Commit graph

1094 commits

Author SHA1 Message Date
Marcel Admiraal
253b1c22da Rename the final parameter of area_shape_entered-exited local_shape. 2021-01-15 09:46:19 +00:00
Rémi Verschelde
f93c2ddc92
Merge pull request #45163 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 16th batch
2021-01-13 17:38:05 +01:00
Rémi Verschelde
652105dcdd
Merge pull request #44704 from madmiraal/fix-44510-3.2
[3.2] Add signal to inform joint that body has exited tree
2021-01-13 17:16:19 +01:00
PouleyKetchoupp
a994bb4ad3
Fix collision shape update when changing shape properties
This change does two things:

1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)

2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)

Fixes #45090

(cherry picked from commit 4b43cd17c5)
2021-01-13 16:54:22 +01:00
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
Rafał Mikrut
927010e90f
Do not iterate over map when removing its values
(cherry picked from commit 29b2882381)
2021-01-05 20:49:00 +01:00
Rémi Verschelde
3032b38b52
Merge pull request #44690 from lawnjelly/transform_snap2
[3.2] Improve 2d snapping
2021-01-05 17:19:44 +01:00
Marcel Admiraal
6b3bab6e54 Add signal to inform joint that body has exited tree 2020-12-31 14:51:07 +00:00
PouleyKetchoupp
1fccf78dd2
Update body transforms on joint2D setup
Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.

Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.

3D physics is not affected by this issue.

(cherry picked from commit 11bee25de4)
2020-12-29 16:02:02 +01:00
Dominik 'dreamsComeTrue' Jasiński
e0bdb19a62
Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ' det == 0 ' is true.)
Fixes: #41873
(cherry picked from commit aba477361d)
2020-12-29 13:50:49 +01:00
lawnjelly
a237c671bb Improve 2d snapping
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.
2020-12-25 18:53:00 +00:00
Rémi Verschelde
b9b773c3f0
Merge pull request #43881 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 10th batch
2020-11-26 10:39:20 +01:00
greenfox
b7a712d9f3
fixed Camera2D rotation with non-square zoom
(cherry picked from commit b9c0897713)
2020-11-26 09:38:46 +01:00
Marcel Admiraal
e0e7332135 Check joint nodes and generate configuration warning messages. 2020-11-25 20:53:48 +00:00
lawnjelly
a79293e0fc Add 2d snap transforms option
This is a cut back backport of reduz snapping PR #43194.

It just offers a global project setting for transform snapping.
2020-11-15 09:40:07 +00:00
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
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
Rémi Verschelde
4028414e0e
Revert "Made toplevel a property for Node3D and CanvasItem"
This reverts commit a726d011d5.
2020-10-19 16:58:56 +02:00
Marcel Admiraal
be41b818c4 Remove area or body from map before emitting signals. 2020-10-02 17:01:47 +01:00
Rémi Verschelde
10fa15a047
Better validate CollisionShape config. warning after #37226
It could cause a crash when running the test for PlaneShape.
Fixes #42479.
2020-10-02 09:51:45 +02:00
Duroxxigar
a726d011d5
Made toplevel a property for Node3D and CanvasItem
(cherry picked from commit 85a8dbb7b6)
2020-10-01 16:00:47 +02:00
Rémi Verschelde
e40b4eeeea
Merge pull request #37226 from arrowinaknee/fix-node-config-warnings
[3.2] Update get_configuration_warning() overrides to retrieve warnings from parent class
2020-10-01 14:04:26 +02:00
Haoyu Qiu
fa81e3621f
Fixes ParallaxLayer offset when ignore camera zoom
(cherry picked from commit 5e2167631b)
2020-09-29 13:57:56 +02:00
Jonathan Vice
96ca267209
Reorder sprite h_frames & v_frames
(cherry picked from commit 28326aec60)
2020-09-24 14:43:10 +02:00
booer
bf9090c23f
Fixes updating CPUParticles emmision shape values
(cherry picked from commit 113921b56c)
2020-09-24 14:43:08 +02:00
PouleyKetchoupp
d82cc621e1
Fix 2D Particle velocity with directed emission mask
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;

Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.

(cherry picked from commit 1c231cacb3)
2020-08-21 02:28:19 +02:00
ArrowInAKnee
e48430b1d4 Make all get_configuration_warning() overrides retrieve warnings from parent 2020-07-13 01:50:02 +03:00
Andrii Doroshenko (Xrayez)
41f99c8f53 Provide warning when using polygon shapes in CollisionShape2D node
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.

Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.

