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2020-04-20DocData: Skip unexposed classesRémi Verschelde
Properly expose classes that we actually want accessible.
2020-04-14Fix set_sleep_state in Bullet body direct statePouleyKetchoupp
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-02Merge pull request #37504 from qarmin/out_of_bound_cursorRémi Verschelde
Fix array out of bounds access caused by uninitialised variables
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
2020-03-30Merge pull request #37436 from akien-mga/doc-node-renamesRémi Verschelde
doc: Update classref with node renames
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
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.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-09change an exclamation mark to a dotPierre Caye
2020-02-26Merge pull request #33690 from Phischermen/area-enhancementRémi Verschelde
Bullet: Fix detection of concave shape in Area
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-24Enabled concave collision detection with Areas in Bullet.Phischermen
2020-02-23Changed default capsule axis to verticalYuri Roubinsky
Co-authored-by: Hugo Locurcio <https://hugo.pro>
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-13Remove more deprecated methods and codeRémi Verschelde
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-02-09Make softbody completelly stiff to attachment pointAndrea Catania
2020-02-05Add do..while(0) wrappers to macros without one.Marcel Admiraal
- Add do..while(0) wrapper to ERR_FAIL_NULL macros. - Add do..while(0) wrapper to ERR_FAIL_COND macros. - Add do..while(0) wrapper to ERR_CONTINUE macros. - Add do..while(0) wrapper to ERR_BREAK macros. - Add do..while(0) wrapper to CRASH_COND macros. - Add do..while(0) wrapper to ERR_FAIL macros. - Add do..while(0) wrapper to ERR_PRINT macros. - Add do..while(0) wrapper to WARN_PRINT macros. - Add do..while(0) wrapper to WARN_DEPRECATED macros. - Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
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.
2020-01-21Bullet: Prevent potential division by zeroRémi Verschelde
Fixes #33715.
2020-01-11Merge pull request #34225 from madmiraal/fix-34210Rémi Verschelde
Add check for zero length motion at beginning of each sweep test loop in SpaceBullet::test_body_motion
2020-01-08bullet: Sync with upstream 2.89Rémi Verschelde
This allows distro unbundling again for distros that ship Bullet 2.89+.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-10Add check for zero length motion at beginning of each sweep test loopMarcel Admiraal
in SpaceBullet::test_body_motion.
2019-12-09Check that motion is not zero before doing a sweep test.Marcel Admiraal
Fixes #25476.
2019-10-28Fix some crashes and using null pointersRafał Mikrut
2019-10-14Call activate function when setting RigidBodyBullet activation state.Marcel Admiraal
2019-10-08Fixed RigidBody stuttering when changing collision layer/maskPouleyKetchoupp
- Changing collision layer/mask now only updates the broadphase proxy to avoid the velocity to be reset each time (also avoids unnecessary computations) - No rigid body update at all when the collision layer/mask stays the same - Same changes for Area for optimization purpose Fixes #32577
2019-08-12Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner
2019-08-07Fixed KinematicCollision.get_local_shape() - the local shape id was never ↵PouleyKetchoupp
set during move_and_collide() Fixes #31144
2019-07-23Update some dead links in the codebaseMichael Alexsander Silva Dias
2019-07-23Fix some code found by Coverity Scan and PVS Studioqarmin
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-07-01Merge pull request #29980 from Dentrax/directed-by-qarminRémi Verschelde
Fix some editor crashes
2019-07-01fix some crashesFurkan Türkal
2019-06-24Merge pull request #29938 from jonri/fix-collisionshape-scaleRémi Verschelde
Fix updating of collision shape when the transform is set
2019-06-20Fix updating of collision shape when the transform is setJon Ring
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.