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2021-03-23Merge pull request #45571 from aaronfranke/node2d-real_tRémi Verschelde
Use real_t in 2D nodes
2021-03-20Merge pull request #47001 from madmiraal/rename-sprite_2d-region_enabledRémi Verschelde
Rename Sprite.region_enabled getter and setter methods to match properties
2021-03-19Use real_t in non-physics 2D nodesAaron Franke
2021-03-17Merge pull request #47064 from ↵Rémi Verschelde
jmb462/fix-crash-in-uninitialized-AnimatedSprite2d-play Fix crash on calling play() in a uninitialized AnimatedSprite2D (Fix #46013)
2021-03-17Fix crash on calling play() in a uninitialized AnimatedSprite2Djmb462
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.
2021-03-17Merge pull request #47024 from groud/navigationRémi Verschelde
Allow Navigation to be more flexible
2021-03-16Move SpriteFrames to its own file in the resources folderAaron Franke
2021-03-15Allow Navigation to be more flexibleGilles Roudière
2021-03-14Rename Sprite.region_enabled getter and setter to match propertiesMarcel Admiraal
Also renames Sprite2D.region_filter_clip property and its setter to region_filter_clip_enabled and set_region_filter_clip_enabled.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-03-07Merge pull request #46643 from YeldhamDev/hide_all_the_thingsRémi Verschelde
Hide more options of disabled properties
2021-03-05add responsive arrows when the size is very small + fix a regression: ↵fabriceci
missing a translation on the line
2021-03-05Highlight collision, correct the size and make the arrow a bit less thick ↵fabriceci
for low-res game
2021-03-04Merge pull request #46668 from nekomatata/fix-errors-polygon-2dRémi Verschelde
Fix errors with invalid CollisionPolygon2D
2021-03-04Fix errors with invalid CollisionPolygon2DPouleyKetchoupp
Fixed internal errors when the shape is invalid and made warnings more descriptive.
2021-03-03Hide more options of disabled propertiesMichael Alexsander
2021-03-03Merge pull request #46578 from nekomatata/fix-joint-remove-body-regressionRémi Verschelde
Fix Joint2D/Joint3D node path reset on scene switch
2021-03-02Fix Joint2D/Joint3D node path reset on scene switchPouleyKetchoupp
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.
2021-03-02Merge pull request #36065 from YeldhamDev/camera2d_helper_editor_onlyRémi Verschelde
Make Camera2D's editor helper code only be compiled on editor builds
2021-03-02Hide extra options from various nodes if they're not enabledMichael Alexsander
2021-03-01Make Camera2D's editor helper code only be compiled on editor buildsMichael Alexsander
2021-02-28Refactored cpu_particles_2d.cpp _notification MethodKyle
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.
2021-02-24Use a more specific type for Area2D/3D body signalsAaron Franke
2021-02-21Line2D::set_point_position Fail if passed index is out of boundskleonc
2021-02-19Merge pull request #46191 from reduz/refactor-process-modeRémi Verschelde
Refactor Process Mode
2021-02-19Merge pull request #44737 from KoBeWi/touch_shape_screen_centered_buttonRémi Verschelde
Fix shape_centered property in TouchScreenButton
2021-02-18Refactor Process Modereduz
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.
2021-02-18Merge pull request #41644 from ↵Rémi Verschelde
Eoin-ONeill-Yokai/collision_2d_shape_visualization_fix CollisionShape2D 'Disabled' Visualization Correction
2021-02-18Modernize atomicsPedro J. Estébanez
- 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>
2021-02-18Merge pull request #46151 from ellenhp/fix_spatial_player_playRémi Verschelde
Fix a pop on play() in AudioStreamPlayer2D and 3D
2021-02-17Fix pops in play() of both spatial audio playersEllen Poe
2021-02-14Return setseek position if one exists in get_playback_position.Ellen Poe
2021-02-10Removed _change_notifyreduz
-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.
2021-02-10Make Servers truly Thread Safereduz
-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).
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-02-03Merge pull request #45496 from Chaosus/fix_particlesRémi Verschelde
Fix particles not properly updated by their lifetime
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-01-29Use real_t in physics nodesAaron Franke
2021-01-27Fix particles not properly modified by their lifetimeYuri Roubinsky
2021-01-15Merge pull request #42713 from madmiraal/fix-42614Rémi Verschelde
Update area-body_shape_entered-exited signal documentation.
2021-01-13Merge pull request #45102 from nekomatata/fix-update-shape-dataRémi Verschelde
Fix collision shape update when changing shape properties
2021-01-12Update PolyPartition / Triangulator libraryAaron Franke
2021-01-12Fix collision shape update when changing shape propertiesPouleyKetchoupp
This change does two things: 1. Properly update the internal shape data using _update_in_shape_owner when updating a shape (in 2D it was resetting one way collision) 2. Avoid unnecessary updates when calling set_shape with the same shape, which happens each time a shape property is modified (e.g shape.extents.x = ...) Fixes #45090
2021-01-09Rename the final parameter of area_shape_entered-exited local_shape.Marcel Admiraal
2021-01-09Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke
2021-01-03Remove memory leak in Canvas GroupRafał Mikrut
2021-01-01Merge pull request #44839 from qarmin/fix_crash_tile_mapRémi Verschelde
Do not iterate over map when removing its values
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