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2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-20Merge pull request #46937 from nekomatata/soft-body-supportRémi Verschelde
SoftBody support in GodotPhysics 3D
2021-03-20Merge pull request #47001 from madmiraal/rename-sprite_2d-region_enabledRémi Verschelde
Rename Sprite.region_enabled getter and setter methods to match properties
2021-03-19Merge pull request #47151 from nekomatata/soft-body-attachment-errorRémi Verschelde
Fix spamming errors when SoftBody pinned nodes have no attachment
2021-03-18Fix spamming errors when SoftBody pinned nodes have no attachmentPouleyKetchoupp
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.
2021-03-18Fix for regression in SkeletonIK codeTwistedTwigleg
2021-03-18SoftBody support in GodotPhysics 3DPouleyKetchoupp
- 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
2021-03-17Merge pull request #47081 from nekomatata/collision-debug-shape-game-onlyRémi Verschelde
Disable debug collision shapes in the editor
2021-03-16Disable debug collision shapes in the editorPouleyKetchoupp
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.
2021-03-16Move SpriteFrames to its own file in the resources folderAaron Franke
2021-03-14Rename Sprite.region_enabled getter and setter to match propertiesMarcel Admiraal
Also renames Sprite2D.region_filter_clip property and its setter to region_filter_clip_enabled and set_region_filter_clip_enabled.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-12Merge pull request #40774 from TwistedTwigleg/SkeletonIK_Godot_4_0_FixesRémi Verschelde
SkeletonIK changes and bug fixes
2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-03-08use collision mask in vehicle raycastAngad Kambli
2021-03-07Merge pull request #46643 from YeldhamDev/hide_all_the_thingsRémi Verschelde
Hide more options of disabled properties
2021-03-04Adding Raycast3D custom debug shape thickness and colorjmb462
2021-03-03Hide more options of disabled propertiesMichael Alexsander
2021-03-03Merge pull request #46616 from sps1112/fix-bakedlightmap-crashRémi Verschelde
Add size check in BakedLightmapData::_set_user_data()
2021-03-03Merge pull request #46578 from nekomatata/fix-joint-remove-body-regressionRémi Verschelde
Fix Joint2D/Joint3D node path reset on scene switch
2021-03-03Add size<=0 check in BakedLighmapData._get_user_data()sps1112
2021-03-02Fix Joint2D/Joint3D node path reset on scene switchPouleyKetchoupp
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.
2021-03-02Hide extra options from various nodes if they're not enabledMichael Alexsander
2021-02-28Fix crash in GIProbe::bakePedro Rodrigues
The problem happened when the passed from_node was null and the GIProbe node had no parent node. Fixes #45978
2021-02-27Fixed bug that caused collision not to be properly reenabled when joint ↵Eryk Dwornicki
between two bodies is destroyed
2021-02-24Allow CollisionObject3D to show collision shape meshestrollodel
Add an editor gizmo to CollisionObject3D. CollisionShape3D no longer shows collision shapes directly.
2021-02-24Use a more specific type for Area2D/3D body signalsAaron Franke
2021-02-22Add preview Sun and Environmentreduz
* Adds both a preview sun and preview environment to the 3D editor. * They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene. * If any is added to the scene, the respective preview is disabled. * Changed WorldEnvironment to better handle multiple node versions. * Added a function in SceneTree to get the first node in a group. * Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-18Refactor Process Modereduz
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-18add null check in MeshInstance::_mesh_changed()Angad Kambli
2021-02-18Merge pull request #46151 from ellenhp/fix_spatial_player_playRémi Verschelde
Fix a pop on play() in AudioStreamPlayer2D and 3D
2021-02-17Fix pops in play() of both spatial audio playersEllen Poe
2021-02-17Merge pull request #46124 from angad-k/cpu-particles-3d-fixRémi Verschelde
CPUParticles3D crash fix
2021-02-17add null check in _update_particle_data_buffer()Angad Kambli
add check to see if p_order is in range for CPUParticles3D::set_draw_order'
2021-02-17Add animation_finished signal and fix frame_changed signal for AnimatedSprite3DJitesh
Fixes #40301. Fixes #45947.
2021-02-16Use Vector3.UP as a default value for look_at's up vectorAaron Franke
2021-02-16Merge pull request #46040 from ellenhp/fix_seek_playback_posRémi Verschelde
Return setseek position if one exists in get_playback_position.
2021-02-15Merge pull request #45855 from hoontee/fix-45718Rémi Verschelde
Implement CollisionPolygon3D margin
2021-02-14Return setseek position if one exists in get_playback_position.Ellen Poe
2021-02-12Merge pull request #45859 from Kayomn/masterRémi Verschelde
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-11Implement CollisionPolygon3D marginhoontee
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde
Initialize class variables with default values in scene/ [2/2]
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-09Accomodate blend shape ranges of -1 to +1Kayomn