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2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22moved particle parameters to minmax and split scale axisQbieShay
This commit adds quite a chunk of modifications to particles - particle (value + randomness) now use min and max instead - passing a curveXYZtexture is now possible and will scale particles per-axis - CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations.
2021-08-18Merge pull request #51798 from nekomatata/fix-skeleton-child-bonesRémi Verschelde
2021-08-17Fix Skeleton3D regression when bones are not sorted from root to leavesPouleyKetchoupp
Tentative fix for missing bones when bones are not sorted as expected. For example, if the root comes last, all child bones are removed and the skeleton ends up with just the root.
2021-08-17Fix 3D character snap on moving platformsPouleyKetchoupp
Applying the platform velocity when leaving the platform floor should be done after snapping to keep things consistent, like it's done in 2D.
2021-08-16Merge pull request #51645 from fabriceci/improve-physics-apiRémi Verschelde
API improvement on the physics (CharacterBody and related classes)
2021-08-15API improvement on physics, mainly CharacterBodyfabriceci
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-14New and improved IK system for Skeleton3DTwistedTwigleg
This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
2021-08-14Merge pull request #51660 from AnilBK/use-short-functionsRémi Verschelde
Use get_global_* functions instead of using transforms.
2021-08-14Merge pull request #50147 from aaronfranke/disable-node3dRémi Verschelde
Disable Node3D when compiling without 3D and fix disable_3d option
2021-08-14Use get_global_* functions instead of using transforms.Anilforextra
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
Fix directional shadow bias
2021-08-13Disable Node3D when compiling without 3D and fix disable_3d optionAaron Franke
2021-08-13Merge pull request #51607 from aaronfranke/includesRémi Verschelde
Fix some unnecessary includes
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Merge pull request #51580 from aaronfranke/particles-real-doubleRémi Verschelde
Use real_t and double where appropriate in Particles
2021-08-12Merge pull request #51558 from ↵Rémi Verschelde
fabriceci/fix-move-and-slide-regression-multiple-collision-4 Fix move and slide regression by allowing multiple collision direction
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Fix CPU Particles spreadMorris Tabor
Same as https://github.com/godotengine/godot/pull/51565 but ported to master.
2021-08-12Fix move and slide regression by allowing multiple collision directionfabriceci
2021-08-11Merge pull request #41956 from Calinou/rename-engine-iterations-per-secondRémi Verschelde
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-08-10Merge pull request #51457 from nekomatata/moving-platforms-3dRémi Verschelde
Fix 3D moving platform logic
2021-08-10Merge pull request #50682 from aaronfranke/basis-looking-atRémi Verschelde
Move code for looking_at to Basis
2021-08-09Fix 3D moving platform logicPouleyKetchoupp
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09Some work on double supportAaron Franke
2021-08-09Merge pull request #51446 from nekomatata/fix-moving-platform-rotationRémi Verschelde
Fix applied rotation from moving platforms in move_and_slide
2021-08-09Fix applied rotation from moving platforms in move_and_slidePouleyKetchoupp
When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations.
2021-08-09Use doubles for time in many other placesAaron Franke
2021-08-09Merge pull request #45568 from aaronfranke/node3d-real_tRémi Verschelde
Use real_t in 3D nodes
2021-08-07Fix Path3D initial forward calculationRaul Santos
2021-08-03Fix inverted condition in CharacterBody2D/3D set_max_slidesPouleyKetchoupp
2021-08-03Use real_t in 3D nodesAaron Franke
2021-08-03Merge pull request #50986 from raulsntos/fix-path-3d-endRémi Verschelde
2021-08-01Move code for looking_at to BasisAaron Franke
2021-07-29Fix directional shadow biasreduz
* Simplified code a lot, bias based on normalized cascade size. * Lets scale cascades, max distance, etc. without creating acne. * Fixed normal biasing in directional shadows. I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there. Will need to be replaced by something else.
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.