summaryrefslogtreecommitdiff
path: root/scene/3d
AgeCommit message (Collapse)Author
2021-08-03Fix inverted condition in CharacterBody2D/3D set_max_slidesPouleyKetchoupp
2021-08-03Merge pull request #50986 from raulsntos/fix-path-3d-endRémi Verschelde
2021-07-28Fix forward calculation in PathFollow3D for the position at the end of the curveRaul Santos
2021-07-28Add node configuration warning for GeometryInstance3D distanceHugo Locurcio
2021-07-27Add check to internal methods to prevent crashHaoyu Qiu
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Merge pull request #50748 from JFonS/gizmo_reworkRémi Verschelde
Node3D gizmo improvements
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-21Merge pull request #50370 from QbieShay/circle-emitter-particleRémi Verschelde
Ring emitter for 4.0
2021-07-21Use is_equal_approx in more placesAaron Franke
2021-07-20Merge pull request #38317 from verdog/get-cam-2d-4.0Rémi Verschelde
add viewport.get_camera_2d()
2021-07-19Merge pull request #50604 from aaronfranke/float-array-castRémi Verschelde
Explicitly cast real_t to float when creating a float array
2021-07-19Explicitly cast to float when creating a float arrayAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-15Support for 3D sync to physicsPouleyKetchoupp
Same implementation as in 2D.
2021-07-14Merge pull request #49348 from Geometror/fix-particles-hidden-basecolorRémi Verschelde
Fix color properties of particle nodes/material
2021-07-13Merge pull request #50063 from nekomatata/more-accurate-move-and-slideRémi Verschelde
Make move_and_slide collision detection more accurate
2021-07-13Merge pull request #50401 from Calinou/decal-add-node-configuration-warningsRémi Verschelde
Add node configuration warnings for the Decal node
2021-07-13Add node configuration warnings for the Decal nodeHugo Locurcio
2021-07-11This commits adds a new emitter type for particles materialQbieShay
and 3D CPU particles. The new emitter is called "ring" and it can emit either in a ring or cylinder fashion. This adds the following properties for the emitter: 1. emission_ring_axis: the axis along which the ring/cylinder will be constructed 2. emission_ring_radius: outer radius of the ring/cylinder 3. emission_ring_inner_radius: inner radius of the cylinder. when set to zero, particles will emit in the full volume. 4. emission_ring_height: height of the ring/cylinder emitter.
2021-07-07Options to clean/simplify convex hull generated from meshPouleyKetchoupp
Clean: remove duplicate and interior vertices (uses Bullet algorithm) Simplify: modify the geometry for further simplification (uses VHACD algorithm) In the editor, single convex hull now uses the clean option. Added a new editor entry to create a simplified convex hull, can be useful for creating convex hull from highly tessellated triangle meshes.
2021-07-07Merge pull request #50193 from reduz/fix-command-queue-crashRémi Verschelde
Fix Command Queue Crash
2021-07-07Merge pull request #50214 from ↵Rémi Verschelde
Calinou/occluderinstance3d-add-node-configuration-warnings Add node configuration warnings to OccluderInstance3D
2021-07-07Fix Command Queue Crashreduz
* No longer allow sending an object (texture) to the server as material parameter * Keep a parameter cache locally in ShaderMaterial
2021-07-07Add node configuration warnings to OccluderInstance3DHugo Locurcio
2021-07-04Allow using ORMMaterial3D by using BaseMaterial3D as a resource hintHugo Locurcio
Previously, only StandardMaterial3D could be defined as an alternative to ShaderMaterial. This also reorders the CanvasItemMaterial property hints to follow alphabetical order (which is enforced by the inspector).
2021-07-04Fix color properties of particle nodes/materialHendrik Brucker
2021-07-03add viewport.get_camera_2d()Josh Chandler
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
2021-07-02Remove leftovers from the DirectionalLight3D Optimized shadow depth rangeHugo Locurcio
The Optimized shadow depth range was removed in late 2020 in favor of the Stable shadow depth range, but it still had a (broken) property that allowed to enable it.
2021-07-01Make move_and_slide collision detection more accuratePouleyKetchoupp
More accurate unsafe motion calculation * Safe and unsafe motion are calculated by dichotomy with a limited number of steps. It's good for performance, but on long motions that either collide near the beginning or near the end, the result can be very imprecise. * Now a factor 0.25 or 0.75 is used to converge faster when this case happens, which allows longer motions to get more accurate collision detection. * Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck. Additional improvements to move_and_slide: * Handle slide canceling in move_and_collide with 0 velocity instead of not applying it. * Better handling of snap with custom logic to cancel sliding. * Remove small jittering when using stop on slope, by canceling the motion completely when the resulting motion is less than margin instead of always projecting to the up direction (in both body motion and snap). Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-01Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke
Also use const more often.
2021-07-01Merge pull request #50040 from reduz/fix-renderingserver-bindingsRémi Verschelde
Clean up RenderingServer and its bindings
2021-07-01Clean up RenderingServer and its bindingsreduz
* Rewrote bindings for RenderingServer. * They are now all up to date. * Several unused methods and deprecated features were cleaned up.
2021-06-30Import mesh colors in 8BPP.reduz
* Colors were imported as 16BPP (half float) * Far most common use cases only require 8BPP * If you need higher data precision, use a custom array, which are supported now. **WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
2021-06-30Merge pull request #49834 from nekomatata/physics-disable-modesRémi Verschelde
Add support for controlling physics nodes' behavior when disabled
2021-06-30Merge pull request #50014 from reduz/remove-immediateRémi Verschelde
Deprecate ImmediateGeometry
2021-06-30Deprecate ImmediateGeometryreduz
* Removed entirely from RenderingServer. * Replaced by ImmediateMesh resource. * ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future. * Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4). * RootMotionView works again. * Polygon3D editor works again.
2021-06-30Merge pull request #50009 from reduz/fix-suffixes-and-degreesRémi Verschelde
Fix editor suffixes and degrees conversion
2021-06-30Add support for controlling physics nodes' behavior when disabledPouleyKetchoupp
New property disable_mode to set different behaviors: Remove: remove from physics simulation MakeStatic: change body mode to static (doesn't affect area and soft body) KeepActive: do nothing Extra change: Handle disable/enable node state with specific notifications, in order to differentiate global pause from disabled nodes.
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30Merge pull request #49901 from nekomatata/move-and-collide-fix-slideRémi Verschelde
Fix move_and_collide causing sliding on slopes
2021-06-29Merge pull request #49719 from LightningAA/rename-node-is-ancestor-ofRémi Verschelde
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-28Fix move_and_collide causing sliding on slopesPouleyKetchoupp
Make sure the direction of the motion is preserved, unless the depth is higher than the margin, which means the body needs depenetration in any direction. Also changed move_and_slide to avoid sliding on the first motion, in order to avoid issues with unstable position on ground when jumping. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-06-27Increase the default ReflectionProbe extents to Vector3(10, 10, 10)Hugo Locurcio
On top of having a more realistic size out of the box, this matches the default VoxelGI extents for better usability.
2021-06-21Rename `is_a_parent_of()` to `is_ancestor_of()`Lightning_A
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-19Use double-sided material for RayCast3DHugo Locurcio
This makes RayCast3Ds visible if the camera is fully inside one (e.g. a RayCast3d parented to the current Camera3D).
2021-06-18Merge pull request #49475 from nekomatata/kinematic-collision-ridRémi Verschelde
Expose collider RID in 2D/3D kinematic collision