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2021-10-01Rename Joint2D and Joint3D files for consistencyPouleyKetchoupp
Now matches the class names to be consistent between 2D and 3D and with other node types.
2021-10-01Merge pull request #53311 from nekomatata/soft-body-remove-mesh-referenceCamille Mohr-Daurat
Remove scene code in physics servers
2021-10-01Merge pull request #53302 from nekomatata/physics-bone-remove-editor-codeCamille Mohr-Daurat
Remove editor code in PhysicalBone3D
2021-10-01Remove scene code in physics serversPouleyKetchoupp
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
2021-10-01Remove editor code in PhysicalBone3DPouleyKetchoupp
_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the editor plugin call can be done directly there.
2021-10-01Merge pull request #53208 from timothyqiu/headless-crashRémi Verschelde
2021-09-30Merge pull request #53272 from fabriceci/bug-platform-ceilingCamille Mohr-Daurat
Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
2021-09-30Fix body stuck on descending platformfabriceci
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-30Remove shape metadata from 2D physics serverPouleyKetchoupp
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead.
2021-09-30Merge pull request #53197 from nekomatata/fix-motion-direction-in-slopeCamille Mohr-Daurat
Fix motion direction in slope for CharacterBody3D
2021-09-30Fix motion direction in slope for CharacterBody3DPouleyKetchoupp
- More accurate sliding in slopes to keep input direction correct - More accurate constant speed calculation - Renamed linear_velocity to motion_velocity for clarity - General code cleaning and simplifications
2021-09-30Merge pull request #53239 from nekomatata/fix-animatable-body-initial-stateRémi Verschelde
2021-09-29Fix AnimatableBody moving and colliding during the first framePouleyKetchoupp
_update_kinematic_motion() shouldn't be called in the constructor It's too early and causes a first call to set the body position to 0. Then the second call to set the actual position triggers kinematic motion, colliding with objects on the path to the initial position. Side effect of sync to physics now enabled by default.
2021-09-29Fix crash in headless modeHaoyu Qiu
2021-09-29Merge pull request #53189 from AnilBK/use-class-specific-funcsRémi Verschelde
2021-09-29Use functions defined in the their classes.Anilforextra
2021-09-28Merge pull request #52754 from nekomatata/dynamic-body-modesCamille Mohr-Daurat
Clarify RigidDynamicBody modes
2021-09-28Set stop on slope on by default on CharacterBody.fabriceci
2021-09-28Merge pull request #53174 from fabriceci/apply-delta-move-and-collideCamille Mohr-Daurat
Physic API change: apply the delta in move and collide like move and slide
2021-09-28Sync to physics true by default for AnimatableBodyfabriceci
2021-09-28Apply delta in move and collidefabriceci
2021-09-28Merge pull request #52953 from nekomatata/fix-collision-recovery-depthRémi Verschelde
2021-09-27Fixed typo in bone attachment warningDuroxxigar
2021-09-27Improved logic for CharacterBody collision recovery depthPouleyKetchoupp
Allows 2D character controller to work without applying gravity when touching the ground (also more safely in 3D), and collision detection is more flexible with different safe margin values. Character body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter Extra CharacterBody changes: -2D: apply changes made in 3D for stop on slope and floor snap that help fixing some jittering cases -3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-25fix out of bounds crash in GPUParticle3D::_skinning_changed()LATRio
2021-09-23Merge pull request #51920 from ↵Rémi Verschelde
jmb462/missing-sname-macro-optimization-in-some-functions
2021-09-23Merge pull request #52956 from laws65/skeleton3d-bone-fixRémi Verschelde
2021-09-23Prevent being able to set bone's parent as itselflaws65
2021-09-22Don't override KinematicCollision reference when still in use in scriptPouleyKetchoupp
In case the reference is stored in script, create a new instance to avoid overriding the previous values. Otherwise, re-use the reference as before to avoid extra allocations.
2021-09-22Port 2D improvement to move and slide 3Dfabriceci
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-21Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra
2021-09-17Merge pull request #52774 from Calinou/audiostreamplayer3d-remove-out-of-rangeRémi Verschelde
2021-09-17Remove unused `out_of_range_mode` property from AudioStreamPlayer3DHugo Locurcio
The `out_of_range_mode` property is no longer used since audio mixing was moved out of the various AudioStreamPlayer nodes.
2021-09-16Clarify RigidDynamicBody modesPouleyKetchoupp
RigidDynamicBody modes are replaced with several properties to make their usage clearer: -lock_rotation: disable body's rotation (instead of MODE_LOCKED) -freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC) -freeze_mode: Static (can be only teleported) or Kinematic (can be animated) Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics servers.
2021-09-16Rename Listener2D/Listener3D to AudioListener2D/AudioListener3DWilson E. Alvarez
2021-09-16Merge pull request #52681 from nekomatata/rename-rigid-bodyCamille Mohr-Daurat
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-09-16Display a editor gizmo icon for Listener3DHugo Locurcio
The icon was present in `editor/icons/`, but it was never implemented in the editor gizmos code. This also removes some unused gizmo drawing code (overridden methods that are no longer called anywhere).
2021-09-14Merge pull request #52266 from AndreaCatania/collRémi Verschelde
2021-09-14Make sure IK target is inside tree before using its transformHaoyu Qiu
2021-09-08Merge pull request #52462 from TokageItLab/fixed-regression-of-skinningJuan Linietsky
Fixed regression of skinning with skeleton
2021-09-08Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body - Static Body - Area
2021-09-07Merge pull request #52237 from ellenhp/polyphonyJuan Linietsky
Add optional polyphonic playback to built-in audio player nodes
2021-09-07Add polyphony to Audio Stream Player nodesEllen Poe
2021-09-07Fixed regression of skinning with skeletonSilc 'Tokage' Renew
2021-09-06Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp
Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-08-31Merge pull request #49471 from nekomatata/body-state-sync-callbackJuan Linietsky
Clean physics direct body state usage in 2D and 3D physics
2021-08-31Merge pull request #52279 from fabriceci/delta-doubleCamille Mohr-Daurat
Change delta type to double in Physics_body_2/3D