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2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
Fix directional shadow bias
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.
2021-07-21Merge pull request #50370 from QbieShay/circle-emitter-particleRémi Verschelde
Ring emitter for 4.0
2021-07-21Use is_equal_approx in more placesAaron Franke
2021-07-20Merge pull request #38317 from verdog/get-cam-2d-4.0Rémi Verschelde
add viewport.get_camera_2d()
2021-07-19Merge pull request #50604 from aaronfranke/float-array-castRémi Verschelde
Explicitly cast real_t to float when creating a float array
2021-07-19Explicitly cast to float when creating a float arrayAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-15Support for 3D sync to physicsPouleyKetchoupp
Same implementation as in 2D.
2021-07-14Merge pull request #49348 from Geometror/fix-particles-hidden-basecolorRémi Verschelde
Fix color properties of particle nodes/material
2021-07-13Merge pull request #50063 from nekomatata/more-accurate-move-and-slideRémi Verschelde
Make move_and_slide collision detection more accurate
2021-07-13Merge pull request #50401 from Calinou/decal-add-node-configuration-warningsRémi Verschelde
Add node configuration warnings for the Decal node
2021-07-13Add node configuration warnings for the Decal nodeHugo Locurcio
2021-07-11This commits adds a new emitter type for particles materialQbieShay
and 3D CPU particles. The new emitter is called "ring" and it can emit either in a ring or cylinder fashion. This adds the following properties for the emitter: 1. emission_ring_axis: the axis along which the ring/cylinder will be constructed 2. emission_ring_radius: outer radius of the ring/cylinder 3. emission_ring_inner_radius: inner radius of the cylinder. when set to zero, particles will emit in the full volume. 4. emission_ring_height: height of the ring/cylinder emitter.
2021-07-07Options to clean/simplify convex hull generated from meshPouleyKetchoupp
Clean: remove duplicate and interior vertices (uses Bullet algorithm) Simplify: modify the geometry for further simplification (uses VHACD algorithm) In the editor, single convex hull now uses the clean option. Added a new editor entry to create a simplified convex hull, can be useful for creating convex hull from highly tessellated triangle meshes.
2021-07-07Merge pull request #50193 from reduz/fix-command-queue-crashRémi Verschelde
Fix Command Queue Crash