Commit graph

1318 commits

Author SHA1 Message Date
Rémi Verschelde b2fb119c53
Merge pull request #36263 from Calinou/increase-default-2d-gravity 2021-05-18 10:54:47 +02:00
Rémi Verschelde a3dd18b12e
Merge pull request #39976 from aaronfranke/tilemap-vec2i
Update TileMap to use Vector2i
2021-05-13 14:48:16 +02:00
reduz 479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
Aaron Franke 75e3f6b732
Update TileMap to use Vector2i instead of two ints 2021-05-07 16:20:02 -04:00
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Hugo Locurcio 4a28f7e44f
Increase the default 2D gravity to 980.0
This makes 2D RigidBody physics feel less floaty out of the box.

This closes https://github.com/godotengine/godot-proposals/issues/98.
2021-05-05 22:49:06 -04:00
kleonc f1420c7cbf TileMap::world_to_map Ensure half offset is added according to the returned value
Decide whether half offset should be added based on the value used for calculating the return value of this method.
2021-05-02 23:34:51 +02:00
Rafał Mikrut efcb097674 Prevent setting too big or too small Collision Mask and Layer 2021-04-30 17:19:04 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde 3a0cfd3d85
Merge pull request #47960 from smix8/issue_47334_navagent2d_target_reached 2021-04-27 13:34:48 +02:00
smix8 0b87cb5e3d put distance check to target into function
put distance check to target into function
2021-04-27 11:22:37 +02:00
Rémi Verschelde 1a3d60944f
Merge pull request #47485 from rafallus/fix/rigidbody-crash
Fix crash on RigidBody _direct_state_changed
2021-04-23 16:02:26 +02:00
Rémi Verschelde bd7a92ec23
Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callback 2021-04-23 10:13:44 +02:00
rafallus cfa06f0f76 Unexpose _direct_state_changed in PhysicsBody
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
2021-04-22 23:20:58 -05:00
Marcel Admiraal 071871b787 Move collision layer and mask into CollisionObject. 2021-04-20 10:38:42 +01:00
Rémi Verschelde aa677865e3
Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
2021-04-20 09:54:07 +02:00
smix8 a491071c24 Fix broken NavigationAgent2D collision avoidance callbacks
Fix broken NavigationAgent2D collision avoidance callbacks
2021-04-20 01:56:04 +02:00
Lightning_A 80b1a29c46 Put physics override parameters in their own group and document that areas can be used to influence audio 2021-04-18 21:27:06 -06:00
smix8 cd24a63da2 Fix NavigationAgent2D not emitting "target_reached" Signal reliably
Fix NavigationAgent2D not emitting "target_reached" Signal reliably
2021-04-16 22:04:02 +02:00
Nathan Franke 2a8c59c171
Use Array for node configuration warnings
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-04-11 23:25:38 -05:00
Rémi Verschelde 77264e346b
Re-allow playing AnimatedSprite2D without frames
Fixes #47578, partial revert of #47064.
2021-04-05 14:42:21 +02:00
Rafał Mikrut 504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Rémi Verschelde 6fa24729ae
Merge pull request #45571 from aaronfranke/node2d-real_t
Use real_t in 2D nodes
2021-03-23 00:10:53 +01:00
Rémi Verschelde 6608d99291
Merge pull request #47001 from madmiraal/rename-sprite_2d-region_enabled
Rename Sprite.region_enabled getter and setter methods to match properties
2021-03-20 18:36:17 +01:00
Aaron Franke 6811a45b59
Use real_t in non-physics 2D nodes 2021-03-19 13:04:45 -04:00
Rémi Verschelde 0615e55b27
Merge pull request #47064 from jmb462/fix-crash-in-uninitialized-AnimatedSprite2d-play
Fix crash on calling play() in a uninitialized AnimatedSprite2D (Fix #46013)
2021-03-17 15:21:34 +01:00
jmb462 324ab63844 Fix crash on calling play() in a uninitialized AnimatedSprite2D
When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).

Modification : An error message on null check test has been added to prevent crash.

