Commit Graph

1965 Commits

Author SHA1 Message Date
Josh Jones
a25bb9811a Improve consistancy of NavigationRegion setters 2022-09-21 22:42:52 -07:00
Rémi Verschelde
28e1dc6162 Merge pull request #65828 from rburing/body_state_sync_callable
make `body_set_state_sync_callback` take a `Callable`
2022-09-21 11:05:41 +02:00
Rémi Verschelde
c44e1c4e31
Merge pull request #66064 from kleonc/sprite3d-fix-drawing-with-vertical-margins
`Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D
2022-09-20 23:06:26 +02:00
Rémi Verschelde
209a837f79 Merge pull request #66112 from Zylann/get_configuration_warnings_psa
Change return type of `get_configuration_warnings` to `PackedStringArray`
2022-09-19 22:03:44 +02:00
Marc Gilleron
aed3822a93 Change return type of get_configuration_warnings to PackedStringArray 2022-09-19 16:43:15 +01:00
fabriceci
1937e030b5 Increases the number of maximum detected collisions 2022-09-19 16:44:31 +02:00
Rémi Verschelde
40a7fb238d Merge pull request #64728 from fabriceci/only-report-recovery-for-floor-snapping
Turn on recovery as collisions only for floor snapping
2022-09-19 15:39:55 +02:00
Marc Gilleron
c00c29a136 Expose NOTIFICATION_LOCAL_TRANSFORM_CHANGED 2022-09-19 13:43:46 +01:00
fabriceci
10395f5df2 Turn on recovery as collisions only for floor snapping as this leads to unwanted behaviour for other surface than the floor. 2022-09-18 22:23:09 +02:00
kleonc
8a56100d39 SpriteBase3D Fix drawing AtlasTextures with vertical margins differently than in 2D 2022-09-18 20:08:31 +02:00
kleonc
8837d41b50 Move duplicated drawing code from Sprite3D/AnimatedSprite3D to SpriteBase3D 2022-09-18 20:03:03 +02:00
Rémi Verschelde
e5594c26b1
Merge pull request #44143 from KoBeWi/callable_multiplayer 2022-09-18 13:47:04 +02:00
Tomasz Chabora
882a4f8906 Port remaining connections to callable_mp 2022-09-18 13:08:54 +02:00
Rémi Verschelde
0bb57bd9f2 Merge pull request #65931 from fabriceci/add-recovery-as-collision-in-low-level-methods
Add recovery_as_collision in move_and_collide/test_move
2022-09-18 00:42:29 +02:00
fabriceci
a72d5be2c6 Add recovery_as_collision in move_and_collide/test_move 2022-09-17 11:40:03 +02:00
Hugo Locurcio
7dee32ad14
Tweak LightmapGI defaults to be closer to the CPU lightmapper
- Use 3 bounces by default.
- Enable environment lighting from the scene by default.
  - This is not done in `3.x` for compatibility with existing projects,
    but it makes sense to do this by default since pretty much all
    outdoor scenes benefit from this.
- Set the custom environment color to white (like ReflectionProbe).
  - Its default energy is still 0, so it's invisible by default.
- Enable the generation of dynamic object probes by default.
- Tweak the `max_texture_size` property hint for better usability.
- Improve error messages when passing invalid sizes to
  `LightmapGI.set_max_texture_size()`.
2022-09-16 16:27:00 +02:00
Rémi Verschelde
16d44395b5 Merge pull request #65148 from Mickeon/animated-sprite-negative-speed-scale
Allow negative `speed_scale` in AnimatedSprite2D & 3D
2022-09-16 09:18:42 +02:00
Ricardo Buring
ff4e72a0bc PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
2022-09-15 15:09:23 +02:00
Micky
8142bc4ddd Allow negative speed_scale in AnimatedSprite2D & 3D
If the `speed_scale` is set to a negative value, the animation plays in reverse.
The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward.

