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2021-03-17Added validation when assigning heightfield_resolution (Fix #46281)Ignacio Abal
2021-03-17Merge pull request #47067 from nekomatata/cylinder-fix-marginsRémi Verschelde
Fix Cylinder shape collision with margins when using GJK-EPA
2021-03-17Merge pull request #47084 from nekomatata/cylinder-capsule-collision-fixRémi Verschelde
Fix capsule-cylinder collision in godot physics
2021-03-17Merge pull request #47024 from groud/navigationRémi Verschelde
Allow Navigation to be more flexible
2021-03-16Fix capsule-cylinder collision in godot physicsPouleyKetchoupp
Test specific axes before falling back to GJK-EPA algorithm to get more accurate separation axes for common cases, the same way it's done for cylinder-cylinder collision.
2021-03-16Merge pull request #46984 from sboronczyk/fix-shader-issueRémi Verschelde
Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file
2021-03-16Fix Cylinder shape collision with margins when using GJK-EPAPouleyKetchoupp
In the case of falling back to GJK-EPA algorithm to generate cylinder contact points, margins were never taken into account. This fixes the depenetration phase for kinematic bodies and allows consistent floor detection for cylinder shapes.
2021-03-15Allow Navigation to be more flexibleGilles Roudière
2021-03-14Check if an input image wasn't Image on several functions in CameraFeedKongfa Waroros
2021-03-13fix issue vulkan crash on open shader materialssboronczyk
2021-03-11Removed time duplicate from ForwardClustered. Just use the variable from its ↵Bastiaan Olij
superclass
2021-03-11Combine init_gi and init_sdfgi into a single initBastiaan Olij
2021-03-11Renamed one more Forward render struct and fixed typoBastiaan Olij
2021-03-11Moving RendererStorageRD *storage to protected, no sense duplicating it in ↵Bastiaan Olij
forward_clustered
2021-03-10Merge pull request #46811 from BastiaanOlij/rename_forward_rendererBastiaan Olij
Renaming RendererSceneRenderForward to ...ForwardClustered
2021-03-10Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵Bastiaan Olij
so we can introduce RendererSceneRenderForwardMobile
2021-03-10Implement Navigation layersGilles Roudière
2021-03-08Fixes division by zero when 3d body does not have valid shapeKyle
Fixes #46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body. Changed the comment style for the update_inertias method as well.
2021-03-08Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanupRémi Verschelde
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-05Fix negative VRAM valuesEv1lbl0w
2021-03-04Fix canvas renderer line widthAlex Hirsch
fix #46644
2021-03-04Renamed SDGIShader to SDFGIShader and moved a bunch of things to privateBastiaan Olij
2021-03-02Merge pull request #46594 from asheraryam/fix-clip-content-masterRémi Verschelde
Fix rounding error in Clip Content [4.0]
2021-03-02Merge pull request #46581 from Riteo/fix-capsule-shapeRémi Verschelde
Change CapsuleShape3D's collision detection axis to vertical
2021-03-02Fix rounding error in Clip Contentasheraryam
Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493
2021-03-02Change CapsuleShape3D's collision detection axis to verticalRiteo Siuga
This fixes an issue where its collision detection would actually work as if it had the old default orientation.
2021-03-01Merge pull request #46046 from BastiaanOlij/cleanup_giRémi Verschelde
Moving GI and Sky code from RendererSceneRenderRD into separate classes
2021-03-01Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noretRémi Verschelde
Added missing returns on error scenarios
2021-03-01Fix parsing hexadecimal (lowercase `e`,`f`) in shadersYuri Roubinsky
2021-02-28Added missing returns on error scenariosEv1lbl0w
2021-02-27Refactor removal of constraints from bodies in 2D jointsEryk Dwornicki
2021-02-27Move removal of the constraints from bodies to Joint3DSW destructorEryk Dwornicki
Joint3DSW instances are also destroyed without explicitly calling free() for example when changing constrainted bodies at runtime using set_node method.
2021-02-25Update Inspector when changing AudioEffectChorus voice_countbooer
Fixes #31627.
2021-02-25Moving GI code into RendererServerGIRDBastiaan Olij
Moving Skyshader code into RendererServerSkyRD
2021-02-24Merge pull request #45863 from nekomatata/physics-queries-disabled-shapesRémi Verschelde
Fix physics queries not filtering out disabled collision shapes
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-21Prevents shader crash if two struct with the same name are declaredYuri Roubinsky
2021-02-21Prevents shader crash if passing invalid struct to the return statementYuri Roubinsky
2021-02-19Merge pull request #46086 from ellenhp/new_resamplingRémi Verschelde
Implement a new resampling algorithm in AudioStreamPlaybackResampled
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-19Merge pull request #46199 from ellenhp/fix_distortion_filterRémi Verschelde
Prevent distortion filter from introducing NaNs in the audio buffer
2021-02-18Prevent distortion filter from introducing NaNs in the audio buffer.Ellen Poe
2021-02-18Merge pull request #45326 from clayjohn/VULKAN-ign-shadowsClay John
Use Interleaved gradient noise for shadow samples
2021-02-18Merge pull request #46131 from bruvzg/move_tablet_to_dsRémi Verschelde
Move tablet driver API from OS to DisplayServer
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>
2021-02-18Move tablet driver API from OS to DisplayServer.bruvzg
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.
2021-02-18Merge pull request #46148 from nekomatata/fix-test-body-motionRémi Verschelde
Fix test_body_motion recovery and rest info
2021-02-17Fix test_body_motion recoveryPouleyKetchoupp
This change makes test_body_motion more reliable when the kinematic body recovers from being stuck. - When recovery occurs, the rest information is generated, in order to make sure collision results from test_move, move_and_collide and move_and_slide are consistent and return a collision in case of overlap. - The new calculation for recovery vector makes sure the recovery is never more than the overlap depth between shapes. This can help with cases where the kinematic body overlaps with several shapes. Recovery is made iteratively, without forcing a full overlap at each step. This helps with getting proper rest information when recovery occurs. - One Way Collision: When attempting motion, contact direction is checked against motion before skipping in order to solve cases where kinematic bodies can sink into one-way collision shapes. Rest info now sets max contact depth in order to properly handle one-way collision. - Low speed motion is now handled in the rest info, by never setting min_allowed_depth lower than motion length. Separation is always applied with full margin, otherwise contact is lost when low speed motion occurs right after higher speed motion. - Similar changes are applied to 3D in order to make 2D and 3D consistent.