Age | Commit message (Collapse) | Author |
|
Increase the default AudioStreamPlayer3D unit size to 10
|
|
|
|
nodes are used
(Forward port of 3.X code for Godot 4)
|
|
Tweak dozens of editor property hints for consistency
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
Unexpose methods and property for binding children to Bones in Skeleton3D
|
|
|
|
Support for 2D particles to collide against SDF
|
|
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
|
|
|
|
|
|
Fix RigidBody3D.get_inverse_inertia_tensor() crash
|
|
Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
|
|
|
|
|
Return RID instead of Object id in area-body_shape_entered-exited signals.
|
|
|
|
MeshInstance3D::create_debug_tangents, GIProbe::bake
|
|
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
|
|
This makes it easier to hear sound while setting up the node.
Since this changes the default value, this may break existing projects
slightly.
This also tweaks the Unit Size editor property hint for better usability.
See discussion in #25468.
|
|
|
|
|
|
-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.
|