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2020-01-25Fixes crash in Spatial::notificationHaoyu Qiu
2020-01-24Allow greater values in unit_offsetTomasz Chabora
2020-01-22Merge pull request #35406 from lawnjelly/ortho-shadowRémi Verschelde
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22Incorrect joystick id was returned on an inactive ARVR controllerBastiaan Olij
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.
2020-01-10Added function to expose floor normal, useful to correctly calculate player ↵Andrea Catania
velocity. This work has been kindly sponsored by IMVU.
2020-01-09fixed camera project_position function that was still using the near ↵Ben Hickling
parameter in a few calculations
2020-01-05Don't update the floor_velocity with the current linear_velocity.Marcel Admiraal
Updating the floor velocity with the body's current linear velocity discards the velocity component provided by the body's angular rotation. Without the current contact point there is no way to calculate the current velocity component provided by the body's angular rotation therefore we need to use the velocity calculated at the time of the collision. Fixes #34807.
2020-01-02Update Camera.project_position to not return get_global_transform().origin ↵SIYU FU
if projection mode is orthogonal
2020-01-02Fix wrong disconnect in callback in VisibilityNotifier 3DАлександр Растриженков
2020-01-02Merge pull request #34720 from Calinou/light-gizmo-color-by-lightRémi Verschelde
Tint 3D light gizmos using the light's color
2020-01-01Merge pull request #34665 from timothyqiu/camera-fovRémi Verschelde
Clamps fov/size for Camera gizmo
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.
2020-01-01Tint 3D light gizmos using the light's colorHugo Locurcio
This makes navigation more convenient in the 3D viewport, especially when using the unshaded display mode.
2019-12-29Clamps fov/size for Camera gizmoHaoyu Qiu
2019-12-22i18n: Sync translations with Weblate + update templateRémi Verschelde
Also fix a few stray clang-format formatting errors that passed through CI unnoticed.
2019-12-21Add a range property hint for the number of contacts reportedHugo Locurcio
This closes #34505.
2019-12-16Use an internal skin unless one is supplied by user, fixes #32766Juan Linietsky
Even though this fixes the issue, the broken Skin resource in the inherited scene mesh will remain, it needs to be erased manually.
2019-12-14Merge pull request #34300 from Acvarium/ragdoll-impulsRémi Verschelde
Added apply_impulse methods to PhysicalBone for ragdolls
2019-12-12Added apply_central_impulse to PhysicalBone classVitalii Shmorhun
2019-12-12Fix for collision polygon not working at all on exported builds.jitspoe
(cherry picked from commit a169e1406de77c3abfe670217f18bcf2c1468bae)
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
2019-12-02Ensure 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.
2019-12-01Properly remove joint when a physical bone is removed from the scenePouleyKetchoupp
It was triggering a warning in bullet followed with a crash in some cases. WARNING: assert_no_constraints: A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body. At: modules/bullet/rigid_body_bullet.cpp:465
2019-12-01Merge pull request #34019 from nekomatata/inspector-transform-updateRémi Verschelde
Update transform property in the inspector when changing translation/rotation/scale
2019-11-30Update transform property in the inspector when changing ↵PouleyKetchoupp
translation/rotation/scale
2019-11-30Port Path2D changes to 3DTomasz Chabora
2019-11-21GIProbe::bake: Remove check for ownershipPtrMan
Fixes #28508.
2019-11-10Camera: Don't set default value for project_positionRémi Verschelde
A z_depth of 0 returns the camera position, which is not really useful. This also makes the API breakage from 3.1 clearer as 3.1 code will now fail to compile, so users will have to adapt and use the new parameter. For the reference, in 3.1, the z_depth was hardcoded to the near plane. Closes #33493.
2019-11-09Fixed Particles restart after visibility has been set to off and on againPouleyKetchoupp
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted. Fixed #33476
2019-11-07Merge pull request #30588 from Demiu/patch-1Rémi Verschelde
Fix 3D move_and_slide with stop_on_slope
2019-11-01Merge pull request #33209 from Jummit/soft-body-tutorialRémi Verschelde
Link SoftBody tutorial in docs
2019-11-01link SoftBody tutorial in docs and add ray_pickable propertyJummit
2019-10-29Fixed disconnecting not connected signalMikolaj Kaczmarek
2019-10-28Merge pull request #33104 from qarmin/fix_some_crashesRémi Verschelde
Fix some crashes and using null pointers
2019-10-28Fix some crashes and using null pointersRafał Mikrut
2019-10-24Fixed emitting not initialized correctly in cpu particles 2d/3dPouleyKetchoupp
Fixes uninitialized variable caused by PR #32921
2019-10-22Auto-increment frame_coords when keyingTomasz Chabora
2019-10-22Merge pull request #32921 from nekomatata/fix-cpu-particle-delayRémi Verschelde
Fixed delay when CPUParticles & CPUParticles2D start being emitted
2019-10-21Merge pull request #32865 from rodolforg/fix_32711-lookat-scaling-againRémi Verschelde
Spatial::look_at wrong re-scaling
2019-10-20Fixed delay when CPUParticles & CPUParticles2D start being emittedPouleyKetchoupp
Particles were processed only on the next frame after the emission started, causing a one frame delay in rendering. Now the first process cycle is started during the same frame, which makes them consistent with Particles & Particles2D. Fixes #32890
2019-10-16Add option to create navmesh from objects in groupjfons
Adds a new NavigationMesh property to select which objects will be taken into account for the generation. By default it will use all the NavigationMeshInstance children to keep compatibility. The new modes allow to build the NavigationMesh from all the nodes belonging to a specific group, and optionally include their children too.
2019-10-14Small fixes to redundand code, copy paste bugsqarmin
2019-10-13Fixes Sprite frame_coordsGilles Roudiere
2019-10-11fix #32711 : Spatial::look_at wrong re-scalingRodolfo Ribeiro Gomes
2019-10-02Add missing semicolons to `BIND_ENUM_CONSTANT` macro usesHugo Locurcio