08-25 07:31:06 +02:00
benbot
9c1bcdcf1a removes unused skeleton functions and stray comments in RigidDynamicBody3D 2022-08-24 16:49:39 -04:00
fabriceci
59bf35f3df Improves the API for monitoring contacts in RigidDynamicBody 2022-08-24 21:23:11 +02:00
Rémi Verschelde
2961651444
Merge pull request #64691 from TokageItLab/Quaternion-editor 2022-08-24 18:36:54 +02:00
Silc Renew
673c649adb Implement Quaternion Editor 2022-08-24 22:04:49 +09:00
Rémi Verschelde
b556d8c9a0
Merge pull request #64370 from Mickeon/rename-marker-node
Rename Position* nodes to Marker*
2022-08-24 08:52:13 +02:00
Rémi Verschelde
91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
Micky
bb936b2e27 Rename PathFollow's offsets to progress & progress_ratio
Applies for both PathFollow2D and PathFollow3D
2022-08-24 01:56:03 +02:00
kobewi
1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Micky
8bb305356e Rename Position* nodes to Marker*
- Position2D -> Marker2D
- Position3D -> Marker3D

Also changes their respective file names.
2022-08-23 19:49:50 +02:00
Rémi Verschelde
2adfcc60e2 Joint3D: Remove utility method bindings for angular limits
The inspector now supports converting degrees to radians automatically when
using the `radians` hint, so all those utility bindings were redundant.

This cleans things up by making these properties with slash properly bound
to `set_param`/`get_param` which the users can call with the relevant enum.
2022-08-23 11:57:44 +02:00
Rémi Verschelde
7764151bc1 Rename properties unnecessarily using slash (/) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00
kobewi
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Rémi Verschelde
1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property 2022-08-22 21:39:48 +02:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Rémi Verschelde
af76fb4567
Merge pull request #63486 from TokageItLab/init-poses 2022-08-22 17:32:02 +02:00
Rémi Verschelde
5193332d10
Merge pull request #64343 from TokageItLab/priority-ph 2022-08-22 17:31:23 +02:00
Rémi Verschelde
fdc36ad082
Merge pull request #64553 from RedMser/fix-property-validation-refactor 2022-08-22 16:54:47 +02:00
Paul Joannon
6bc0be16a5
Expose the collider RID in Raycast nodes
Create and expose the method `get_collider_rid` in `RayCast2D` and `Raycast3D`.
This method returns the `RID` of the first object that the ray intersects, or an empty `RID` if no object is intersecting the fay (i.e. `is_colliding` returns `false`).
2022-08-22 09:18:08 +02:00
Omar El Sheikh
2425d798cd Octahedral Normal Support for Sprite and Soft Body
Properly encode the normal and tangent vectors with octahedral
compression
2022-08-20 10:01:46 -07:00
Yuri Sizov
469c18152f
Merge pull request #64592 from mhilbrunner/move-fast-break-things
Unexpose VelocityTracker3D
2022-08-19 20:43:02 +03:00
Yuri Sizov
7895a66cf2
Merge pull request #64334 from YuriSizov/core-bind-property-revert-methods
Make `property_*_revert` methods multilevel and expose them for scripting
2022-08-19 20:41:41 +03:00
Max Hilbrunner
da567cb1f9 Unexpose VelocityTracker3D 2022-08-19 02:28:24 +02:00
RedMser
c25b8f2876 Remove unintentional PROPERTY_USAGE_INTERNAL
The flag only matters for property definition,
but was also used in _validate_property a lot.
2022-08-18 16:25:00 +02:00
RedMser
83f2723893 Fix some property validation not been refactored 2022-08-18 16:24:15 +02:00
Silc Renew
b27fe6452d add init bone poses 2022-08-18 18:41:37 +09:00
Silc Renew
b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov
980f5f32f4 Make property_*_revert methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
Hugo Locurcio
0f95db6786
Hide properties that have no effect in Label3D inspector
- Use the disabled GI mode as Label3D can't contribute to GI in any way.
- Improve Label3D class documentation.
2022-08-15 18:41:32 +02:00
smix8
5162d9ac8b Fix NavigationObstacle 2D/3D (re)parent issues
Fixes (re)parent issues with NavigationObstacle 2D and 3D (same as NavigationAgents).
Also adds the option from NavigationAgents to override the default navigation map.
2022-08-14 16:23:27 +02:00
Micky
b62d06fbed Rename Navigation's neighbor_dist to neightbor_distance
NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)

NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`

Also changes their parameters' names.

Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
Hugo Locurcio
126114cfda
Fix ORMMaterial3D not being taken into account by static VoxelGI 2022-08-11 21:39:05 +02:00
Rémi Verschelde
e9e9e92e48
Merge pull request #64147 from smix8/fix_navigationregion3d_debug_doublerender_4.x
Fix NavigationRegion3D debug mesh rendering twice in Editor
2022-08-11 09:42:38 +02:00
Rémi Verschelde
edf07ee7a6
Merge pull request #64160 from Calinou/tweak-label3d-defaults 2022-08-10 11:48:39 +02:00
Silc Renew
7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
Hugo Locurcio
160d10dc7b
Decrease default AudioStreamPlayer2D/3D panning strength
The default panning strength is now more in line with how other
engines play positional sound.
2022-08-09 18:46:52 +02:00
Hugo Locurcio
a13d8578e0
Tweak Label3D defaults for better readability
- Increase font size and decrease pixel size.
  - The font is rendered at the same physical size, but is more detailed,
    which is visible when the camera is up close.
- Add an outline to improve readability on mixed-color backgrounds.
  - The outline is fairly thick to ensure it doesn't get too grainy
    at a distance (without requiring MSDF or mipmaps on the default
    project font).
2022-08-09 16:26:28 +02:00
Micky
83f96139ac Remove AnimatedSprite3D.is_playing() for redundancy
Also removes the underscore prefix from `_set_playing()` and `_is_playing()`
2022-08-09 13:20:07 +02:00
smix8
0e4c31ce57 Fix NavigationRegion3D debug mesh rendering twice in Editor
Fixes double rendering of NavigationRegion3D debug mesh due to both 3DGizmo and runtime debug rendering the mesh at the same time.
2022-08-09 11:12:03 +02:00
Rémi Verschelde
d9d5990c51
Merge pull request #64034 from DarkKilauea/fix-nav-region-gizmo 2022-08-08 22:37:00 +02:00
Rémi Verschelde
bc81c02fe1
Merge pull request #62571 from Calinou/gpuparticlescollisionsdf3d-add-bake-mask 2022-08-08 10:18:11 +02:00
Rémi Verschelde
b712727515
Merge pull request #64068 from DarkKilauea/fix-region-travel-cost 2022-08-08 08:55:02 +02:00
Josh Jones
8c324132d0 Fix typo when setting NavigationRegion travel_cost 2022-08-07 10:40:33 -07:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
Josh Jones
92c40bcf32 Fix NavigationRegion3D gizmo's odd visual behavior 2022-08-06 23:54:57 -07:00
Rémi Verschelde
25915cdd0e
Merge pull request #59844 from Calinou/rename-shader-param-methods 2022-08-05 02:52:06 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Ricardo Buring
74f41f8560 Fix SoftDynamicBody3D normals
Store normal vector in A2B10G10R10 format.
2022-08-04 23:10:04 +02:00
Hugo Locurcio
e1ae87cf3d
Allow more precise adjustments of orthogonal/frustum size in Camera3D 2022-08-03 23:51:08 +02:00
Hugo Locurcio
84076513b1
Use global coordinates for particles by default
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.

This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Hugo Locurcio
fa019f6e14
Change default material alpha scissor threshold to 0.5
This makes the default behavior consistent between SpriteBase3D,
BaseMaterial3D and imported glTF scene materials.

Alpha scissor threshold property hints now allows for more precise
adjustments as well.
2022-08-01 02:00:16 +02:00
Hugo Locurcio
a0795b4347
Tweak VoxelGI defaults for better quality
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
Marcus Elg
f629438a8b Add meter suffix to ShapeCast3D margin property 2022-07-31 12:36:15 +02:00
Ricardo Buring
54a9dcfa40 Don't move nonexistent debug shapes 2022-07-30 22:21:23 +02:00
PrecisionRender
2f46749f4e Fix ShapeCast3D creating runtime shape in editor 2022-07-30 10:21:53 -05:00
kobewi
c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde
8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8
c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Rémi Verschelde
7c93373008
Merge pull request #63161 from PrecisionRender/master
Add `ShapeCast3D` node
2022-07-29 08:07:13 +02:00
PrecisionRender
8cbb9b8b0a Add ShapeCast3D node 2022-07-28 12:08:42 -05:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Rémi Verschelde
ed61fb2a8b
Merge pull request #63138 from TokageItLab/normalize-position-track
Add position track normalization to importer retarget
2022-07-27 16:49:18 +02:00
bruvzg
c9966db8a1
Fix Label3D not updated on window resize. 2022-07-27 14:24:18 +03:00
Rémi Verschelde
dd664f20fb
Merge pull request #63440 from YuriSizov/joints-six-degrees-of-order 2022-07-27 11:42:57 +02:00
Hugo Locurcio
a151a74a98
Tweak Decal distance fade defaults and add property hints
The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.

The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
2022-07-27 03:15:46 +02:00
Silc Renew
dde235ad82 add position track normalization & post process key value for retarget 2022-07-26 18:48:08 +09:00
Hugo Locurcio
cac2033c02
Fix missing Distance Fade category in OmniLight3D/SpotLight3D inspector 2022-07-25 19:11:24 +02:00
Yuri Sizov
197d2ff790 Group properties of Generic6DOFJoint slightly better 2022-07-25 18:07:55 +03:00
Juan Linietsky
c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
reduz
d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00
FireForge
84431bd782 Use integer types in Image and ImageTexture methods
- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
2022-07-18 19:43:32 -05:00
Rémi Verschelde
73f47921ea
Merge pull request #61590 from Haydoggo/path-follow-fix 2022-07-18 09:36:02 +02:00