Input accumulation was implemented and enabled by default in 3.1, and
I don't recall major complaints around it (or bugs were fixed).
In 3.4, #42220 added input buffering and apparently toggled input
accumulation off by mistake.
This led to multiple bug reports about degraded performance on Windows,
or simply unexpected behavior change (see linked issues in #55037).
Fixes#55037.
- akien-mga
d6bcdd18c3
Input: Document that accumulated input is disabled by default
This was actually disabled by mistake in 3.4 causing a regression, but since
this issue survived the whole 3.4.x series and it's now very close to 3.5,
it's too late to change it again.
We might consider it for 3.6 after some beta testing.
- akien-mga
7de45b6203
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
- smix8
721c99a530
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
- smix8
38ee593b76
- Add a range hint to the Viewport `shadow_atlas_size` property.
- Add range steps to the shadow resolution project settings that
match the lowest allowed values (since lower increments don't
make sense).
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits and Bias Split Scale can
only be used if the shadow mode is PSSM 2 Splits or PSSM 4 Splits.
- Calinou
1806661462
Recast (the library used for baking) has no concept of a geometry "inside" and this is intentional. ReCast will add navigation mesh to areas as soon as the area inside a source geometry mesh is large enough to fit a navigation mesh polygon with current baking parameters.
(cherry picked from commit 85cdb1144d0ca845df22a879e001e8fa16288224)
The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.
Fixes#59210.
(cherry picked from commit 3e6de687b8e9f5c24ff78312208eae6195e6ca40)
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
- akien-mga
acd4a01b8c
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.
Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
- Calinou
bec892c010
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
Note that NavigationObstacles should only be used if necessary and for moving objects only.
(cherry picked from commit d1959cabd9c9e3a7f1143d3ac7abdbff89eda5ed)
Change case of "s" letter : "string" does not compile but "String" does (for gdScript)
(cherry picked from commit 55b63eceaa22f979bd40656fb8444cc94a7942b7)
Increases the size of the wasm by around 3% (~300-350 KiB).
This enables using the Crypto object for hashing, signing and encryption,
and therefore reduces the gap between the features of the HTML5 platform
and other platforms.
Closes https://github.com/godotengine/godot-proposals/issues/3574.
(cherry picked from commit 3ff6d794c0aac0365f236cd078b5e5aeea0d996e)
Changes NavigationAgent avoidance callback to a toggle that is disabled by default.
Also fixes a few missing descriptions / wrong warnings.
(cherry picked from commit 7f3688603cb3662e425cb7a1dce15459162c1dc6)
Contrast rate is still fairly low, but the text needs to be easy enough
to distinguish from non-disabled items.
(cherry picked from commit 8962d2760d05a2027d65d104bf3763edb828c52a)
Lowers or removes the slider limits and steps from NavigationMesh resources and changes some default values to better work with realistic unit sizes by default.
(cherry picked from commit cda93057f73ad937deacb8200cf27f4996ed8918)
- Allow OptionButton selection to be set to -1 to signify no selection, both via API and in the editor.
- Reset OptionButton selection to -1 when the selected item has been removed.
- Fully convert PopupMenu to a zero-based ID system, which improves an inconsistency in generated IDs when making new items in the editor.
- okla
431c032d8c
This mentions that internally, the inverse camera projection is used
to perform projections.
(cherry picked from commit fbec10179ad2a058a5f6d2689dba9db813bdc83f)
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....
Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
- smix8
3977eb9107
Exposes get_rid() function for scripting.
Adds configuration warning when obstacle is used with not intended static body parent.
(cherry picked from commit 001d89223f1377717d2b3d5ec453ff8dd3604182)
Expand on the format of the output array for collide_and_get_contacts and collide_with_motion_and_get_contacts, and describe how the contact point pairs can be used to calculate collision normals and depths.
(cherry picked from commit bdf086c781f2f5d1bf5f4f11f0b29a94a629a0ec)
Exposes the "interpolated" flag on nodes via a property, physics_interpolation_mode.
Mode can be INHERIT, OFF and ON. This makes it easy to turn off interpolation for nodes in the editor, versus via code. - lawnjelly
0ab077fcef
Allow AStar/AStar2D zero point weight.
Limit was set to 1 which seemed like an arbitrary value as lower values down to zero can be useful for common gameplay navigation elements like teleports.
Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function. - mdavisprog
53fb0440d3
I did change it a bit.
Users happening across any of the Container pages may not already know the intent of Containers, or which others are available. This commit adds a link to the existing "GUI containers" page in their tutorials sections.
(cherry picked from commit 3b941ed98cfb1f72c35684f1d4d458dacd482c63)
This feature makes it possible to workaround problems such as:
- long baking time due to heavy synchronization when parsing geometry
from mesh instances
- crash when freeing `NavigationMeshInstance` while baking
- errors when actively baking node tree is being detached from the
scene tree
This makes it possible to create more aesthetically pleasing
styleboxes for GUI theming, especially in games that have
a futuristic appearance (where skewed buttons and progress bars
are common).