Age | Commit message (Collapse) | Author |
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Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
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Minor code improvements in Node3D
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a shared implementation.
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Decrease the default dynamic range in VoxelGIData to 2.0
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Calinou/geometryinstance3d-lod-fade-node-configuration-warning
Emit node configuration warnings for GeometryInstance3D distance fade
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Happy new year to the wonderful Godot community!
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
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To make baked colors of lights equal to dynamic colors of lights they have to be
converted to linear as the colors of dynamic lights are converted to linear by
RendererSceneRenderRD.
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Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.
Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step
Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
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Fixed PR issues.
Update vehicle_body_3d.cpp
Apply suggestions from code review
Co-authored-by: Camille Mohr-Daurat <pouleyKetchoup@gmail.com>
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.
The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
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GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
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Works with 2D and 3D GPU Particles
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We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.
According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.
This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
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The visibility range begin/end margin properties must be set above 0.0
for the fade transition to be visible.
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cpu) as mentioned here: https://github.com/godotengine/godot/issues/54993
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Floating-point values are accepted as dynamic range settings.
This also clamps the lowest value to 1.0, as there's no practical
use case for going below 1.0 (it introduces clipping without
improving precision).
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Fix wall acceleration in move and slide (3D)
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All 32 layers are now exposed in the editor.
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This matches the name of the GDScript function (except it's uppercase
here).
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Separate space override modes for gravity/damping in Area
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Makes the results consistent for all shape types with options to set
the desired behavior.
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Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.
Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
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In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.
In 2D, there is no change in behavior (just no more errors).
In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
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Also make inspector clearer for gravity point properties.
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1. Explicit and unambiguous when comparing to `GradientTexture2D`
2. Consistent with other class names where 1D is used in the engine.
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Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.
Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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