Age | Commit message (Collapse) | Author |
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Two main changes:
- Better handling of concave shapes to make sure the queries don't
return a triangle index instead of shape index.
Note: A concave shape within a compound shape will always return a shape
index of 0 because of Bullet limitations.
- Extra check for compound shapes in some queries to avoid undefined
behavior, because the shape index can have an uninitialized value with
convex shapes in some cases.
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Trigger RigidBodyBullet space override updates when Area properties change.
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Update Bullet Area overlaps when Area properties or shapes change.
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Ignore Bullet collision contact points with distance = 0
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In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.
In 2D, there is no change in behavior (just no more errors).
In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
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Proper logic for changing physics state when disabled and disabled mode
is changed (it was unnecessarily making calls to re-initialize physics).
Extra error handling in soft body implementations to avoid crashes with
invalid mesh.
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VisualServer no longer exists in the `master` branch.
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Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
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Rename RID's `getornull()` to `get_or_null()`
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(cherry picked from commit 6f81c213a65d288f4ae9c29472e85460dad6038b)
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Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads
SCons into not properly rebuilding all files when headers change.
This means we also need to make sure Bullet builds without warning, and
current version fares fairly well, there were just a couple to fix (patch
included).
Increase minimum version for distro packages to 2.90 (this was never released
as the "next" version after 2.89 was 3.05... but that covers it too).
Fixes #43868.
(cherry picked from commit b7901c773c2eaff26b5c3a5342773a70571b2648)
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Clarify RigidDynamicBody modes
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prevent a crash when calling test_body_motion. Call reload_kinematic_shapes from init_kinematic_utilities as they are always called together.
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RigidDynamicBody modes are replaced with several properties to make their
usage clearer:
-lock_rotation: disable body's rotation (instead of MODE_LOCKED)
-freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC)
-freeze_mode: Static (can be only teleported) or Kinematic (can be animated)
Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics
servers.
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The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.
Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
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Synchronize fixes from the 3.x branch to keep Bullet code in sync for
later, even if it's disabled for now.
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Fix 3D moving platform logic
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Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
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Check for each body individually if it collides with the other one or
ignores it.
When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER
No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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Heightmap collision shape support in Godot Physics
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SoftBody support in GodotPhysics 3D
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Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.
Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
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- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
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Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651
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-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).
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