Fix #46013.
2021-03-17 14:57:04 +01:00
Rémi Verschelde 08ca4184f4
Merge pull request #47024 from groud/navigation
Allow Navigation to be more flexible
2021-03-17 09:18:54 +01:00
Aaron Franke a94cef0ea0
Move SpriteFrames to its own file in the resources folder 2021-03-16 02:00:47 -04:00
Gilles Roudière ac7073f586 Allow Navigation to be more flexible 2021-03-15 15:58:59 +01:00
Marcel Admiraal 3dcdb84660 Rename Sprite.region_enabled getter and setter to match properties
Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
2021-03-14 17:31:49 +00:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Gilles Roudière a9dc53d152 Remove Navigation2D/3D nodes, and move the navigation map to the world resource 2021-03-10 11:23:06 +01:00
Rémi Verschelde c487f1e854
Merge pull request #46643 from YeldhamDev/hide_all_the_things
Hide more options of disabled properties
2021-03-07 15:12:15 +01:00
Marcel Admiraal 38f2e32e32 Return RID instead of Object id in area-body_shape_entered-exited signals. 2021-03-06 10:48:17 +00:00
fabriceci af041adb06 add responsive arrows when the size is very small + fix a regression: missing a translation on the line 2021-03-05 22:14:06 +01:00
fabriceci 90ca587281 Highlight collision, correct the size and make the arrow a bit less thick for low-res game 2021-03-05 00:32:49 +01:00
Rémi Verschelde a3dece960f
Merge pull request #46668 from nekomatata/fix-errors-polygon-2d
Fix errors with invalid CollisionPolygon2D
2021-03-04 20:33:22 +01:00
PouleyKetchoupp 2217e477b9 Fix errors with invalid CollisionPolygon2D
Fixed internal errors when the shape is invalid and made warnings more
descriptive.
2021-03-04 10:44:37 -07:00
Michael Alexsander 4be282a269 Hide more options of disabled properties 2021-03-03 20:51:35 -03:00
Rémi Verschelde d0e62518a8
Merge pull request #46578 from nekomatata/fix-joint-remove-body-regression
Fix Joint2D/Joint3D node path reset on scene switch
2021-03-03 16:41:37 +01:00
PouleyKetchoupp 2dc5ff0caa Fix Joint2D/Joint3D node path reset on scene switch
When one of the bodies exited the tree, the corresponding node path was
reset instead of just resetting the joint from the physics server. That
was causing the node path to be reset on scene switch when one of the
bodies is under the joint in the scene tree.
2021-03-02 08:24:50 -07:00
Rémi Verschelde e871b07ed6
Merge pull request #36065 from YeldhamDev/camera2d_helper_editor_only
Make Camera2D's editor helper code only be compiled on editor builds
2021-03-02 15:06:54 +01:00
Michael Alexsander 70304f8633 Hide extra options from various nodes if they're not enabled 2021-03-02 09:25:09 -03:00
Michael Alexsander f70ccbca52 Make Camera2D's editor helper code only be compiled on editor builds 2021-03-01 14:05:45 -03:00
Kyle 821591a95b Refactored cpu_particles_2d.cpp _notification Method
Refactors the _notification method in cpu_particles_2d.cpp to use a switch statement for readability and to bring it inline with other classes like node.cpp and timer.cpp.
2021-02-28 21:59:01 -05:00
Aaron Franke 548de64742
Use a more specific type for Area2D/3D body signals 2021-02-24 00:05:54 -05:00
kleonc df49fdd189 Line2D::set_point_position Fail if passed index is out of bounds 2021-02-21 13:50:11 +01:00
Rémi Verschelde 04cb7e638c
Merge pull request #46191 from reduz/refactor-process-mode
Refactor Process Mode
2021-02-19 13:46:50 +01:00
Rémi Verschelde b84f65f13c
Merge pull request #44737 from KoBeWi/touch_shape_screen_centered_button
Fix shape_centered property in TouchScreenButton
2021-02-19 13:45:23 +01:00
reduz 083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
Rémi Verschelde a23d7480d2
Merge pull request #41644 from Eoin-ONeill-Yokai/collision_2d_shape_visualization_fix
CollisionShape2D 'Disabled' Visualization Correction
2021-02-18 23:42:02 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Rémi Verschelde 9d84e3b395
Merge pull request #46151 from ellenhp/fix_spatial_player_play
Fix a pop on play() in AudioStreamPlayer2D and 3D
2021-02-18 10:12:13 +01:00
Ellen Poe 5e1442ad55 Fix pops in play() of both spatial audio players 2021-02-17 19:09:42 -08:00
Ellen Poe 15b8480b2c Return setseek position if one exists in get_playback_position. 2021-02-14 20:41:59 -08:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rafał Mikrut 003bb8e1a8 Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
