Age | Commit message (Collapse) | Author |
|
|
|
put distance check to target into function
|
|
Fix crash on RigidBody _direct_state_changed
|
|
|
|
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
|
|
|
|
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
|
|
Fix broken NavigationAgent2D collision avoidance callbacks
|
|
can be used to influence audio
|
|
Fix NavigationAgent2D not emitting "target_reached" Signal reliably
|
|
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
|
|
Fixes #47578, partial revert of #47064.
|
|
|
|
Use real_t in 2D nodes
|
|
Rename Sprite.region_enabled getter and setter methods to match properties
|
|
|
|
jmb462/fix-crash-in-uninitialized-AnimatedSprite2d-play
Fix crash on calling play() in a uninitialized AnimatedSprite2D (Fix #46013)
|
|
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.
|
|
Allow Navigation to be more flexible
|
|
|
|
|
|
Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
|
|
|
|
|
|
|
|
Hide more options of disabled properties
|
|
missing a translation on the line
|
|
for low-res game
|
|
Fix errors with invalid CollisionPolygon2D
|
|
Fixed internal errors when the shape is invalid and made warnings more
descriptive.
|
|
|
|
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.
|
|
Make Camera2D's editor helper code only be compiled on editor builds
|
|
|
|
|
|
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.
|
|
|
|
|
|
Refactor Process Mode
|
|
Fix shape_centered property in TouchScreenButton
|
|
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.
|
|
Eoin-ONeill-Yokai/collision_2d_shape_visualization_fix
CollisionShape2D 'Disabled' Visualization Correction
|
|
- 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>
|
|
Fix a pop on play() in AudioStreamPlayer2D and 3D
|
|
|
|
|
|
-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.
|
|
-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).
|
|
|