Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-03-31 | As GLSLang seems to be all or nothing, added our own defines | Bastiaan Olij | |
2021-03-26 | Obtain supported Vulkan API | Bastiaan Olij | |
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. | |||
2021-03-20 | Merge pull request #46917 from nekomatata/solver-kinematic-bug-fix | Rémi Verschelde | |
Fix GodotPhysics solver with kinematic body set to report contacts | |||
2021-03-20 | Merge pull request #47130 from e344fde6bf/fix-angular-velocity-calculation | Rémi Verschelde | |
Fix kinematic angular velocity calculations | |||
2021-03-20 | Merge pull request #46937 from nekomatata/soft-body-support | Rémi Verschelde | |
SoftBody support in GodotPhysics 3D | |||
2021-03-20 | Merge pull request #47139 from nekomatata/concave-backface-collision | Rémi Verschelde | |
Disable backface collision with ConcavePolygonShape by default | |||
2021-03-20 | Fix some angular velocity calculations | e344fde6bf | |
The angular velocity estimate for kinematic bodies was calculated incorrectly. Also, fixes its use in some kinematic/rigid collision calculations. This fixes #47029. | |||
2021-03-18 | Disable backface collision with ConcavePolygonShape by default | PouleyKetchoupp | |
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. | |||
2021-03-18 | SoftBody support in GodotPhysics 3D | PouleyKetchoupp | |
- 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 | |||
2021-03-18 | Merge pull request #47133 from groud/navigation_2d_bugfix | Rémi Verschelde | |
Make 2D navigation consider scale | |||
2021-03-18 | Make 2D navigation consider scale | Gilles Roudière | |
2021-03-18 | Merge pull request #47125 from BastiaanOlij/SCsub_compile_shaders | Rémi Verschelde | |
Changed SCsub for shaders to find shaders automatically | |||
2021-03-18 | Changed SCsub for shaders to find shaders automatically and create ↵ | Bastiaan Olij | |
dependencies with include files | |||
2021-03-17 | Fix AudioEffectCapture buffer length cannot be changed | jmb462 | |
2021-03-17 | Added validation when assigning heightfield_resolution (Fix #46281) | Ignacio Abal | |
2021-03-17 | Merge pull request #47067 from nekomatata/cylinder-fix-margins | Rémi Verschelde | |
Fix Cylinder shape collision with margins when using GJK-EPA | |||
2021-03-17 | Merge pull request #47084 from nekomatata/cylinder-capsule-collision-fix | Rémi Verschelde | |
Fix capsule-cylinder collision in godot physics | |||
2021-03-17 | Merge pull request #47024 from groud/navigation | Rémi Verschelde | |
Allow Navigation to be more flexible | |||
2021-03-16 | Fix capsule-cylinder collision in godot physics | PouleyKetchoupp | |
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. | |||
2021-03-16 | Merge pull request #46984 from sboronczyk/fix-shader-issue | Rémi Verschelde | |
Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file | |||
2021-03-16 | Fix Cylinder shape collision with margins when using GJK-EPA | PouleyKetchoupp | |
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. | |||
2021-03-15 | Allow Navigation to be more flexible | Gilles Roudière | |
2021-03-14 | Check if an input image wasn't Image on several functions in CameraFeed | Kongfa Waroros | |
2021-03-13 | fix issue vulkan crash on open shader materials | sboronczyk | |
2021-03-11 | Fix GodotPhysics solver with kinematic body set to report contacts | PouleyKetchoupp | |
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. | |||
2021-03-11 | Removed time duplicate from ForwardClustered. Just use the variable from its ↵ | Bastiaan Olij | |
superclass | |||
2021-03-11 | Combine init_gi and init_sdfgi into a single init | Bastiaan Olij | |
2021-03-11 | Renamed one more Forward render struct and fixed typo | Bastiaan Olij | |
2021-03-11 | Moving RendererStorageRD *storage to protected, no sense duplicating it in ↵ | Bastiaan Olij | |
forward_clustered | |||
2021-03-10 | Merge pull request #46811 from BastiaanOlij/rename_forward_renderer | Bastiaan Olij | |
Renaming RendererSceneRenderForward to ...ForwardClustered | |||
2021-03-10 | Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵ | Bastiaan Olij | |
so we can introduce RendererSceneRenderForwardMobile | |||
2021-03-10 | Implement Navigation layers | Gilles Roudière | |
2021-03-08 | Fixes division by zero when 3d body does not have valid shape | Kyle | |
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. | |||
2021-03-08 | Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup | Rémi Verschelde | |
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | |||
2021-03-05 | Fix negative VRAM values | Ev1lbl0w | |
2021-03-04 | Fix canvas renderer line width | Alex Hirsch | |
fix #46644 | |||
2021-03-04 | Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | Bastiaan Olij | |
2021-03-02 | Merge pull request #46594 from asheraryam/fix-clip-content-master | Rémi Verschelde | |
Fix rounding error in Clip Content [4.0] | |||
2021-03-02 | Merge pull request #46581 from Riteo/fix-capsule-shape | Rémi Verschelde | |
Change CapsuleShape3D's collision detection axis to vertical | |||
2021-03-02 | Fix rounding error in Clip Content | asheraryam | |
Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493 | |||
2021-03-02 | Change CapsuleShape3D's collision detection axis to vertical | Riteo Siuga | |
This fixes an issue where its collision detection would actually work as if it had the old default orientation. | |||
2021-03-01 | Merge pull request #46046 from BastiaanOlij/cleanup_gi | Rémi Verschelde | |
Moving GI and Sky code from RendererSceneRenderRD into separate classes | |||
2021-03-01 | Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret | Rémi Verschelde | |
Added missing returns on error scenarios | |||
2021-03-01 | Fix parsing hexadecimal (lowercase `e`,`f`) in shaders | Yuri Roubinsky | |
2021-02-28 | Added missing returns on error scenarios | Ev1lbl0w | |
2021-02-27 | Refactor removal of constraints from bodies in 2D joints | Eryk Dwornicki | |
2021-02-27 | Move removal of the constraints from bodies to Joint3DSW destructor | Eryk Dwornicki | |
Joint3DSW instances are also destroyed without explicitly calling free() for example when changing constrainted bodies at runtime using set_node method. | |||
2021-02-25 | Update Inspector when changing AudioEffectChorus voice_count | booer | |
Fixes #31627. | |||
2021-02-25 | Moving GI code into RendererServerGIRD | Bastiaan Olij | |
Moving Skyshader code into RendererServerSkyRD |