Rémi Verschelde 7185a7c3c2
Merge pull request #45496 from Chaosus/fix_particles
Fix particles not properly updated by their lifetime
2021-02-03 15:50:52 +01:00
Rémi Verschelde d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Aaron Franke 9199a681de
Use real_t in physics nodes 2021-01-29 19:59:58 -05:00
Yuri Roubinsky aefce8000d Fix particles not properly modified by their lifetime 2021-01-27 16:28:15 +03:00
Rémi Verschelde fa5ead4db7
Merge pull request #42713 from madmiraal/fix-42614
Update area-body_shape_entered-exited signal documentation.
2021-01-15 13:00:23 +01:00
Rémi Verschelde 7f8ab378e9
Merge pull request #45102 from nekomatata/fix-update-shape-data
Fix collision shape update when changing shape properties
2021-01-13 09:18:15 +01:00
Aaron Franke ddd6fb37e8
Update PolyPartition / Triangulator library 2021-01-12 13:46:16 -05:00
PouleyKetchoupp 4b43cd17c5 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
2021-01-12 10:28:20 -07:00
Marcel Admiraal 5fa12da6f9 Rename the final parameter of area_shape_entered-exited local_shape. 2021-01-09 13:34:59 +00:00
Aaron Franke 1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Rafał Mikrut b0f28d2259 Remove memory leak in Canvas Group 2021-01-03 21:29:18 +01:00
Rémi Verschelde 2900b40507
Merge pull request #44839 from qarmin/fix_crash_tile_map
Do not iterate over map when removing its values
2021-01-01 23:06:35 +01:00
Rémi Verschelde b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Eoin O'Neill 0c4594f6c9 Collision Shape 2D 'Disabled' Visualization Correction
Having white or strongly desaturated debug collision shape color
setting would make it harder to visualize enabled / disabled state.
This change makes it easier to visualize enabled / disabled state
by reducing the alpha color by half when disabled.
2020-12-31 23:22:24 -08:00
Marcel Admiraal 026aa4381d Add signal to inform joint that body has exited tree 2020-12-31 16:19:57 +00:00
Rafał Mikrut 29b2882381 Do not iterate over map when removing its values 2020-12-31 15:47:37 +01:00
Rémi Verschelde 4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde 058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Rémi Verschelde 18bbd6410f
Merge pull request #44232 from madmiraal/rename-camera2d-drag-offset
Rename Camera2D offset_h and offset_v properties
2020-12-28 15:56:56 +01:00
Marcel Admiraal 04ab6c39cf Rename Camera2D offset_h and offset_v properties 2020-12-28 11:01:20 +00:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
kobewi f814f58942 Fix shape_centered property in TouchScreenButton 2020-12-27 21:53:50 +01:00
Rémi Verschelde 7d972b8c67
Merge pull request #44640 from nekomatata/joint2d_update_body_transforms
Update body transforms on joint2D setup
2020-12-25 14:59:53 +01:00
PouleyKetchoupp 11bee25de4 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.
2020-12-23 20:04:22 -07:00
Marcel Admiraal 4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Rémi Verschelde 153c132a7e
Merge pull request #44300 from KoBeWi/🧹🧹
Move initialization of some classes to headers
2020-12-21 00:24:36 +01:00
Dominik 'dreamsComeTrue' Jasiński aba477361d Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ' det == 0 ' is true.)
Fixes: #41873
2020-12-16 23:42:12 +01:00
Tomasz Chabora 31cb04fbdd Move initialization of some classes to headers 2020-12-11 18:20:03 +01:00
Tomasz Chabora 2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Marcel Admiraal d5d99aaed6 Use rectangle size instead of extents for Shape dimensions 2020-12-08 11:57:46 +00:00
Marcel Admiraal a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
Aaron Franke 47f8ac7864
Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-12-04 19:34:29 -05:00
Aaron Franke 1b499d244a
Rename LightOccluder2D light_mask to occluder_light_mask 2020-12-04 19:34:29 -05:00
Aaron Franke ce9d87ddfd
Rename PathFollow2D rotate bool 2020-12-04 18:59:02 -05:00
Marcel Admiraal 981fbcd3e0 Remove RigidBody weight property 2020-11-27 17:39:20 +00:00
reduz 1bcf3c305b Implement signed distance fields for 2D shaders 2020-11-26 10:49:50 -03:00
Marcel Admiraal 002cc47fbd Check joint nodes and generate configuration warning messages. 2020-11-25 20:53:19 +00:00
greenfox b9c0897713 fixed Camera2D rotation with non-square zoom 2020-11-22 18:09:33 -06:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00