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2021-04-12Fix SoftBody contact impulses applied on rigid bodiesPouleyKetchoupp
Parameters were inverted in `apply_impulse` and `apply_bias_impulse` due to a modification on master.
2021-04-09Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij
2021-04-06Merge pull request #47678 from madmiraal/fix-47436.1Rémi Verschelde
Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06Merge pull request #47675 from madmiraal/fix-47436Rémi Verschelde
Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06Merge pull request #47668 from madmiraal/fix-47438Rémi Verschelde
Ensure ConvexPolygonShape3D support count variable is initialised
2021-04-06Check for empty ConcavePolygonShape2D before checking for intersectionMarcel Admiraal
2021-04-06Check ConvexPolygonShape2D point count before calcuating moment of inertiaMarcel Admiraal
2021-04-06Ensure ConvexPolygonShape3D support count variable is initialisedMarcel Admiraal
2021-04-06Ensure ConvexPolygonShape support count variable is initialisedMarcel Admiraal
2021-04-05Move clustered renderer functionalityBastiaan Olij
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-default-member-init`Rémi Verschelde
2021-04-03Merge pull request #47452 from BastiaanOlij/xr_positional_tracker_refRémi Verschelde
Change XRPositionalTracker to a reference (master)
2021-04-02Fix crash caused by null parameter passed to CameraServer.add_feed()lucicam
Fixes #46181 CameraServer.add_feed() takes a CameraFeed object type as parameter. Passing in another type of data while binding the method it will make tha parameter null. Added a check for null which returns from function and does not make the engine crash anymore.
2021-03-31Merge pull request #47250 from BastiaanOlij/check_vulkan_versionRémi Verschelde
Obtain supported Vulkan API
2021-03-31As GLSLang seems to be all or nothing, added our own definesBastiaan Olij
2021-03-31[Complex Text Layouts] Provide access to glyph contour points.bruvzg
2021-03-29Change XRPositionalTracker to a reference and better expose it to GDNativeBastiaan Olij
2021-03-26Merge pull request #44695 from madmiraal/fix-44632Rémi Verschelde
Remove all elements from monitored_bodies and monitored_areas when processed
2021-03-26Obtain supported Vulkan APIBastiaan Olij
2021-03-25Fix failure in set_primary_interface when parameter is nulllucicam
The program would fail if the parameter is passed as null in set_primary_interface because in the print_verbose, the get_namea) method is called on the parameter and this causes a failure if the parameter that was passed is null. Same fix was done in 3.x also and it seems to be present in master too.
2021-03-22[Godot Physics]: Correct typo in moment of inertia calculations.Josh Jones
The moment of inertia calculation for BoxShape is: ``` Vector3( (p_mass / 3.0) * (ly * ly + lz * lz), (p_mass / 3.0) * (lx * lx + lz * lz), (p_mass / 3.0) * (lx * lx + ly * ly)); ``` where the final line includes both the x and y extents. However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`. I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape. This change corrects the final line to include both the x and y components of the shape's extent.
2021-03-20Merge pull request #46917 from nekomatata/solver-kinematic-bug-fixRémi Verschelde
Fix GodotPhysics solver with kinematic body set to report contacts
2021-03-20Merge pull request #47130 from e344fde6bf/fix-angular-velocity-calculationRémi Verschelde
Fix kinematic angular velocity calculations
2021-03-20Merge pull request #46937 from nekomatata/soft-body-supportRémi Verschelde
SoftBody support in GodotPhysics 3D
2021-03-20Merge pull request #47139 from nekomatata/concave-backface-collisionRémi Verschelde
Disable backface collision with ConcavePolygonShape by default
2021-03-20Fix some angular velocity calculationse344fde6bf
The angular velocity estimate for kinematic bodies was calculated incorrectly. Also, fixes its use in some kinematic/rigid collision calculations. This fixes #47029.
2021-03-18Disable backface collision with ConcavePolygonShape by defaultPouleyKetchoupp
Helps a lot with soft bodies and generally useful to avoid shapes to go through the ground in certain cases. Added an option in ConcavePolygonShape to re-enable backface collision on specific bodies if needed.
2021-03-18SoftBody support in GodotPhysics 3DPouleyKetchoupp
- Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-18Merge pull request #47133 from groud/navigation_2d_bugfixRémi Verschelde
Make 2D navigation consider scale
2021-03-18Make 2D navigation consider scaleGilles Roudière
2021-03-18Merge pull request #47125 from BastiaanOlij/SCsub_compile_shadersRémi Verschelde
Changed SCsub for shaders to find shaders automatically
2021-03-18Changed SCsub for shaders to find shaders automatically and create ↵Bastiaan Olij
dependencies with include files
2021-03-17Fix AudioEffectCapture buffer length cannot be changedjmb462
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
2021-03-11Fix GodotPhysics solver with kinematic body set to report contactsPouleyKetchoupp
In 3D, collision is disabled between kinematic/static bodies when contacts are generated only to report them. In 2D, this case was already fixed but the code is cleaned to make it easier to follow.
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