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2021-09-12Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-materialJFonS
Vulkan: Fix CanvasItem::use_parent_material
2021-09-108 uvs for glTF2, URI decode and Vertex Custom api.Lyuma
Add glTF2 uri decode for paths. Add vertex custom apis. Add scene importer api. Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh Co-authored-by: darth negative hunter <thenegativehunter2@users.noreply.github.com>
2021-09-09Merge pull request #52476 from Lauson1ex/masterJuan Linietsky
Replace current ACES tonemapper with a high quality one
2021-09-09Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energyJuan Linietsky
Use the Light3D Indirect Energy property in SDFGI
2021-09-09Expose Vulkan internal values for access from extensionsBastiaan Olij
2021-09-07Replace ACES tonemapper with a high quality oneEndri Lauson
2021-09-07Merge pull request #52237 from ellenhp/polyphonyJuan Linietsky
Add optional polyphonic playback to built-in audio player nodes
2021-09-07Add polyphony to Audio Stream Player nodesEllen Poe
2021-09-07Merge pull request #52442 from Faless/mp/4.x_rpc_managerMax Hilbrunner
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-06Merge pull request #48708 from nekomatata/heightmap-raycast-accelerationCamille Mohr-Daurat
Optimize raycast with large Heightmap shape data
2021-09-07Merge pull request #52205 from BastiaanOlij/blit_source_rectBastiaan Olij
Add source rectangle to blit
2021-09-07Merge pull request #52405 from BastiaanOlij/xr_extension_missing_namesBastiaan Olij
Add missing parameter names to _commit_views GDVIRTUAL_BIND
2021-09-06Optimize raycast with large Heightmap shape dataPouleyKetchoupp
Port raycast accelerator from Bullet's btHeightfieldTerrainShape.
2021-09-06Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp
Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D
2021-09-06Merge pull request #52271 from nekomatata/query-layer-default-maskCamille Mohr-Daurat
Harmonize default value for collision mask in ray/shape queries
2021-09-05Add missing parameter names to _commit_views GDVIRTUAL_BINDBastiaan Olij
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-08-31Merge pull request #51873 from Chaosus/fix_uniform_error_spamClay John
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31Merge pull request #49471 from nekomatata/body-state-sync-callbackJuan Linietsky
Clean physics direct body state usage in 2D and 3D physics
2021-08-30Harmonize default value for collision mask in ray/shape queriesPouleyKetchoupp
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending on the cases. Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear) in order to use all layers by default.
2021-08-30Use the Light3D Indirect Energy property in SDFGIHugo Locurcio
The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI).
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-28Merge pull request #52176 from BastiaanOlij/fix_gl_size_paramMax Hilbrunner
Fix double named size parameter
2021-08-28Fix double named size parameterBastiaan Olij
2021-08-28Merge pull request #52070 from nekomatata/area-point-gravity-fixFabio Alessandrelli
Fix point gravity calculation
2021-08-27Merge pull request #51296 from ellenhp/mix_in_audio_serverJuan Linietsky
Move mixing out of the AudioStreamPlayback* nodes
2021-08-27Do all audio mixing in the AudioServerEllen Poe
2021-08-27Require AudioStream::mix to return the number of frames successfully mixedEllen Poe
2021-08-27Optimize area detection and intersect_shape queries with concave shapesPouleyKetchoupp
Whenever contact points are not needed, collision checks with concave shapes (triangle mesh and heightmap) stop at the first colliding triangle.
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Merge pull request #51896 from nekomatata/restore-ray-shapeCamille Mohr-Daurat
Refactor RayShape and rename to SeparationRayShape
2021-08-27Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftoversJuan Linietsky
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-27Merge pull request #52003 from BastiaanOlij/xr_interface_extensionBastiaan Olij
Adding GDExtension support to XRInterface
2021-08-26Merge pull request #51801 from nekomatata/area-one-directional-layer-checkCamille Mohr-Daurat
One-directional layer check for Area vs. RigidBody/SoftBody/Area
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-26Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij
Scale color output in the mobile renderer to provide HDR support
2021-08-25Clean physics direct body state usage in 2D and 3D physicsPouleyKetchoupp
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers. Remove usage of PhysicsDirectBodyState in physics nodes when not necessary. Store PhysicsDirectBodyState for bodies individually instead of a singleton to avoid issues when accessing direct body state for multiple bodies. PhysicsDirectBodyState is initialized only when needed, so it doesn't have to be created when using the physics server directly. Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate cpp files.
2021-08-25Merge pull request #51821 from Calinou/builtin-shaders-add-commentsJFonS
Add comments at the top of each built-in shader to ease debugging
2021-08-25Remove leftovers of anisotropy in the VoxelGI shader codeHugo Locurcio
Anisotropy support was removed when VoxelGI was reworked as it was too demanding on the GPU.
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Rename slips_on_slope to slide_on_slopePouleyKetchoupp
Also added some precision to the documentation.
2021-08-24Fix CharacterBody motion with RayShapePouleyKetchoupp
Make separation ray shapes work properly in move_and_slide, wihtout the specific code in CharacterBody like before. Now most of the logic is handled inside the physics server. The only thing that's needed is to use ray shapes only for recovery and ignore them when performing the motion itself (unless we're snapping or slips on slope is on).
2021-08-24Fix RayShape collision detectionPouleyKetchoupp
One-way collision is disabled for both rigid bodies and character bodies. Kinematic margin is now applied to ray shapes to help getting consistent results in slopes and flat surfaces. Convex shapes don't return inverted normals when a segment test starts inside (raycasting will be made consistent in a separate patch). Ray shapes also discard contacts when fully contained inside a shape and when the contact direction is inverted, so the behavior is consistent with all shape types. Now they always separate only when intersecting the top of a shape (for downward rays).
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-24Fix point gravity calculationPouleyKetchoupp
Removing the + 1 in point gravity formula when using distance scale to make it more accurate for standard gravitation. Fixes precession in orbits for games using gravitation. Also moved gravity calculation to area to use it for both rigid bodies and soft bodies in 3D (same change in 2D for consistency). Co-authored-by: Ryan Peach <ryan.peach@keysight.com>
2021-08-23Merge pull request #51751 from jeffrey-cochran/windforceCamille Mohr-Daurat
Created an area-specific wind force that interacts with soft bodies
2021-08-23Implement NativeExtension pointer argumentsreduz
* Allows calling into native extensions directly with a pointer * Makes it easier to implement some APIs more efficiently * Appears with a "*" in the documentation for the argument. * Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint. * AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.