Age | Commit message (Collapse) | Author |
|
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.
Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
|
|
|
|
Add an `OS.crash()` method for testing system crash handler
|
|
jmb462/fix-bad-popup-offset-with-single-window-off
|
|
Misc improvements to various docs
|
|
|
|
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Calinou/editor-voxelgi-gpuparticlescollisionsdf-use-info-tooltips
|
|
Fix `EditorPlugin.remove_inspector_plugin()` instance cleanup
|
|
|
|
Fix link to the supported image formats in the Image class
|
|
Document SceneTreeTimer being freed automatically when elapsed
|
|
Fix C# `Godot.SourceGenerators` for generic classes
|
|
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
|
|
This fixes the issue with labels being cut off (or becoming too long
when not clipped).
This also adds a mention of the individual cell size,
which is useful information to have when trying to avoid light leaking
or particle collision tunneling.
|
|
It previously linked to this page which doesn't exist. https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats
Now, it should link here: https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html#supported-image-formats
|
|
The note was present in the SceneTree `create_timer()` class
documentation, but not in the SceneTreeTimer class documentation.
|
|
|
|
Bump `Godot.NET.Sdk` to version 4.0.0-dev6.
Bump `Godot.SourceGenerators` to version 4.0.0-dev3.
Use floating version 4.0.*-* for package references in Sdk.
|
|
Fix invalid C# generated by source generators for generic classes and
add generic classes to the Sample project for testing.
|
|
Bind column_titles_visible as property
|
|
[4.x] Auto-Increment Debugger Port (And a bit of cleanup)
|
|
|
|
Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
|
|
Fix C# `get_all_delegates` method for generic classes
|
|
Disable base type changing when no type is selected in the theme editor
|
|
If the class is generic, we must get its generic type definition and use
it to retrieve the delegates.
|
|
Fixed TextEdit underline draw pos
|
|
Fix typo in `gdscript_parser`
|
|
This makes it possible to test the system's crash handler without
having to modify engine code or exploit an engine bug.
|
|
|
|
Fix WorldEnvironment node warning about unset resources
|
|
|
|
Clarified space parameters for contacts and added missing ones.
List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
|
|
|
|
|
|
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.
Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability
Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
|
|
|
|
|
|
|
|
Co-authored-by: Josh DeGraw <joshmdegraw@gmail.com>
|