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* Unexpose _direct_state_changed in PhysicsBodyrafallus2021-04-2214-33/+31
| | | | | | | Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
* Merge pull request #48046 from BastiaanOlij/fix_reflection_probeRémi Verschelde2021-04-215-7/+17
|\ | | | | Fix reflection probe
| * Fix reflection probeBastiaan Olij2021-04-215-7/+17
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* | Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde2021-04-202-42/+358
|\ \ | |/ |/| Heightmap collision shape support in Godot Physics
| * Heightmap collision shape support in Godot PhysicsPouleyKetchoupp2021-03-252-42/+358
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* | Split particle shader entry pointsreduz2021-04-174-110/+132
| | | | | | | | | | | | | | | | * Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
* | Merge pull request #47942 from nekomatata/joint-check-body-typesRémi Verschelde2021-04-166-0/+33
|\ \ | | | | | | Fix errors related to joints setup with two non-dynamic bodies
| * | Fix errors related to joints setup with two non-dynamic bodiesPouleyKetchoupp2021-04-156-0/+33
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* | | Optimize BroadPhase2dHashGrid to not pair elements on different layersHenry Conklin2021-04-152-40/+50
|/ / | | | | | | | | | | Clean up logic in _check_motion Closes 45824
* | Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde2021-04-156-6/+6
|\ \ | | | | | | Rename get_surface_material to get_surface_override_material
| * | Rename get_surface_material to get_surface_override_materialclayjohn2021-04-146-6/+6
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* | | Merge pull request #47846 from nekomatata/solver-optimizationRémi Verschelde2021-04-1411-253/+204
|\ \ \ | | | | | | | | Godot Physics solver optimization
| * | | Godot Physics solver optimizationPouleyKetchoupp2021-04-1211-253/+204
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Several optimizations in the way solver islands are processed in both 2D and 3D physics: - Use LocalVector instead of linked list to avoid cache misses (with persistent storage based on worst case scenario) - Remove pairs when setup fails (no valid contact) to avoid unnecessary solving of non-colliding rigid bodies just to return immediately
* | | | Refactor GLSL shader compilationreduz2021-04-1456-785/+396
| |/ / |/| | | | | | | | | | | | | | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
* | | Fix SoftBody contact impulses applied on rigid bodiesPouleyKetchoupp2021-04-121-6/+6
|/ / | | | | | | | | Parameters were inverted in `apply_impulse` and `apply_bias_impulse` due to a modification on master.
* | Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij2021-04-098-69/+22
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* | Merge pull request #47678 from madmiraal/fix-47436.1Rémi Verschelde2021-04-061-0/+4
|\ \ | | | | | | Check for empty ConcavePolygonShape2D before checking for intersection
| * | Check for empty ConcavePolygonShape2D before checking for intersectionMarcel Admiraal2021-04-061-0/+4
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* | | Merge pull request #47675 from madmiraal/fix-47436Rémi Verschelde2021-04-061-0/+1
|\ \ \ | | | | | | | | Check ConvexPolygonShape2D point count before calcuating moment of inertia
| * | | Check ConvexPolygonShape2D point count before calcuating moment of inertiaMarcel Admiraal2021-04-061-0/+1
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* | | Merge pull request #47668 from madmiraal/fix-47438Rémi Verschelde2021-04-061-0/+3
|\ \ \ | | | | | | | | Ensure ConvexPolygonShape3D support count variable is initialised
| * | | Ensure ConvexPolygonShape3D support count variable is initialisedMarcel Admiraal2021-04-061-0/+3
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* / / Ensure ConvexPolygonShape support count variable is initialisedMarcel Admiraal2021-04-061-1/+2
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* | Move clustered renderer functionalityBastiaan Olij2021-04-0512-1084/+1232
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* | Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde2021-04-054-9/+15
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* | Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde2021-04-052-4/+4
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* | Style: Apply clang-tidy's `modernize-use-default-member-init`Rémi Verschelde2021-04-051-49/+24
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* | Merge pull request #47452 from BastiaanOlij/xr_positional_tracker_refRémi Verschelde2021-04-033-16/+21
|\ \ | | | | | | Change XRPositionalTracker to a reference (master)
| * | Change XRPositionalTracker to a reference and better expose it to GDNativeBastiaan Olij2021-03-293-16/+21
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* | | Fix crash caused by null parameter passed to CameraServer.add_feed()lucicam2021-04-021-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Merge pull request #47250 from BastiaanOlij/check_vulkan_versionRémi Verschelde2021-03-315-5/+38
|\ \ \ | | | | | | | | Obtain supported Vulkan API
| * | | As GLSLang seems to be all or nothing, added our own definesBastiaan Olij2021-03-313-3/+3
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| * | | Obtain supported Vulkan APIBastiaan Olij2021-03-262-2/+35
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* | | [Complex Text Layouts] Provide access to glyph contour points.bruvzg2021-03-312-0/+33
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* | Merge pull request #44695 from madmiraal/fix-44632Rémi Verschelde2021-03-262-4/+12
|\ \ | | | | | | Remove all elements from monitored_bodies and monitored_areas when processed
| * | Remove all elements from monitored_bodies and monitored_areas when processedMarcel Admiraal2020-12-262-4/+12
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* | | Fix failure in set_primary_interface when parameter is nulllucicam2021-03-251-0/+1
| |/ |/| | | | | | | | | | | | | 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.
* | [Godot Physics]: Correct typo in moment of inertia calculations.Josh Jones2021-03-221-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge pull request #46917 from nekomatata/solver-kinematic-bug-fixRémi Verschelde2021-03-202-24/+39
|\ \ | | | | | | Fix GodotPhysics solver with kinematic body set to report contacts
| * | Fix GodotPhysics solver with kinematic body set to report contactsPouleyKetchoupp2021-03-112-24/+39
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Merge pull request #47130 from e344fde6bf/fix-angular-velocity-calculationRémi Verschelde2021-03-202-17/+14
|\ \ \ | | | | | | | | Fix kinematic angular velocity calculations
| * | | Fix some angular velocity calculationse344fde6bf2021-03-202-17/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The angular velocity estimate for kinematic bodies was calculated incorrectly. Also, fixes its use in some kinematic/rigid collision calculations. This fixes #47029.
* | | | Merge pull request #46937 from nekomatata/soft-body-supportRémi Verschelde2021-03-2018-122/+2410
|\ \ \ \ | | | | | | | | | | SoftBody support in GodotPhysics 3D
| * | | | SoftBody support in GodotPhysics 3DPouleyKetchoupp2021-03-1818-122/+2410
| | |/ / | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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
* | | | Merge pull request #47139 from nekomatata/concave-backface-collisionRémi Verschelde2021-03-203-67/+169
|\ \ \ \ | |_|/ / |/| | | Disable backface collision with ConcavePolygonShape by default
| * | | Disable backface collision with ConcavePolygonShape by defaultPouleyKetchoupp2021-03-183-67/+169
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | | Merge pull request #47133 from groud/navigation_2d_bugfixRémi Verschelde2021-03-181-1/+2
|\ \ \ \ | |/ / / |/| | | Make 2D navigation consider scale
| * | | Make 2D navigation consider scaleGilles Roudière2021-03-181-1/+2
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* | | | Merge pull request #47125 from BastiaanOlij/SCsub_compile_shadersRémi Verschelde2021-03-181-43/+12
|\ \ \ \ | | | | | | | | | | Changed SCsub for shaders to find shaders automatically
| * | | | Changed SCsub for shaders to find shaders automatically and create ↵Bastiaan Olij2021-03-181-43/+12
| | | | | | | | | | | | | | | | | | | | dependencies with include files