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2021-02-12Merge pull request #45859 from Kayomn/masterRémi Verschelde
Accomodate blend shape ranges of -1 to +1 for Vulkan
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.
2021-02-10Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde
Initialize class variables with default values in scene/ [2/2]
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).
2021-02-09Accomodate blend shape ranges of -1 to +1Kayomn
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-08Merge pull request #45774 from revilo/fix-45694Rémi Verschelde
Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-02-07Fix nan errors when using VehicleBodyRafał Mikrut
2021-02-06Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED (fixes ↵Oliver Dick
invalid transform of collision shape in cases where the node is not supposed to enter the scene tree)
2021-02-06Simplify Volumetric Fogreduz
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-04doc: Don't bind argument names with p_ prefixRémi Verschelde
This prefix is used in the C++ codebase, not in the scripting API.
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
2021-02-01Merge pull request #45564 from aaronfranke/physics-nodes-real_tRémi Verschelde
Use real_t in physics nodes
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Use real_t in physics nodesAaron Franke
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-27Cache world in VisibilityNotifier3D to avoid crashkobewi
2021-01-27Fix particles not properly modified by their lifetimeYuri Roubinsky
2021-01-26Merge pull request #44814 from hoontee/fix-44714Rémi Verschelde
Do not clear materials when setting mesh
2021-01-24Several GI related optimizations and fixesreduz
-SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
2021-01-20Merge pull request #45267 from HipsterPenguin/BugFixingRémi Verschelde
Fixed 6DOF set/get check for the path starting with joint_constraints
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19Fixed 6DOF set/get check for the path starting with joint_constraintsHipsterPenguin
New code checks whether or not property has joint_constraints as the first part of its path.
2021-01-15Merge pull request #45197 from nekomatata/improved-raycast-node-render-debugRémi Verschelde
Improve Raycast3D render debug
2021-01-15Merge pull request #38562 from Calinou/3d-light-size-property-hintRémi Verschelde
Tweak the 3D light size property to only allow reasonable values
2021-01-15Merge pull request #42713 from madmiraal/fix-42614Rémi Verschelde
Update area-body_shape_entered-exited signal documentation.
2021-01-14Improve Raycast3D render debugPouleyKetchoupp
Fix Raycast3D node render debug not showing in editor camera preview. Use dynamic mesh update to change the ray on-the-fly without too much extra cost when collision debug is enabled. Fixes #43571
2021-01-13Fix not clearing a Joint3D with only a B node when removing the B nodeMarcel Admiraal
2021-01-13Merge pull request #45136 from akien-mga/clang-format-11Rémi Verschelde
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
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
2021-01-01Update 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 🎆
2020-12-31Add signal to inform joint that body has exited treeMarcel Admiraal
2020-12-30Do not clear materials when setting meshhoontee
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Merge pull request #44434 from madmiraal/rename-camera3d-near-and-farRémi Verschelde
Rename Camera3D near and far getters and setters
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Merge pull request #44535 from Demindiro/fix-joint-rid-not-passedRémi Verschelde
Fix joint RID not being passed to _set in PhysicalBone
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-12-22Fix joint RID not being passed to _set in PhysicalBoneDavid Hoppenbrouwers
Also remove default RID() argument from JointData._set()
2020-12-21Rename XRPositionalTracker methodsMarcel Admiraal
Renames: - set_type() -> set_tracker_type() - set_name() -> set_tracker_name() - get_tracks_orientation() - `is_tracking_orientation() - get_tracks_position() -> `is_tracking_position() - get_hand() -> get_tracker_hand() - set_hand() -> set_tracker_hand()
2020-12-21Merge pull request #44300 from KoBeWi/🧹🧹Rémi Verschelde
Move initialization of some classes to headers
2020-12-20Rename Camera3D near and far getters and settersMarcel Admiraal
Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far()
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken