Commit Graph

121 Commits

Author SHA1 Message Date
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
de1763d40d Renamed neighbor_dist properties / getters / setters for the navigation server. 2023-06-12 08:37:57 +02:00
6b95f31b70 Also fix method qualifiers. 2023-06-11 18:35:22 +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
552226ab5d Backported: Backport spatial shader built-ins
Backport of this PR: godotengine#63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
- paddy-exe
be3d331f26
2023-06-11 09:37:10 +02:00
f058c87868 Backported from godot4: Rework Navigation Avoidance
Rework Navigation Avoidance.
- smix8
a6ac305f96
2023-06-10 20:58:49 +02:00
8b18898609 Backported from godot4: Rework const on NavigationServer methods
`const` is used on all methods, even when they cause modification of the server.  This reworks the methods of the server to only use `const` on method that don't change the state of the server.
- DarkKilauea
a0715b30f9
2023-06-09 22:03:42 +02:00
6384b9624f Ported from godot4: Make navigation mesh edge connections optional
Makes navigation mesh edge connections optional.
- smix8
f986b52b3c
2023-06-09 20:54:05 +02:00
29784d5d5b Ported from godot4: Enable assigning an owner to navigation regions and links
This allows users of the server APIs to get back the nodes that created certain regions and links.
- DarkKilauea
5769b0e8d8
2023-06-09 19:46:44 +02:00
160cb38a50 Ported from godot4: Add support for emitting a signal when entering a NavLink
- DarkKilauea
5d8ba2b2d1
2023-06-09 19:08:38 +02:00
19fac49904 Turn PoolVectors in NavigationPathQueryResults into Vectors. 2023-06-09 16:27:24 +02:00
ae018648fe Added missing binds. 2023-06-09 14:19:41 +02:00
268645ff0b Ported from godot4: Add NavigationAgent Path Debug Visualization
Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
- smix8
0ab764e84b
2023-06-09 14:17:54 +02:00
11c84049fa Ported from godot4: Fix NavigationMesh debug visuals for non-triangulated meshes
Fixes NavigationMesh debug visuals for non-triangulated meshes.
- smix8
4490a3303b
2023-06-09 13:03:30 +02:00
23daaf95a6 Ported from godot4: Fix 2D navigation debug visuals ignoring half the ProjectSettings
Fixes that NavigationRegion2D and TileMap debug visuals ignored more or less half the ProjectSetting. E.g. random color could not be disabled, edges did not display.
2b19c70664
2023-06-09 11:29:33 +02:00
c11500d480 Ported from godot4: Rename Navigation uses of 'location' to 'position'
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
- smix8
bf1571979c
2023-06-09 10:28:31 +02:00
b940854ca9 Ported from godot4: Add NavigationServer Performance Monitor
Adds Performance Monitor for NavigationServer3D.
- smix8
9802914f97
2023-06-09 10:17:43 +02:00
2b4d3e69de Fix non tools build. 2023-06-09 09:12:30 +02:00
a5a07d8ff6 Backported from godot4: Add NavigationServer2D debug functions
Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users.
- smix8
d254f0fa5f
2023-06-09 09:03:33 +02:00
9c95fade84 Backported from godot4: Fix navigation debug not toggleable in scripts
Fixes that navigation debug was not toggleable in script while even the docs mentioned it.
- smix8
aecad7bb25
2023-06-09 09:01:01 +02:00
d434a1c4e5 Backported from godot4: Fix Editor Navigation debug edge connection visuals
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
- smix8
8bfea7dcb4
2023-06-09 08:55:21 +02:00
0438c3cc3f Backported from godot4: Added node for Navigation links .
- DarkKilauea
3dd59013f4
2023-06-08 20:46:09 +02:00
f6e65112d7 Backported from godot4: Add NavigationPathQuery
Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
- smix8
63dcb9aa80
2023-06-08 18:23:48 +02:00
7ce5f939a9 Ported the docs from the navigation mesh generator rework pr. 2023-06-06 16:52:04 +02:00
890d6f1b28 Removed region_bake_navmesh from the NavigationServer. 2023-06-06 09:36:19 +02:00
654cfb81b7 Renamed NavigationRegion2D back to NavigationPolygonInstance, as I think it fits the engine better. 2023-06-05 18:09:53 +02:00
68b9f4c90e Ported from godot4: Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
- smix8
c394ea518e
2023-06-05 18:05:15 +02:00
5578afc3d6 Fix scons warning. 2023-06-05 14:56:10 +02:00
57153f4a33 Make overrides consistent again. 2023-06-04 13:11:04 +02:00
6136f0b802 Fix the type of the CreateNavigationMeshGeneratorCallback. 2023-06-04 09:41:39 +02:00
0a3d1d6cf5 Added in NavigationMeshGeneratorDummy and set up initialization. 2023-06-03 20:00:42 +02:00
9a35d6c7d3 Cleaned up NavigationMeshGenerator and added it to the build. 2023-06-03 18:45:20 +02:00
8cbb1bb879 Started porting pull request from godot 4: Rework NavigationMeshGenerator
Reworks NavigationMeshGenerator and navigation mesh parse and bake process. Adds navigation mesh baking for 2D.
- smix8
https://github.com/godotengine/godot/pull/70724
38699a8259
2023-06-03 18:22:12 +02:00
2114b2239b Split NavigationPolygon and NavigationPolygonInstance into 2 files. Also renamedNavigationPolygonInstance to NavigationRegion2D. 2023-06-03 16:54:48 +02:00
f4a4956b7a Ported: Fix Polygon2D skinned bounds (for culling)
The bound Rect2 was previously incorrect because bone transforms need to be applied to verts in bone space, rather than local space. This was previously resulting in skinned Polygon2Ds being incorrectly culled.
- lawnjelly
dd6c213dac
2023-05-01 13:34:35 +02:00
belzecue
ad1464d9e5 Backport from Godot 4 - Fix RigidDynamicBody gaining momentum with bounce #55313 2023-05-01 12:24:31 +02:00
1263101396 Ported: Batching - Add MultiRect command
Large groups of similar rects can be processed more efficiently using the MultiRect command. Processing common to the group can be done as a one off, instead of per rect.