Also updates the documentation to better describe the pausing and playing behaviour.
2022-09-13 12:41:07 +02:00
Rémi Verschelde
3a82a1315b Merge pull request #65591 from MewPurPur/area-overlapping-function
Implement `Area[2D/3D].has_overlapping_[bodies/areas]`
2022-09-13 10:58:55 +02:00
kobewi
d5c703b83e Don't store frame of playing AnimatedSprite 2022-09-12 22:59:35 +02:00
Rémi Verschelde
97830e7187
Merge pull request #64155 from Mickeon/sprite-3d-backwards-speed-scale 2022-09-12 12:15:58 +02:00
VolTer
ed4fe1e2bd Implement Area.has_overlapping_* 2022-09-10 12:17:37 +02:00
Micky
b648ee43ab Harmonise AnimatedSprite3D and its 2D counterpart
Add the following properties to AnimatedSprite3D:
- `backwards` parameter in `play()`;
- `speed_scale`.

Both classes' internals are more similar, down to the line spacings. They've also been updated to be clearer and less inconsistent (e.g. `!frames.is_valid()` -> `frames.is_null()`, use SceneStringNames instead of CoreStringNames, rename the internal _queue_update to _queue_redraw)
2022-09-09 21:06:24 +02:00
Rémi Verschelde
ce6f284e5f
Merge pull request #64394 from smix8/navigation_obstacles_reparent_4.x
Fix NavigationObstacle 2D/3D (re)parent issues
2022-09-09 19:20:14 +02:00
smix8
d7f75fab60 Remove / Replace old Navigation Debug Visualization
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-07 18:30:35 +02:00
Micky
a7ce7b1d3f Fix AudioStreamPlayer not resuming after returning to SceneTree 2022-09-05 16:52:46 +02:00
Rémi Verschelde
904d8bdb3c
Merge pull request #65292 from AlmightyLaxz/prevent-shapecast3d-debug-without-debugcollisions 2022-09-05 13:59:51 +02:00
Haoyu Qiu
f0f24b9a62 Fix crash when executing LightmapGIData._set_light_textures_data 2022-09-04 20:43:25 +08:00
Almighty Laxz
44042a957f Stop ShapeCast3D drawing when debug collisions off 2022-09-04 02:28:30 +09:30
Hugo Locurcio
f7292dbeb3
Rename or_lesser range property hint to or_less
"less" should be used for quantity, rather than "lesser".

Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
2022-09-02 19:08:20 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde
4fa3675ffa Merge pull request #65218 from xX-Void-Xx/area2d/3d-optimization 2022-09-02 13:53:28 +02:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Void
fdfe11d4b3 fixed and optimized Area2/3D get_overlapping_bodies/areas
fixed a type and made it so area3d get_overlapping_x is similar to its counterpart func in area2d so that it uses TypedArray instead of Array and ERR_FAIL_COND_V_MSG instead of no message, also minimized array resize calls
2022-09-02 12:00:04 +01:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
Rémi Verschelde
005aac2dbe Merge pull request #65187 from JohanAR/vector_to_size 2022-09-01 23:50:59 +02:00
Rémi Verschelde
2e0cffdb6f Merge pull request #63479 from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
Johan Aires Rastén
b7e2d45233 Replace Vector2(i) with Size2(i) for methods returning a size 2022-09-01 20:04:17 +02:00
Rémi Verschelde
ca59f47f31
Merge pull request #64157 from Mickeon/remove-mysterious-is-playing 2022-09-01 17:40:32 +02:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
Rémi Verschelde
89f0886425
Merge pull request #65073 from bruvzg/trim_spaces
[TextServer] Add support for trimming edge spaces on line break.
2022-09-01 08:16:52 +02:00
bruvzg
7aad14a4b6
[TextServer] Add support for trimming edge spaces on line break. 2022-09-01 08:11:55 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde
d58a1d65a9
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Add a per-light volumetric fog energy property
2022-08-31 08:47:03 +02:00
Rémi Verschelde
96b470b28e
Merge pull request #63394 from Calinou/curve-gradient-rename-interpolate
Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()`
2022-08-31 08:37:12 +02:00
Hugo Locurcio
ae18928748
Rename Curve/Curve2D/Curve3D/Gradient interpolate() to sample()
"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
2022-08-30 22:08:38 +02:00
Rémi Verschelde
c24c67858a
Merge pull request #65087 from TokageItLab/change-skeleton-3d-api
Clean-up/change some Skeleton3D API
2022-08-30 21:18:19 +02:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00