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2021-10-23Merge pull request #54120 from zaevi/fix_null-ref_crashesRémi Verschelde
2021-10-23Fix unexpected crashes in `notification`Zae
2021-10-22Merge pull request #54088 from madmiraal/remove-unimplemented-methodsRémi Verschelde
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-21Merge pull request #52367 from Duroxxigar/improve-nav-error-messagesRémi Verschelde
Improve readability for failing errors in nav area
2021-10-21Merge pull request #53990 from Kemikal1/masterRémi Verschelde
Change the unreacheable return value of shape_find_owner()
2021-10-21Fix MeshInstance2D rectkobewi
2021-10-21Change the unreacheable return value of shape_find_owner()Kemikal1
Update collision_object_3d.cpp 2d modified and UINT32 usage Proper uINT32max usage Change the unreacheable return value of shape_find_owner() This reverts commit 5be98b81428169ba2dd5baecd00f1adfd9260e5c, reversing changes made to efa3ff6b9587d674cd448aca32abfd31b2c7f4d3. Change the unreacheable return value of shape_find_owner() changed from 0 to uint32_max" This reverts commit c143bb099af2666454f82428a57f2721af60a84d. Revert "changed from 0 to uint32_max"" This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65. Revert "changed from 0 to uint32_max" This reverts commit c143bb099af2666454f82428a57f2721af60a84d. Revert "Revert "changed from 0 to uint32_max""" This reverts commit c81d1073ec21b4cde4684a6dbd595f3359283bad. Revert "changed from 0 to uint32_max" This reverts commit c143bb099af2666454f82428a57f2721af60a84d. Revert "changed from 0 to uint32_max"" This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65. Revert "Revert "changed from 0 to uint32_max""" This reverts commit 6dbd972aa5c4580d4f6270ead6c66eea18617f29. Revert "changed from 0 to uint32_max"" This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65. Revert "Revert "changed from 0 to uint32_max""" This reverts commit b769ac2d11ad12f02a388d9dad17519f81d9c3b6. Revert "Revert "Revert "changed from 0 to uint32_max"""" This reverts commit 1e8d84f7ec12da01c3153e08bb8609cf2c6fd58a. Revert "Revert "Revert "Revert "changed from 0 to uint32_max""""" This reverts commit 0dc17abefad6d540c18bba7b4df9d8c04e090d0c. Change the unreacheable return value of shape_find_owner()
2021-10-20doctool: Fix differences between headless and Vulkan rendering backendsRémi Verschelde
Fixes #53913.
2021-10-19Implement TileMap patterns paletteGilles Roudière
2021-10-14Merge pull request #53054 from MaxLap/doc_shape_signalsCamille Mohr-Daurat
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14Improve area/body_shape_entered/exited signals parameter names and docMaxime Lapointe
Fix some typoed names from the doc Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-13Merge pull request #53767 from groud/improve_tile_set_change_performancesRémi Verschelde
2021-10-13Greatly improve editor performances by deferring tiles related updatesGilles Roudière
Solve few update problems
2021-10-13Merge pull request #53761 from groud/fix_tilemap_memory_leakRémi Verschelde
2021-10-13Merge pull request #53747 from manueldun/trailSectionSubdivCrashRémi Verschelde
2021-10-13Fix TileMap memory leakGilles Roudière
2021-10-12fix so the error macro uses the incomming parameter p_subdivision instead of ↵Manuel Dun
the class member
2021-10-13Use z_index for TileMap layer darkeningkobewi
2021-10-12Merge pull request #53636 from KoBeWi/colorayerRémi Verschelde
Add modulate property to TileMap layers
2021-10-12Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke
2021-10-10Allow AudioStreamPlayer(2D) to provide `pitch_scale` on playbackDouglas Leão
2021-10-10Add modulate property to TileMap layerskobewi
2021-10-08Improved readability for failing error conditionsDuroxxigar
2021-10-07Joint2D: Use boolean instead of warning string for validity testGeorge Marques
Those strings are stripped at release there's a false positive that the bodies are valid, causing a crash.
2021-10-05Merge pull request #53051 from kleonc/animated-sprites-centered-renderingRémi Verschelde
2021-10-04Fix physics glitch with TileMap moving platformsPouleyKetchoupp
Added a parameter in test_body_motion to exclude attached objects from collision, used to avoid collision with all TileMap tiles with moving platform motion instead of just the one tile the character touches. Same changes made in 3D for consistency, and handling potential similar cases.
2021-10-04Script interface improvements for test body motionPouleyKetchoupp
-Physics servers test body motion use a class to hold parameters instead of multiple arguments to make it more readable and flexible since there are many options -Improved documentation for test body motion and kinematic collision -Removed read-only properties for body motion results (not handled in scripts, so they should be get_ methods only instead)
2021-10-03Fix rendering centered odd-size texture in AnimatedSprite2D/AnimatedSprite3Dkleonc
2021-10-01Rename Joint2D and Joint3D files for consistencyPouleyKetchoupp
Now matches the class names to be consistent between 2D and 3D and with other node types.
2021-09-30Merge pull request #53272 from fabriceci/bug-platform-ceilingCamille Mohr-Daurat
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
2021-09-30Fix body stuck on descending platformfabriceci
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-30Remove shape metadata from 2D physics serverPouleyKetchoupp
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead.
2021-09-30Add latest changes added in the 3D versionfabriceci
2021-09-30Merge pull request #53239 from nekomatata/fix-animatable-body-initial-stateRémi Verschelde
2021-09-29Fix AnimatableBody moving and colliding during the first framePouleyKetchoupp
_update_kinematic_motion() shouldn't be called in the constructor It's too early and causes a first call to set the body position to 0. Then the second call to set the actual position triggers kinematic motion, colliding with objects on the path to the initial position. Side effect of sync to physics now enabled by default.
2021-09-29Improve TileMap physics for moving platforms and conveyor belts like movementsGilles Roudière
2021-09-28Merge pull request #52754 from nekomatata/dynamic-body-modesCamille Mohr-Daurat
Clarify RigidDynamicBody modes
2021-09-28Set stop on slope on by default on CharacterBody.fabriceci
2021-09-28Merge pull request #53174 from fabriceci/apply-delta-move-and-collideCamille Mohr-Daurat
Physic API change: apply the delta in move and collide like move and slide
2021-09-28Sync to physics true by default for AnimatableBodyfabriceci
2021-09-28Apply delta in move and collidefabriceci
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.