Commit graph

1569 commits

Author SHA1 Message Date
Rémi Verschelde 0ae65472e7
clang-format: Enable BreakBeforeTernaryOperators
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Camille Mohr-Daurat 3c527dcbbd
Merge pull request #54157 from bjauny/fix_potential_nullpointer_collision3d
Fix potential null pointer use, based on #54094 fix
2021-10-27 12:40:50 -07:00
Bastien JAUNY 258b5d0019 Fix potential null pointer use, based on #54094 fix 2021-10-27 20:41:14 +02:00
Hugo Locurcio f2c2ecb6e8
Fix properties being displayed when they shouldn't in DirectionalLight3D
The parent `_validate_property()` wasn't called, which led to shadow
properties being visible even if shadows were disabled on a
DirectionalLight3D node.
2021-10-25 22:04:30 +02:00
Rémi Verschelde d98a6363fa
Merge pull request #54084 from reduz/node3d-rotation-options 2021-10-25 20:42:45 +02:00
Rémi Verschelde 8911d6ecc8
Merge pull request #54147 from Calinou/editor-directionallight-3d-only-show-relevant-properties 2021-10-25 20:13:42 +02:00
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
Hugo Locurcio c1de200757
Only show relevant properties in the DirectionalLight3D inspector
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits can only be used if the shadow
mode is PSSM 2 Splits or PSSM 4 Splits.

This also moves the Fade Start property to be located after the
split properties. This avoids intertwining "conditional" properties
with a property that's always available.
2021-10-25 18:31:41 +02:00
Hristo Stamenov 3ec927cfef Setting the visible multimesh instance to -1 so that they are updated correctly on set_amount.
When emitting stops CPUParticles3D::_set_redraw(bool p_redraw) will set that value to 0 so when you change the amount after that it will actually not update correclty.

This fixes an issue where if it was not emitting when the scene loaded and it start after that the amount is not reflected correclty. This also happened when you checked out the box for emitting in the editor, changed the value of amount and then checked on the box for emitting. With this change if it is emitting during the change it does interrupt the previous particles when you change. The amount and the emit starts from beginning but that is to be expected on an amount of particles change.
2021-10-24 22:04:30 +03:00
Silc 'Tokage' Renew 653e2a550c Fixed animation insertion in SkeletonEditor 2021-10-23 16:50:00 +09:00
Rémi Verschelde 9f7218eb69
Merge pull request #54088 from madmiraal/remove-unimplemented-methods 2021-10-22 12:59:32 +02:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde 133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Rémi Verschelde 836f86688f
Merge pull request #54053 from nekomatata/fix-soft-body-disable-mode
Fix SoftDynamicBody3D crash when setting disable mode
2021-10-21 19:33:01 +02:00
PouleyKetchoupp e6f7235ffb Fix SoftDynamicBody3D crash when setting disable mode
Proper logic for changing physics state when disabled and disabled mode
is changed (it was unnecessarily making calls to re-initialize physics).

Extra error handling in soft body implementations to avoid crashes with
invalid mesh.
2021-10-21 08:56:12 -07:00
Kemikal1 563d3dbf94 Change the unreacheable return value of shape_find_owner()
Update collision_object_3d.cpp

2d modified and UINT32 usage

Proper uINT32max usage

Change the unreacheable return value of shape_find_owner()

This reverts commit 5be98b81428169ba2dd5baecd00f1adfd9260e5c, reversing
changes made to efa3ff6b95.

Change the unreacheable return value of shape_find_owner()

changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit c81d1073ec21b4cde4684a6dbd595f3359283bad.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit 6dbd972aa5c4580d4f6270ead6c66eea18617f29.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit b769ac2d11ad12f02a388d9dad17519f81d9c3b6.

Revert "Revert "Revert "changed from 0 to uint32_max""""

This reverts commit 1e8d84f7ec12da01c3153e08bb8609cf2c6fd58a.

Revert "Revert "Revert "Revert "changed from 0 to uint32_max"""""

This reverts commit 0dc17abefad6d540c18bba7b4df9d8c04e090d0c.

Change the unreacheable return value of shape_find_owner()
2021-10-21 15:02:28 +03:00
Rémi Verschelde 8688b97dda
Merge pull request #54036 from nekomatata/fix-soft-body-memory-corruption 2021-10-21 11:42:44 +02:00
PouleyKetchoupp 1f816979f6 Fix SoftDynamicBody3D memory corruption when switching mesh at runtime
When switching the mesh at runtime, the physics server wasn't properly
updated with the new mesh. Now we keep track of the soft body mesh to
make sure everything is properly initialized on pre-draw.

Also cleaned a few things around private methods.
2021-10-20 10:57:08 -07:00
Rémi Verschelde da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Rémi Verschelde 723b988fde
Merge pull request #52210 from BastiaanOlij/enhance_xr_trackers 2021-10-19 08:11:32 +02:00
Rémi Verschelde 015e0c9fd8
Merge pull request #52773 from Calinou/audiostreamplayer3d-tweak-max-distance 2021-10-18 10:49:01 +02:00
Bastiaan Olij 5d1ea92daf Rework XR positional trackers 2021-10-17 12:12:20 +11:00
Rémi Verschelde c2a616f3ec
Merge pull request #53821 from TwistedTwigleg/Godot_Master_SkeletonModificationIK_FixPoseChange
Fix for SkeletonModification3Ds to work with the new bone pose changes.
2021-10-16 23:54:37 +02:00
TwistedTwigleg 0cedc04769 Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function 2021-10-16 16:34:31 -04:00
Rémi Verschelde a4e1a07d83
Merge pull request #53865 from reduz/implement-blend-shape-tracks 2021-10-16 16:48:10 +02:00
reduz ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
mennomax b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Camille Mohr-Daurat 342c1bf1e2
Merge pull request #53054 from MaxLap/doc_shape_signals
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14 14:31:58 -07:00
Maxime Lapointe b66fdb8dd2 Improve area/body_shape_entered/exited signals parameter names and doc
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-14 15:41:26 -04:00
Silc 'Tokage' Renew 8e9897b6de get rid set_bone_pose and fix some function in SkeletonEditor 2021-10-15 02:41:17 +09:00
reduz 2dc823273e Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
Rémi Verschelde 3be18d3d37
Merge pull request #53578 from RedHeadphone/patch-1 2021-10-13 12:44:54 +02:00
Rémi Verschelde 3e86ca5586
Merge pull request #53689 from reduz/remove-animation-transform3d-track 2021-10-13 12:40:33 +02:00
reduz ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
Rémi Verschelde b372f79dd5
Merge pull request #53676 from Klowner/camera-get-pyramid-rid-shape-crash
Fix Camera3D::get_pyramid_shape_rid() crash when not in scene
2021-10-12 22:32:16 +02:00
Aaron Franke 7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Mark Riedesel 49a4d2bc49 add failure condition for get_pyramid_shape_rid() when camera3d is not in tree. fixes #53564 2021-10-11 10:16:48 -04:00
Douglas Leão 39a90751dc Allow AudioStreamPlayer(2D) to provide pitch_scale on playback 2021-10-10 18:52:29 -03:00
Rémi Verschelde 5ae569560d
Fix missing argument names in bindings
While at it, tweak some boolean setters to use `p_enabled` for the bool.

Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Duroxxigar 54d305eebe Improved readability for failing error conditions 2021-10-08 17:29:25 -04:00
Red Headphone fff70a6427
no limit of negative value for engine_force (VehicleBody class) 2021-10-08 22:25:50 +05:30
Rémi Verschelde f323d25dd3
Merge pull request #53525 from Calinou/comments-replace-visual-server
Replace references to VisualServer in code comments with RenderingServer
2021-10-07 17:06:27 +02:00
Hugo Locurcio bcf4a56c74
Replace references to VisualServer in code comments with RenderingServer
VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
Hugo Locurcio 9b5785f064
Remove debugging print from the VoxelGI baker 2021-10-07 15:45:54 +02:00
Haoyu Qiu 6072f38bb1 Use loop instead of recursion when clearing proximity groups 2021-10-07 16:31:47 +08:00
Camille Mohr-Daurat 69f80b6631
Merge pull request #53482 from timothyqiu/soft-body-ready
Re-prepare RenderingServer if SoftDynamicBody mesh changed
2021-10-06 14:57:53 -07:00
Rémi Verschelde 164dc11e04
Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmo
Implement Skeleton Editor Gizmo
2021-10-06 21:11:20 +02:00
Silc Renew f2e9867e9f Implemented SkeletonEditorGizmo
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-10-07 01:07:46 +09:00