Age | Commit message (Collapse) | Author |
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Fix NavigationObstacle 2D/3D (re)parent issues
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Fixes (re)parent issues with NavigationObstacle 2D and 3D (same as NavigationAgents).
Also adds the option from NavigationAgents to override the default navigation map.
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NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)
NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`
Also changes their parameters' names.
Doesn't affect "Agent.neighborDist_" in Agent.h
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Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
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Fixes NavigationObstacle2D/3D reporting a 'get_global_transform: Condition "!is_inside_tree()" error when estimating the agent radius.
The collisionshapes that are lower in the SceneTree order than the obstacle node are not loaded in the SceneTree yet so the global_transform function fails.
Also adds warning message when this happens.
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Exposes get_rid() function for scripting.
Adds configuration warning when obstacle is used with not intended static body parent.
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This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
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* `NavigationObstacle2D` premature radius estimation (before entering the tree)
* `NavigationObstacle3D` premature radius estimation (before entering the tree)
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Happy new year to the wonderful Godot community!
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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Fix NavigationObstacle3D to be attached to navigation map - without it
the NavigationObstacle3D is not working.
Replace radius approximation algorithm with simple "radius" property.
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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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 🎆
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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A few extra renames for classes which were missed in last week's PRs.
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
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Fixes #30736.
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