Age | Commit message (Collapse) | Author |
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Change XRPositionalTracker to a reference (master)
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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.
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Obtain supported Vulkan API
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Remove all elements from monitored_bodies and monitored_areas when processed
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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.
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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.
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Fix GodotPhysics solver with kinematic body set to report contacts
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Fix kinematic angular velocity calculations
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SoftBody support in GodotPhysics 3D
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Disable backface collision with ConcavePolygonShape by default
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The angular velocity estimate for kinematic bodies was calculated
incorrectly. Also, fixes its use in some kinematic/rigid collision
calculations.
This fixes #47029.
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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.
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- 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
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Make 2D navigation consider scale
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Changed SCsub for shaders to find shaders automatically
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dependencies with include files
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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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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.
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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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