Age | Commit message (Collapse) | Author |
|
Fix RayCast3D color in game with no collision
|
|
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works
2D particles still not working, but stuff needed for it is now implemented.
|
|
|
|
Create CollisionObject3D debug shapes using RS
|
|
without overrides
|
|
|
|
|
|
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
|
|
|
|
Core: Drop custom `copymem`/`zeromem` defines
|
|
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
|
|
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
|
|
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|
|
Fix crash on RigidBody _direct_state_changed
|
|
|
|
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
|
|
|
|
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
|
|
Fix broken NavigationAgent3D collision avoidance callback
|
|
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
|
|
can be used to influence audio
|
|
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
|
|
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Changed SkeletonIK3D to clear bone overrides when stopping
|
|
|
|
fix skeleton (ik) not resetting global_bone_overrides properly
|
|
|
|
|
|
MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
|
|
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
|
|
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation
|
|
|
|
Change XRPositionalTracker to a reference (master)
|
|
incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes.
|
|
Allow renaming bones and blendshapes.
|
|
|
|
|
|
In game, the ray color was always set as colliding.
|
|
SoftBody support in GodotPhysics 3D
|
|
Rename Sprite.region_enabled getter and setter methods to match properties
|
|
Fix spamming errors when SoftBody pinned nodes have no attachment
|
|
There was a specific case where the node path wasn't checked for
validity before trying to access the attachment node.
It could cause lots of error log noise in both editor and game.
|
|
|
|
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
|
|
Disable debug collision shapes in the editor
|
|
If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
|
|
|
|
Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
|