Age | Commit message (Collapse) | Author |
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Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
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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.
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Fixes #29777.
Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
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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.
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velocity.
This work has been kindly sponsored by IMVU.
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parameter in a few calculations
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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.
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if projection mode is orthogonal
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Tint 3D light gizmos using the light's color
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Clamps fov/size for Camera gizmo
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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.
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This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
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Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
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This closes #34505.
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Even though this fixes the issue, the broken Skin resource in the inherited scene mesh will remain, it needs to be erased manually.
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Added apply_impulse methods to PhysicalBone for ragdolls
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(cherry picked from commit a169e1406de77c3abfe670217f18bcf2c1468bae)
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Removed unused variables, add some constants numbers
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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.
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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
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Update transform property in the inspector when changing translation/rotation/scale
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translation/rotation/scale
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Fixes #28508.
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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.
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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
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Fix 3D move_and_slide with stop_on_slope
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Link SoftBody tutorial in docs
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Fix some crashes and using null pointers
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Fixes uninitialized variable caused by PR #32921
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Fixed delay when CPUParticles & CPUParticles2D start being emitted
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Spatial::look_at wrong re-scaling
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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
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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.
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