(cherry picked from commit dc446203be)
2020-07-06 14:16:28 +02:00
Rémi Verschelde
571a0c60c0 Revert "Implement Skew in Node2D"
This reverts commit 7f61710183.

See #38868, in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.

This can be cherry-picked anew once a fix for #38868 has been found.
2020-06-22 10:26:06 +02:00
Marcel Admiraal
ea4ee986b5 Normalise p_up_direction vector in move_and_slide() and
move_and_slide_with_snap() and fix tolerance in
move_and_slide_with_snap() max floor angle.
2020-06-16 10:11:54 +01:00
Ranoller
616fb219db
(3.2) Fix bad position in Camera2D offset and camera rotation if smothing enabled
Fix https://github.com/godotengine/godot/issues/16323 in 3.2 branch. Apply same solution of https://github.com/godotengine/godot/issues/2074 in rotation and offset.
2020-06-15 16:34:03 +02:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Marcel Admiraal
dac3504cc3 Fix C4724: potential mod by 0 warnings. 2020-05-21 11:28:01 +01:00
Tomasz Chabora
0200db15cc Fix VisibilityEnabler2D behavior on start
(cherry picked from commit d0c5d91032)
2020-05-11 10:33:38 +02:00
Mateo Kuruk Miccino
1cba7fb180 GUI: Touch screen button click area now is synced with its draw 2020-05-07 11:04:59 -03:00
Juan Linietsky
7f61710183 Implement Skew in Node2D
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it  to the rotation to get the effect on y-axis

(cherry picked from commit efb1f7d76b)
2020-05-04 16:10:22 +02:00
Thomas Riedmair
7e669123f9 Fix performance issue in update_bitmask_region fallback
(cherry picked from commit e0f084b924)
2020-05-04 16:10:22 +02:00
lawnjelly
9af4c09d1b Fix uninitialized memory in CPUParticles2D
Calls to set_amount can increase the size of the particle array, but do not zero the memory, they only set the active flag to false. This uninitialized memory can be sent to the GPU, possibly as NaNs.
2020-05-01 13:49:53 +01:00
MickeMakaron
e3ca6d87ad Handle huge offset values in Path2D and Path3D set_offset
(cherry picked from commit 2edb59ec88)
2020-04-16 11:45:40 +02:00
Waridley
219ce2f149 Fix volume interpolation in positional audio nodes
Fixes #22016

(cherry picked from commit ff1fbd2bc5)
2020-04-16 11:43:58 +02:00
Rémi Verschelde
acd14e645a Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```

(cherry picked from commit 9d24541597)
2020-03-25 11:38:54 +01:00
Tomasz Chabora
8fd7efef84 Fix visibility enabler flag toggling
(cherry picked from commit 2ccd1a7805)
2020-03-25 11:38:53 +01:00
Eevee
e70e0d24d9 Fix inverted use of Camera2D.offset_v
The code above for horizontal movement uses the right margin (_positive_ x direction) when the offset is negative, but vertical movement uses the top margin (_negative_ y direction) when the offset is negative.

The resulting problem is easily seen in the editor — set the drag margins to be asymmetrical, turn on drawing the drag margins, and slide the offsets from -1 to 1 and back.  The horizontal offset moves the camera's center between the left and right margins, but the vertical offset gets them backwards and will move the camera outside the margins entirely.

(cherry picked from commit 40816574ac)
2020-03-04 09:50:21 +01:00
WARIO-MDMA
707d1a38ec Reduce AudioStreamPlayer's pitch_scale max value
(cherry picked from commit 61d20b1f56)
2020-02-18 14:19:51 +01:00
bitstopper
7cb3a20418 Fixes broken CPUParticles2D AtlasTextures usage
(cherry picked from commit 36d9906d6a)
2020-02-14 16:14:13 +01:00
Haoyu Qiu
dc20acd4fc Updates Path2D in debugging if navigation is visible
(cherry picked from commit 00d578ba3e)
2020-02-06 13:02:07 +01:00
Tomasz Chabora
9ad7fc3405 Allow greater values in unit_offset 2020-01-24 14:40:33 +01:00
Rémi Verschelde
ba177ccaec doc: Misc updates for AnimationNode* and others
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
  * Make `AnimationNodeTransition.input_<number>` properties internal
    so that they don't appear in the docs. They still appear in the
    inspector based on the actual number of inputs requested.
  * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
    particles in `ParticlesMaterial`, and thus only relevant for
    `CPUParticles3D`.
2020-01-23 12:37:33 +01:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde
1de633205f Validate input in (CPU)Particles set_emission_shape()
Fixes #29777.

Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-16 11:08:51 +01:00