Age | Commit message (Collapse) | Author |
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Add new class _TimerSync to manage timestep calculations.
The new class handles the decisions about simulation progression
previously handled by main::iteration(). It is fed the current timer
ticks and determines how many physics updates are to be run and what
the delta argument to the _process() functions should be.
The new class tries to keep the number of physics updates per frame as
constant as possible from frame to frame. Ideally, it would be N steps
every render frame, but even with perfectly regular rendering, the
general case is that N or N+1 steps are required per frame, for some
fixed N. The best guess for N is stored in typical_physics_steps.
When determining the number of steps to take, no restrictions are
imposed between the choice of typical_physics_steps and
typical_physics_steps+1 steps. Should more or less steps than that be
required, the accumulated remaining time (as before, stored in
time_accum) needs to surpass its boundaries by some minimal threshold.
Once surpassed, typical_physics_steps is updated to allow the new step
count for future updates.
Care is taken that the modified calculation of the number of physics
steps is not observable from game code that only checks the delta
parameters to the _process and _physics_process functions; in addition
to modifying the number of steps, the _process argument is modified as
well to stay in expected bounds. Extra care is taken that the accumulated
steps still sum up to roughly the real elapsed time, up to a maximum
tolerated difference.
To allow the hysteresis code to work correctly on higher refresh
monitors, the number of typical physics steps is not only recorded and
kept consistent for single render frames, but for groups of them.
Currently, up to 12 frames are grouped that way.
The engine parameter physics_jitter_fix controls both the maximum
tolerated difference between wall clock time and summed up _process
arguments and the threshold for changing typical_physics_steps. It is
given in units of the real physics frame slice 1/physics_fps. Set
physics_jitter_fix to 0 to disable the effects of the new code here.
It starts to be effective against the random physics jitter at around
0.02 to 0.05. at values greater than 1 it starts having ill effects on
the engine's ability to react sensibly to dropped frames and framerate
changes.
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Add new transform tutorial to the appropriate classes
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Corrected area overlap cleaning
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Fix of RigidBody's configuration warning for Z axis
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Resolves Incorrect Quaternion Conversion
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Fix custom cursor when it's hidden
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Drag to Rearrange Editor Docks
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[DOCS] SceneTree
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Fixed bug #17929. Inconsistent sort in file manager.
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Fixed colour regions and added local colour region cache
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[Linux] Ensures that the custom cursor will be used when changing to
MOUSE_MODE_VISIBLE. Fix #3086
[Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN.
[Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
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Fixed mono bottom panel to select the correct file when messages are filtered
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Fixes https://github.com/godotengine/godot/issues/18025
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expose Tileset TileMode to GDScript
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Fixed wave file importer's broken resampling.
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Fix is_point_in_triangle function
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Fix invalid particle movement when time_scale is zero
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For-in loop variable added to autocompletion
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Added find & replace in files
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Add flip switch to SurfaceTool.generate_normals
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Fix Sprite3D's incorrect behavior when using AtlasTextures.
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Added GROW_DIRECTION_BOTH for controls
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add Image::bumpmap_to_normalmap conversion function
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Fix crash when click on any inspector entry that takes Resource
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The inspector will show the custom resources added via plugin
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Jason0214/BugFix_UpdataFavoriteListWhenMoveOrRenameDir
Editor: update favortite_dirs after move or rename a file in filesytem_dock
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Added `get_playing_speed` method to AnimationPlayer, returning the actual playing speed of the animation being played
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Remove disabled shapes from physics 2D calculations
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[RFC] MultiplayerAPI refactor
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enhance mipmaps, non power of 2 textures
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Duplicate Arrays and Dictionaries when instancing scene in editor
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Fix few bugs in shader definitions
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Fix converting to tileset crashes Godot if existing file is not tileset
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Changed debug max distance to avoid overflow
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Allows to map an action to all devices.
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Fix all categories unfold when one key binding is changed
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This commit fix a bug #17929
(https://github.com/godotengine/godot/issues/17929)
in file manager. I'm just added sorting of files list
in method FileSystemDock::_update_files.
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not sure why.
Fixes #17524, fixes #17523.
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This is accomplished by setting a special value (-1) to the device variable
in the InputEvent that's being used to compare with the one received from the OS.
This special value is invalid for a regular input, so it should be safe.
Implements #17942
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Enhance uri utils
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Removed unnecessary newlines from tscn
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Fixes moving files causes scene corruption
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