Commit graph

269 commits

Author SHA1 Message Date
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00
Marcel Admiraal 1e28e234c5
Check for the use of an empty shape in Bullet Kinematic collisions
(cherry picked from commit ff9a6c4e39)
2021-04-06 22:37:35 +02:00
Duddino aabb8d78ef Added some checks to prevent accessing a null collider
Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651

(cherry picked from commit c47070e165)
2021-03-07 22:51:06 +01:00
Rémi Verschelde d298949513
Merge pull request #42882 from madmiraal/fix-39767-3.2
[3.2] Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
2021-01-14 20:46:06 +01:00
Rémi Verschelde 152415a006
Merge pull request #43924 from madmiraal/fix-43588-3.2
[3.2] Fix cast_motion sometimes failing
2021-01-14 20:44:40 +01:00
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
Rémi Verschelde b64fe918aa
Merge pull request #45160 from madmiraal/fix-45145-3.2
[3.2] Only remove Bullet's body constraints when removing body from space
2021-01-13 17:16:01 +01:00
Rémi Verschelde 8a8e0ae2eb
Merge pull request #40990 from madmiraal/fix-40739-3.2
[3.2] Reload Bullet space override modifier even when RigidBody is inactive.
2021-01-13 16:44:04 +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
Marcel Admiraal 47657cd140 Only remove Bullet's body constraints when removing body from space 2021-01-13 13:45:40 +00:00
Marcel Admiraal 6b3bab6e54 Add signal to inform joint that body has exited tree 2020-12-31 14:51:07 +00:00
Rémi Verschelde 344a02834b
Merge pull request #43899 from madmiraal/fix-43852-3.2
[3.2] Remove any constraints connected to a Bullet body when removing it
2020-12-19 09:31:04 +01:00
Marcel Admiraal 825ad65fc4 Remove Generic6DOFJoint precision property 2020-12-15 10:15:42 +00:00
Marcel Admiraal 2e99b5b137 Fix cast_motion sometimes failing
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
2020-11-27 15:32:25 +00:00
Marcel Admiraal 4bfcaeff5a Remove any constraints connected to a Bullet body when removing it 2020-11-26 18:16:47 +00:00
Rémi Verschelde fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
[3.2]  Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
Marcel Admiraal b7d00a364e Set Bullet collision shape index to zero when using a single shape
or ConcavePolygonShape.
2020-10-19 11:50:29 +01:00
Marcel Admiraal d9d9be07c2
Check entire basis column for zero size when unscaling Bullet basis.
(cherry picked from commit 5278e07095)
2020-10-04 20:52:38 +02:00
Marcel Admiraal a9b5dc56a6
Check and correct for zero scaling when unscaling Bullet basis.
(cherry picked from commit 4b14916288)
2020-09-24 14:43:06 +02:00
Marcel Admiraal fc72c3fdf5 Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:42:59 +01:00
Marcel Admiraal edc4820430 Fix RigidBodyBullet areasWhereIam element shift. 2020-09-14 18:26:19 +01:00
Rafał Mikrut 808615ec3e Fixes leak when creating bullet shape 2020-08-05 10:08:05 +02:00
Marcel Admiraal c1290280ac Reload Bullet space override modifier even when RigidBody is inactive. 2020-08-03 11:26:44 +01:00
Rémi Verschelde 10544f1cf7 Revert "Move Bullet physics query flush from Bullet space pre-tick callback to"
This reverts commit e7d8464f87.

Fixes #40508 regression.

This will be re-applied and the regression fixed for a future 3.2.x release.
2020-07-28 11:42:04 +02:00
Marcel Admiraal 5692bb4c81 Ensure Bullet HeightMapShape3D data width and depth are at least 2.
(cherry picked from commit 236857c92a)
2020-07-28 00:42:32 +02:00
Rémi Verschelde 400a780050 Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 15850687a8.
2020-07-27 22:46:04 +02:00
Marcel Admiraal 98aabe111f Use difference in position to check whether motion in Bullet is too close
to zero.
2020-07-18 13:20:19 +01:00
volzhs cfda32add0 Fix overlappingObjects vector crash
use clear_overlaps() instead of clearing overlappingObjects directly

(cherry picked from commit 4e987f5ab9)
2020-07-15 12:11:31 +02:00
Rémi Verschelde 717d4cbb73
Merge pull request #40309 from madmiraal/fix-40283-3.2
[3.2] Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 18:00:12 +02:00
Marcel Admiraal a3246a5ebe Set isScratchedSpaceOverrideModificator to false when removing a
RigidBodyBullet from a space.
2020-07-12 07:53:32 +01:00
Tomasz Chabora 15850687a8 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by:    Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal e7d8464f87 Move Bullet physics query flush from Bullet space pre-tick callback to
Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
2020-07-08 11:42:29 +01:00
Marcel Admiraal d0fb6d6971 Clear a Bullet Area's overlappingObjects vector when removing an area
from a space.

(cherry picked from commit a615d359e8)
2020-07-06 19:17:11 +02:00
Rémi Verschelde 44a516986d
Merge pull request #39084 from madmiraal/backport-37314
[3.2] Better damping implementation for Bullet rigid bodies
2020-07-02 13:26:03 +02:00
PouleyKetchoupp d2aa3031dc Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
(cherry picked from commit 8b0232bf29)
2020-06-22 12:03:21 +02:00
Marcel Admiraal b006f5402d Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:28:01 +01:00
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 5d8b0649be Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.

Include patch applied to Bullet master to enable dampings greater than 1.
2020-05-27 17:53:43 +01:00
Marcel Admiraal 8f0f2bf4ef Better damping implementation for Bullet rigid bodies 2020-05-27 17:50:24 +01:00
Marcel Admiraal 08fa7cd8d9 Correct Bullet's default Area angular damp value. 2020-05-27 11:53:41 +01:00
Andrea Catania b7dace75c7 Make softbody completelly stiff to attachment point
(cherry picked from commit ca7ee56759)
2020-05-01 10:56:57 +02:00
Rémi Verschelde 253fc093b8 DocData: Skip unexposed classes
Properly expose classes that we actually want accessible.

(cherry picked from commit 0ef8bcac4d)
2020-04-21 14:15:34 +02:00
Phischermen c75459ac95 Enabled concave collision detection with Areas in Bullet.
(cherry picked from commit 2c01cf54f8)
2020-03-04 09:51:15 +01:00
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde 41b21dee01 Bullet: Prevent potential division by zero
Fixes #33715.
2020-01-21 00:20:57 +01:00