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2021-09-28Merge pull request #52953 from nekomatata/fix-collision-recovery-depthRémi Verschelde
2021-09-27Improved logic for CharacterBody collision recovery depthPouleyKetchoupp
Allows 2D character controller to work without applying gravity when touching the ground (also more safely in 3D), and collision detection is more flexible with different safe margin values. Character body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter Extra CharacterBody changes: -2D: apply changes made in 3D for stop on slope and floor snap that help fixing some jittering cases -3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-27Fix TileMap layer loadingkobewi
2021-09-24Merge pull request #52430 from AnilBK/vector2-replacementsRémi Verschelde
2021-09-23Construct values only when necessary.Anilforextra
2021-09-23Implement animated tilesGilles Roudière
2021-09-22Don't override KinematicCollision reference when still in use in scriptPouleyKetchoupp
In case the reference is stored in script, create a new instance to avoid overriding the previous values. Otherwise, re-use the reference as before to avoid extra allocations.
2021-09-22Port 2D improvement to move and slide 3Dfabriceci
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-21Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra
2021-09-16Rename Listener2D/Listener3D to AudioListener2D/AudioListener3DWilson E. Alvarez
2021-09-16Merge pull request #52681 from nekomatata/rename-rigid-bodyCamille Mohr-Daurat
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-09-16Retrieve platform layer from PhysicsServer2Dfabriceci
2021-09-15Merge pull request #52308 from ↵Rémi Verschelde
rxlecky/parallax-layer-position-reset-fix-issue-51914 Fix ParallaxLayer's transform resetting in editor
2021-09-15Merge pull request #52622 from rileylyman/tilemap-crashGilles Roudière
Break TileMap _clear_internals out from _recreate_internals
2021-09-14Break TileMap _clear_internals out from _recreate_internalsRiley Lyman
2021-09-14Fix transform of TileMap nodes and tilemap selectionGilles Roudière
2021-09-10Merge pull request #52433 from groud/document_tilesMax Hilbrunner
Tiles renames and documentation
2021-09-09Merge pull request #44844 from KoBeWi/hey_listen!_but_2dJuan Linietsky
Add Listener2D
2021-09-08Tiles renames/bugfixing and documentationGilles Roudière
2021-09-07Merge pull request #52237 from ellenhp/polyphonyJuan Linietsky
Add optional polyphonic playback to built-in audio player nodes
2021-09-07Add polyphony to Audio Stream Player nodesEllen Poe
2021-09-07Merge pull request #52277 from groud/implement_array_property_hintJuan Linietsky
Implement properties arrays in the Inspector.
2021-09-07Implement properties arrays in the Inspector.Gilles Roudière
2021-09-07Use builtin Vector2 functions for calculation of angles.Anilforextra
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2021-09-06Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp
Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D
2021-09-06Merge pull request #52286 from nekomatata/restore-kinematic-bodyCamille Mohr-Daurat
Add AnimatableBody inherited from StaticBody for moving platforms
2021-09-06Fix crash in TileMap physicsGilles Roudière
2021-09-01Fix ParallaxLayer's transform resetting in editorSeleckyErik
Disable resetting of ParallaxLayer's position and scale in editor to allow setting the initial values.
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-08-31Merge pull request #49471 from nekomatata/body-state-sync-callbackJuan Linietsky
Clean physics direct body state usage in 2D and 3D physics
2021-08-31Merge pull request #52279 from fabriceci/delta-doubleCamille Mohr-Daurat
Change delta type to double in Physics_body_2/3D
2021-08-31Add Listener2Dkobewi
2021-08-31delta time as doublefabriceci
2021-08-31Change platform detection by allowing select layers by type (wall or floor)fabriceci
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke
2021-08-27Merge pull request #51296 from ellenhp/mix_in_audio_serverJuan Linietsky
Move mixing out of the AudioStreamPlayback* nodes
2021-08-27Merge pull request #52135 from fabriceci/fix-transmission-velocity-on-wall-4Camille Mohr-Daurat
Remove velocity transmission on_wall when collider is CharacterBody.
2021-08-27Do all audio mixing in the AudioServerEllen Poe
2021-08-26Remove velocity transmission on_wall when collider is CharacterBody.fabriceci
2021-08-25Clean physics direct body state usage in 2D and 3D physicsPouleyKetchoupp
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers. Remove usage of PhysicsDirectBodyState in physics nodes when not necessary. Store PhysicsDirectBodyState for bodies individually instead of a singleton to avoid issues when accessing direct body state for multiple bodies. PhysicsDirectBodyState is initialized only when needed, so it doesn't have to be created when using the physics server directly. Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate cpp files.
2021-08-24Fix CharacterBody motion with RayShapePouleyKetchoupp
Make separation ray shapes work properly in move_and_slide, wihtout the specific code in CharacterBody like before. Now most of the logic is handled inside the physics server. The only thing that's needed is to use ray shapes only for recovery and ignore them when performing the motion itself (unless we're snapping or slips on slope is on).
2021-08-23Implement NativeExtension pointer argumentsreduz
* Allows calling into native extensions directly with a pointer * Makes it easier to implement some APIs more efficiently * Appears with a "*" in the documentation for the argument. * Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint. * AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23Merge pull request #51259 from nekomatata/fix-tilemap-one-way-collisionHugo Locurcio
Fix one-way collision in Tilemap
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22moved particle parameters to minmax and split scale axisQbieShay
This commit adds quite a chunk of modifications to particles - particle (value + randomness) now use min and max instead - passing a curveXYZtexture is now possible and will scale particles per-axis - CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-20add motion mode to handle TPSfabriceci
2021-08-19Merge pull request #51881 from KoBeWi/zz__iinnddeexxRémi Verschelde
Fix z_index applied twice for TileMap layers