Age | Commit message (Collapse) | Author |
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Fix navmesh not finding optimal paths
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Addresses part of #17885
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KinematicBody performance and quality improvements
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Disable GI probe capturing lights with bake mode disabled
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Spatial::look_at() now preserves its scale values
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Send notifications to ARVRInterfaces
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Allow adding disabled shapes
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Improve wording of various messages and make casing more consistent
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[Core] [Mono] Improve and use approximate equality methods
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It always normalized basis after look_at() computation.
Now it applies previous scale back, in order to avoid
distortions when global scale was different of (1,1,1).
fix #10003 and #19000
Related to #17924
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Make multimesh invisible initially in CPUParticles
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Fixes #28252
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Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
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The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
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Added check engine_traction
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Add FRUSTUM camera mode, allowing tilted frustums
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VisualInstance
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Add Attenuation Model "NO" for AudioStreamPlayer3D
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Small fixes, mostly duplicated code
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Fix collider debug shape didn't changes with collider size changes
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This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
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The error was previously removed from _body_inout
for the same reason. Fixes #28022.
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Made AudioFrame and Vector2 equivalent for casting.
Added ability to obtain the playback object from stream players.
Added ability to obtain effect instance from audio server.
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Added a mesh interface to the arvr positional trackers
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Fix new GCC 9 warnings: -Wdeprecated-copy.
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FBX support and MMD (pmx) support.
Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX.
Maya FBX Stingray PBS support.
Importing FBX static meshes work.
Importing FBX animations is a work in progress.
Supports FBX 4 bone influence animations.
Supports FBX blend shapes.
MMDs do not have an associated animation import yet.
Sponsored by IMVU Inc.
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Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
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Fixed CollisionObject signals do not trigger on Area
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With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.
List of fixes and improvements:
- Fixed a general bug in move_and_slide that affects both GodotPhysics and
Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
is disabled. Not sure where that came from, but looking at the 2D physics
code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
tests against individual shapes of compound shapes. This is crucial to get
good performance with Gridmaps and in general improves the performance
whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
module for KinematicBodies to also do broadphase on the sub-shapes of
compound collision shapes. This is possible thanks to the dynamic AABB
tree that was previously disabled and it's the change that provides the
biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
was completely broken previously, overwriting previous results and similar
non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
not respected at all, and the KinematicBody code for ray separation was
complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
used in the ray result array.
There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").
Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
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Also removed non-active CPUParticles(3d) from render list
Fixes #27066
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Prevent invisible/inactive cpupparticles2d to redraw
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Add warning to GIProbe when using GLES2
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fixes #26468
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Hide hdr and shadow_contact in gles2
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