Commit Graph

613 Commits

Author SHA1 Message Date
f4339d2a49 Ported: CPUParticles2D - fix interpolated transforms and culling
1) Physics interpolated particles in global mode are specified in global space. In VisualServer they should therefore ignore local transform.
2) Additionally, the expected final_transform should be passed on to children, rather than the identity transform used on the local item.
3) Local bounds in hierarchical culling are fixed for items using identity transform, by calculating their local bound in local space from the global space particles.
- lawnjelly
723632a76a
2023-10-02 17:32:07 +02:00
a4b475b6b4 Fix compile error. 2023-10-02 17:28:21 +02:00
Haoyu Qiu
e3dd88e9ec Fix PopupMenu icon and text not having separation 2023-10-02 16:56:58 +02:00
lawnjelly
994ae99f62 Physics Interpolation - automatic resets for Camera2D and TileMap.
Extra reset required for Camera2D. TileMaps require resetting by quadrant.
2023-10-02 16:50:50 +02:00
lawnjelly
a09c3891db CPUParticles - fix non-interpolated NOTIFICATION_TRANSFORM
Updates global particle transforms immediately on receiving notification, to match legacy behaviour.
2023-10-02 16:47:45 +02:00
MJacred
519d0647fd Fix cursor after last character in line counting as a character outside of the viewing area
The cursor column can be after the last_visible_char index and still be visible.
2023-10-02 16:40:26 +02:00
A Thousand Ships
3f6fdafd41 Make TextureButton and Button update on texture change 2023-10-02 16:32:02 +02:00
Haoyu Qiu
30376f7079 Fix TouchScreenButton not redrawn when texture changes
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-10-02 16:23:16 +02:00
4b4e508dab Moved the toplevel property from CanvasItem to Node2D, as it can cause issues with Popups. 2023-09-27 01:15:38 +02:00
840e36c341 Only update the RenderingServer from the Main Thread while in debug break. 2023-09-10 22:49:21 +02:00
36f9e5186b Removed the prefix from the Input property group in Control. 2023-09-09 09:22:04 +02:00
cf2e53ebc3 Also remove now unnecessary if. 2023-09-09 04:01:26 +02:00
f592c170d1 Go back to using no context Nodes directly to save on lookup, as Nodes shouldn't be deleted like this. 2023-09-09 04:00:47 +02:00
93f4077e73 Stop processing no context node inputs when the input gets handled. Also use ObjectIDs in case Nodes get deleted. 2023-09-09 03:41:19 +02:00
a7cf92860a Fixed the editor's code editor handling some shortcut events twice. 2023-09-09 02:21:35 +02:00
e3998417e7 Fix shortcut input handling in BaseButton. 2023-09-07 14:11:17 +02:00
ccb6074ca9 Backported the editor constrol changes for the new shortcut system from godot4. 2023-09-07 13:41:05 +02:00
4637f73099 Backported the shortcut context system from godot4. 2023-09-07 12:57:34 +02:00
9a2bf73280 Backported _shortcut_input() virtual from godot4. 2023-09-07 09:56:16 +02:00
66e080d766 Fix typo. 2023-09-07 07:55:48 +02:00
7fcc653a0e Backported the CallInputType parameter for SceneTree::_call_input_pause() from godot4. 2023-09-07 07:40:45 +02:00
5121b0d56b Added Toplevel property to CanvasItem. Also removed 2 extremely old compatibility methods. 2023-09-06 20:02:14 +02:00
da0caaad15 Set input as handled when processing shortcuts in BaseButton.
This fixes the issue when the script editor tab is active and the scene tree editor is focused, a ctrl+a press both opens the new Node popup and selects all text in the script editor.
Doesn't seem to have negative side effects so far.
2023-09-06 15:11:33 +02:00
e7fe643ce5 Prefix messages with their thread id if they aren't coming from the main thread in the editor log. 2023-09-06 14:19:28 +02:00
deb5c49700 Backported the new output window from godot4. 2023-09-06 13:08:24 +02:00
6be43d2ec6 Backported SceneTree::get_first_node_in_group() from godot4. 2023-09-06 08:54:55 +02:00
8880722565 Removed cell height getters and setters from the Navigation2DServer. 2023-09-05 11:57:34 +02:00
11d47d8fdc Simplifications to NavigationAgent and NavigationAgent2D. 2023-09-05 11:54:49 +02:00
43c11fcdf5 Backported from godot4: Fix typo and ensure backwards compatibility for changed property names
Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
- DarkKilauea, akien-mga
0572346985
2023-09-05 09:13:54 +02:00
6f3b1fac57 Simplify some logic in NavigationAgent2D. 2023-09-05 09:01:44 +02:00
397a9e9bcd Backported from godot4: Fix NavigationAgent continues avoidance velocity
Fixes NavigationAgent continues avoidance velocity.
