Age | Commit message (Collapse) | Author |
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Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
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Create GDScript bindings for creating multiple-convex collision bodies [4.0]
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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.
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Fix crash on RigidBody _direct_state_changed
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
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Fix broken NavigationAgent3D collision avoidance callback
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- 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.
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can be used to influence audio
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Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Changed SkeletonIK3D to clear bone overrides when stopping
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fix skeleton (ik) not resetting global_bone_overrides properly
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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.
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation
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Change XRPositionalTracker to a reference (master)
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incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment3D nodes.
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Allow renaming bones and blendshapes.
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SoftBody support in GodotPhysics 3D
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Rename Sprite.region_enabled getter and setter methods to match properties
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Fix spamming errors when SoftBody pinned nodes have no attachment
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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.
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- 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
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Disable debug collision shapes in the editor
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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.
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Also renames Sprite2D.region_filter_clip property and its setter to
region_filter_clip_enabled and set_region_filter_clip_enabled.
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SkeletonIK changes and bug fixes
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Hide more options of disabled properties
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Add size check in BakedLightmapData::_set_user_data()
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Fix Joint2D/Joint3D node path reset on scene switch
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When one of the bodies exited the tree, the corresponding node path was
reset instead of just resetting the joint from the physics server. That
was causing the node path to be reset on scene switch when one of the
bodies is under the joint in the scene tree.
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