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2020-02-25Added missing destructor for Navigation2DDominik 'dreamsComeTrue' Jasiński
Although destructor call was missing, it still doesn't heal #36537 memory leaks. Further description how that might be overcome - on GitHub Partialy covers #36537
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.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-20Fix MIMPAMPS typos in constants throughout the engineAndrii Doroshenko (Xrayez)
2020-02-18Added utility functions to the new NavigationServer:Andrea Catania
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false); - Vector3 get_closest_point(const Vector3 &p_point); - Vector3 get_closest_point_normal(const Vector3 &p_point); - Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18Fix arguments/default values in CanvasItem bindingsRémi Verschelde
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Reduce AudioStreamPlayer's pitch_scale max valueWARIO-MDMA
2020-02-14Fixes memory leak in NavigationPolygonHaoyu Qiu
2020-02-12Merge pull request #36145 from akien-mga/remove-deprecated-friction-bounceRémi Verschelde
Remove deprecated PhysicsBody friction and bounce parameters
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-12Remove deprecated PhysicsBody friction and bounce parametersRémi Verschelde
They were replaced in 3.1 by PhysicsMaterial properties via #12403.
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11Fixed 2D and 3D CPU ParticlesJuan Linietsky
2020-02-11Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-11Completed material/2D shader support (missing SCREEN_TEXTURE)Juan Linietsky
2020-02-11Modified light rendering to make it more compatible.Juan Linietsky
Modified polygon management to make it more compatible with MoltenVK
2020-02-112D lighting seems more or less complete.Juan Linietsky
2020-02-11Normalmapping and Specularmapping working in 2D engineJuan Linietsky
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky
Removes antialiased flag for draw_* methods.
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-02-07Merge pull request #32496 from bitstopper/masterRémi Verschelde
Fixes broken CPUParticles2D AtlasTextures usage
2020-02-06Merge pull request #35867 from timothyqiu/path-updateRémi Verschelde
Updates Path2D in debugging if navigation is visible
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-02-03Updates Path2D in debugging if navigation is visibleHaoyu Qiu
2020-01-24Allow greater values in unit_offsetTomasz Chabora
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-16Validate input in (CPU)Particles set_emission_shape()Rémi Verschelde
Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-15Fixes get_floor_normal() returning the user defined floor_normal.Marcel Admiraal
When there is no collision with a floor the get_floor_normal() function should return the zero vector to be consistent with get_floor_velocity(). Renames floor_normal to up_direction in all bindings. Updates the documentation of get_floor_normal() and get_floor_velocity() to make it clear when the values are valid. Updates the documentation for move_and_slide() and move_and_slide_with_snap() to use the new up_direction parameter name.
2020-01-13Control/Light2D: Preventing setting 0 as scale as for Node2DRémi Verschelde
Triggers errors in `Transform2D::affine_invert()`. Fixes #26510. Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
2020-01-10Added function to expose floor normal, useful to correctly calculate player ↵Andrea Catania
velocity. This work has been kindly sponsored by IMVU.
2020-01-09Don't compile editor-only function when tools=noGilles Roudière
2020-01-03Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-02Fix wrong disconnect in callback in VisibilityNotifier 3DАлександр Растриженков
2020-01-01Fixed antialiasing option for Polygon2DPouleyKetchoupp
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568
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.
2019-12-21Add a range property hint for the number of contacts reportedHugo Locurcio
This closes #34505.
2019-12-16Fixed a bug within sprite.cpp that caused nan values to appear when a ↵Tyler Greenwood
texture had zero area
2019-12-10Merge pull request #34040 from qarmin/unused_variable_more_precise_numbersRémi Verschelde
Removed unused variables, add some constants numbers
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-02Ensure move_and_slide() is consistent between the 2D and 3D versions.Marcel Admiraal
In the 3D version: - Partially revert #20908 that was reverted in the 2D version as part of #21653. This ensures that the Vector returned is always perpendicular to the surface collided with; and not the floor_normal Vector passed to the function when on a floor. - Include an update of the floor velocity before multiplying by the time delta, which was added to the 2D version as part of commit 13a8014. In the 2D version: - Use the Vector2.slide() function instead of Vector2.tangent() to adjust the amount of motion the stop_on_slope undoes to ensure that it is in the right direction. This is a implementation of the 3D approach from #30588. - Combine the !found_collision and motion == Vector2() checks for break. - Other minor formating changes to make the functions look identical. Also renamed some variables to align with their use.
2019-11-30Remove unnecessary bounded_offset from PathFollow2DTomasz Chabora
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-21Merge pull request #32274 from raphael10241024/fix_sync_physics_jitterRémi Verschelde
fix kinematicBody2D jitters when sync_to_physics is turned on