- smix8
c912df9d05
2023-09-05 08:01:57 +02:00
1e5f9895e7 Backported from godot4: Remove SceneTree debug avoidance hint
Removes SceneTree debug avoidance hint.
- smix8
f1d8ddd9bd
2023-09-04 21:43:06 +02:00
7b52f0200e Backported from godot4: Fix NavigationObstacle2D debug position
Fixes NavigationObstacle2D debug position.
- smix8
2512157294
2023-09-04 21:21:56 +02:00
7001325758 Backported form godot4: Add NavigationRegion function to change navigation map
Adds NavigationRegion function to change navigation map.
- smix8
84647ab09e
2023-09-04 21:17:49 +02:00
a222159442 Backported from godot4: Add NavigationServer API to enable regions and links
Adds NavigationServer API to enable regions and links.
- smix8
69fad39cf5
2023-09-04 20:22:28 +02:00
b37e0e6a4e Backported from godot4: Update navigation obstacle API
Updates navigation obstacle API.
- smix8
c1fc331b88
2023-09-04 19:55:32 +02:00
aeb4d3fbe2 Backported from godot4: Add agent pause mode to NavigationServer
Adds agent pause mode to NavigationServer.
- smix8
https://github.com/godotengine/godot/commit/ae9dd47d0c1c237d0733439862aa5ff651dcac2
2023-09-04 19:04:29 +02:00
2f036edcc5 Backported from godot4: Fix cell_height for navigation meshes
Fixes `cell_height` for navigation meshes.
- smix8
180a5cded1
2023-09-04 18:34:15 +02:00
c326722a65 Backported from godot4: Allow negative NavigationAgent2D path debug line_width for thin lines
Allows the line_width for NavigationAgent2D path debug to go negativ for thin line rendering.
- smix8
f6a10c0565
2023-09-04 18:03:12 +02:00
e2fd645a42 Ported from godot4: Fix NavigationAgent position not always updating
Fixes NavigationAgent position not always updating.
- smix8
34bc410fb4
2023-09-04 17:38:32 +02:00
8485b37515 Ported from godot4: Fix Navigation API abbreviations inconsistency
Schema for navigation to name user facing API with  "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
- smix8
34e7628f5f
2023-09-04 17:09:39 +02:00
568b2541b8 Backported from godot4: Fix NavigationAgent3D debug path duplicated points
Fixes duplicated points in NavigationAgent3D debug path.
- smix8
0b8798a995
2023-09-04 16:35:59 +02:00
b4dbd26415 Backported from godot4: Expose NavigationAgent path postprocessing and pathfinding algorithm options
Exposes the path postprocessing and pathfinding algorithm options of the NavigationAgent internal NavigationPathQueryParameters object.
- smix8
6e324bb341
2023-09-03 10:12:41 +02:00
a516cf2e1b Backported from godot4: Tweak NavigationAgent3D defaults
Tweaks default values for NavigationAgent3D to work better out of the box within a new 3D project.
- smix8
8be4af38e4
2023-09-03 09:43:32 +02:00
935ed3c807 Backported from godot4: Tweak NavigationAgent2D defaults
Tweaks default values for NavigationAgent2D to work better out of the box within a new 2D project using default resolution.
- smix8
594ffd2200
2023-09-03 09:14:50 +02:00
d2e7ced27b Backported from godot4: Fix NavigationRegion3D debug mesh rendering twice in Editor
Fixes double rendering of NavigationRegion3D debug mesh due to both 3DGizmo and runtime debug rendering the mesh at the same time.
- smix8
0e4c31ce57
2023-09-03 08:45:25 +02:00
e6e30d2f27 Backported from godot4: Disable NavigationMesh edge_max_length property by default
Disables NavigationMesh edge_max_length property by default.
- smix8
c63125c317
2023-09-02 13:46:13 +02:00
697d4a32fc Backported from godot4: Change 2D navigation ProjectSettings from integers to floats
Changes 2D navigation ProjectSettings from integers to floats.
