Age | Commit message (Collapse) | Author |
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KinematicBody performance and quality improvements
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Disable GI probe capturing lights with bake mode disabled
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Send notifications to ARVRInterfaces
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Allow adding disabled shapes
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[Core] [Mono] Improve and use approximate equality methods
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Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
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The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
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Add FRUSTUM camera mode, allowing tilted frustums
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Maximum stack size is only 8KiB, this will try to allocate 8193 *
sizeof(void*) * 2 = 131088 bytes on the stack. This causes a crash in
some cases.
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Small fixes, mostly duplicated code
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Fix nested YSort breaking "Use parent material"
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Fixes #28115
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Made AudioFrame and Vector2 equivalent for casting.
Added ability to obtain the playback object from stream players.
Added ability to obtain effect instance from audio server.
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Do not YSort canvas items that are not visible
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Fixes an issue with nested YSorts not regarding visibility
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Allow default audio bus layout modification
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Add option to have viewport render into supplied texture (VR)
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Added a mesh interface to the arvr positional trackers
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Fix new GCC 9 warnings: -Wdeprecated-copy.
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Add ability to flip TextureRect horizontally or vertically
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Use user provided bias instead of hardcoded bias.
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With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.
List of fixes and improvements:
- Fixed a general bug in move_and_slide that affects both GodotPhysics and
Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
is disabled. Not sure where that came from, but looking at the 2D physics
code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
tests against individual shapes of compound shapes. This is crucial to get
good performance with Gridmaps and in general improves the performance
whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
module for KinematicBodies to also do broadphase on the sub-shapes of
compound collision shapes. This is possible thanks to the dynamic AABB
tree that was previously disabled and it's the change that provides the
biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
was completely broken previously, overwriting previous results and similar
non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
not respected at all, and the KinematicBody code for ray separation was
complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
used in the ray result array.
There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").
Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
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There was a bug that could result in most bone aabb boxes ending up with
tiny size upon import and mess up with culling of skeletal meshes. This
fixes it.
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Fix #25639 by not shifting a negative value.
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Fixed TextureArray and Texture3D issues
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- Texture arrays and 3D textures weren't working previously due to an
incorrect number of calls to glTexImage3D with incorrect level parameters.
This change fixes that.
- Fixed the incorrect calculation of the byte size of layered textures.
- Added the layer count to the debugger info when viewing video memory usage.
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fixes #26468
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Fix possible crash on AudioDriver::input_buffer_write
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