Age | Commit message (Collapse) | Author |
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Fix Cylinder shape collision with margins when using GJK-EPA
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Fix capsule-cylinder collision in godot physics
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Allow Navigation to be more flexible
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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.
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Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file
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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.
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superclass
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forward_clustered
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Renaming RendererSceneRenderForward to ...ForwardClustered
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so we can introduce RendererSceneRenderForwardMobile
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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.
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Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
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fix #46644
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Fix rounding error in Clip Content [4.0]
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Change CapsuleShape3D's collision detection axis to vertical
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Rounds the position and size of the final clip rect to avoid flickering issues.
Fixes https://github.com/godotengine/godot/issues/46493
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This fixes an issue where its collision detection would actually work as if it had the old default orientation.
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Moving GI and Sky code from RendererSceneRenderRD into separate classes
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Added missing returns on error scenarios
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Joint3DSW instances are also destroyed without explicitly calling free()
for example when changing constrainted bodies at runtime using
set_node method.
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Fixes #31627.
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Moving Skyshader code into RendererServerSkyRD
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Fix physics queries not filtering out disabled collision shapes
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[TextServer] Restores bitmap font dynamic construction functions.
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Implement a new resampling algorithm in AudioStreamPlaybackResampled
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And fix various bogus bindings following previous PRs.
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Prevent distortion filter from introducing NaNs in the audio buffer
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Use Interleaved gradient noise for shadow samples
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Move tablet driver API from OS to DisplayServer
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Modernize atomics (and fix `volatile`)
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- 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>
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-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.
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Fix test_body_motion recovery and rest info
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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.
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