- smix8
2852fb43f7
2023-09-02 13:38:20 +02:00
d5499c69ba Backported from godot4: Fix crash in 'NavigationAgent3D', fixes #78910
- Scony
fcbb521392
2023-09-02 13:28:16 +02:00
62c5bfbc36 Backported from godot4: Remove legacy navigation debug materials
Removes legacy navigation debug materials.
- smix8
1b506cd49c
2023-09-02 13:18:16 +02:00
09af276838 Backported from godot4: Add NavigationPolygon cell_size property
- smix8
9c8626bfd8
2023-09-02 13:12:46 +02:00
8467cf9e94 Backported from godot4: Keep NavigationServer active while SceneTree is paused.
- smix8
4b0dee080e
2023-09-02 12:57:35 +02:00
d1d8f8505e Backported from godot4: Strip name prefix of navigation agent debug properties in the inspector.
- timothyqiu
65223e98de
2023-09-02 12:56:02 +02:00
2dc300a0fc Backported from godot4: Stops NavigationAgents moving to the world origin without anyone telling them to do so.
-smix8
860379fc16
2023-09-02 12:47:13 +02:00
61bf4df2f4 Fix NavigationObstacle2D::set_navigation. 2023-09-02 12:31:55 +02:00
4b3a27f415 Bind get_navigation_map and set_navigation_map in NavigationObstacle2D. 2023-09-02 12:22:27 +02:00
569c2e9f85 Simplify some logic NavigationObstacle2D. 2023-09-02 12:16:31 +02:00
eb8943a4f6 Backported from godot4: Add Path2D/3D debug options
- smix8
e12e239ab4
2023-09-02 11:38:01 +02:00
2c3c7dcc73 Fix threaded bake logic in NavigationPolygonInstance and NavigationMeshInstance. 2023-08-30 14:36:33 +02:00
62e2b1623a Use NULLs. 2023-08-30 13:24:46 +02:00
7e270262f9 Ported: Fix binary internal cache not being filled
- Razoric480
d331e5c7ac
2023-08-30 13:00:53 +02:00
4a51324f7d Ported: Force external resources to have their path set
- Razoric480
420794b61d
2023-08-30 12:57:00 +02:00
5d93975c8d Ported: Fix custom res caching sub-res even if no-cache
-Razoric480
2ceb93bbef
2023-08-30 12:55:37 +02:00
Paweł
14c218d23a Fix scrolling behaviour with low page value
(cherry picked from commit 1608bea18809dcb4e744ee936f8de8f5660adfbe)
2023-08-30 10:48:48 +02:00
Haoyu Qiu
df406d2027 Notify child controls when BackBufferCopy's rect changed
(cherry picked from commit 602a0d2fbc84d598cffc79eccd5110f650b6e3c9)
2023-08-30 10:48:20 +02:00
e5cec36ba0 Ported: Physics Interpolation 2D - reset on NOTIFICATION_ENTER_TREE
As a convenience, physics interpolation is reset automatically on entering the tree. This will be desired in most situations, and saves the user having to write code for this explicitly.
- lawnjelly
bcfca5ec86
2023-08-27 22:02:26 +02:00
a29d232a4c Ported: Physics Interpolation - add support for CPUParticles2D
Similar to the existing 3D CPUParticles physics interpolation.
- lawnjelly
a117a3307a
2023-08-27 21:59:54 +02:00
d977ed360e Ported: 2D Fixed Timestep Interpolation
Adds support to canvas items and Camera2D.
- lawnjelly
5162efbfe9
2023-08-27 18:48:25 +02:00
87b91721da Ported: Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
- lawnjelly
d2b1d29634
2023-08-27 17:25:38 +02:00
Silc Lizard (Tokage) Renew
8d4078b7b5 Make AnimationNodeBlendTree use OrderedHashMap insteads Map 2023-08-27 12:24:02 +02:00
lawnjelly
3954a79659 Fix AnimatedSprite normal map loading
Normal map names are now correctly set up during loading.
2023-08-27 12:15:46 +02:00
lawnjelly
ca171817a8 MultiRect - Fix flushing in TextEdit
The FontDrawer used in TextEdit was previously not being flushed before drawing auto-completion boxes. This was causing rendering artifacts.
This PR also increases the backward compatibility of the MultiRect OFF mode, by forcing a flush after each character.
2023-08-27 11:45:09 +02:00
5861ad6485 Fix typos in _rpc_id_bind and _rpc_unreliable_id_bind. 2023-08-15 23:42:34 +02:00
01c3cd88d5 Make sure rpc binds can take both Strings and StringNames as method names. 2023-08-15 10:24:30 +02:00
834cbe8cef Ported: Single Compilation Unit build.
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
53d36345e6 Added back CSG support code I removed. 2023-07-11 12:23:46 +02:00
5b869f8b54 Ported from godot: Canvas item hierarchical culling
Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
- lawnjelly
b777a9e5f9
2023-06-28 20:25:48 +02:00
75ceb22100 Revert "Add option in VisibilityEnabler2D to hide the parent for better performance"
This reverts commit ad6e504a5b.
2023-06-28 19:00:29 +02:00
Maganty Rushyendra
97dee88433 Fix overwriting of Spatial's local transform
Modifies when 'DIRTY_LOCAL' flag is set to prevent a transform applied
using `set_transform` to be overwritten by previous calls to change the
node's rotation, translation or scale.

Fixes #43130.
2023-06-28 12:23:08 +02:00
Patrick
78bc0eeb97 Backport VideoLooping and fix for initial black frame 2023-06-28 12:22:49 +02:00
c5e893897e Changed 2 errors to just an if. 2023-06-15 15:42:07 +02:00
6c70361a07 Fix debugging on the android editor. 2023-06-15 11:30:26 +02:00
1a5cba555c Backported godot4 PR: Support threads in the script debugger
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
- reduz
PR 76582
Will be available here after it's merged:
6b176671c4
2023-06-14 14:43:55 +02:00
decade59c8 Implemented a new ProcessGroup Node. It can be used to multithread scenes updates.
It was insipred by godot 4's ProcessGroup system, however while Godot 4's implementation tries to hide threaded processing as much as possible, this implementation focuses on making it explicitly known and obvious to the user, in a (hopefully) almost bolierplate free way.

Also with the available options this node can be used for other purposes, like multi threaded cron job like method calls when paired with a Timer in manual mode.
2023-06-13 15:08:35 +02:00
d4175f9676 Ported parts of : Refactor Node Processing
* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing godotengine/godot-proposals#6424.
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
- reduz
98c655ec8d
- Only got the smaller improvements, and the thread safety for Node and SceneTree. I'm planning to implement a similar system, but I have a different way of doing it in mind.
2023-06-12 21:13:26 +02:00
de1763d40d Renamed neighbor_dist properties / getters / setters for the navigation server. 2023-06-12 08:37:57 +02:00
975e5c4a9e Rethink the previous fix. 2023-06-11 18:32:15 +02:00
50c96d5414 Fix building with ptrcall on. 2023-06-11 18:02:58 +02:00
Ricardo Subtil
3191832c37 Fix PopupMenu's maximum height not being automatically set 2023-06-11 09:22:06 +02:00
kobewi
147640412a Cache text property when toggling BBCode 2023-06-11 09:21:25 +02:00
ShadyChibinko
38bb088c1e Add Tab Metadata 2023-06-11 09:19:03 +02:00
needleful
cfabdb87f0 Add allow_search property to ItemList and Tree 2023-06-11 09:12:26 +02:00
David Turner
1fc8096770 Stop dragging when a slider changes editability 2023-06-11 09:05:53 +02:00
lawnjelly
22d90711da Make acos and asin safe
A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input.

The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
2023-06-11 08:41:42 +02:00
37273d29c9 Ported: Multirect - Fix refining regions for all derived Textures
Fixes allowing all derived texture types to modify region prior to rendering.
- lawnjelly
43b6205887
2023-06-11 00:47:10 +02:00
8642a7c722 Ported: Fix rendering tiles using nested AtlasTextures
- kleonc
12c923cb8b
2023-06-11 00:23:26 +02:00
52ea64d04b Ported: Fix GridContainer max row/column calculations not skipping hidden children
- kleonc
0ce6ef7215
2023-06-10 23:50:41 +02:00
Ninni Pipping
feb55d26d2 Fix size error in BitMap.opaque_to_polygons
Previous estimate of upper limit on size was incorrect
2023-06-10 23:35:51 +02:00
670e465d24 Fix compile error. 2023-06-10 21:25:18 +02:00
23de574af6 Fix non tools build. 2023-06-10 21:11:44 +02:00