Adds the new API to VisualServerCanvas, and uses the new functionality from Font, BitmapFont, DynamicFont and TileMap, via the VisualServerCanvasHelper class.

- lawnjelly

910ddd13c4
2023-04-20 23:09:37 +02:00
45ffb33025 Add init() virtual methods to the navigation servers. 2023-04-16 18:23:56 +02:00
86bdecbfe9 Now more than one Naviugation2D servers can be registered. 2023-04-16 18:19:57 +02:00
f6c1c1dc8d Move NavigationServer2d's forwarding logic to the navigation module as a new derived class. 2023-04-16 18:11:15 +02:00
7068f1834e Now more than one Navigation Server can be registered. 2023-04-16 17:42:34 +02:00
7567494570 Ported: Eliminate collision checks between geometry in rendering BVH.
Later logic using the `pairable_mask` would catch cases preventing pairing callbacks between geometry. However the collision checks were still taking place, wasting performance.
Here we utilize the `tree_mask` feature of BVH to totally eliminate unnecessary collision checks between geometry.
- lawnjelly
18d7d36b63
2023-04-15 10:51:26 +02:00
40a9b72afb Ported from godot-plus: Add ability to mute AudioServer.
Adds the option to change the audio driver to the Dummy driver and back at runtime, with a set of MuteState flags - Disabled (user control), Silence (period of silence), Focus Loss (when app is not in focus), and Paused (when app is paused).
Control for the flags is added for the editor in EditorSettings, and for the project in ProjectSettings.
Editor defaults to muted (Dummy driver) when there is no audio output, and automatically switches to active on output. This significantly reduces CPU usage.
- lawnjelly
cedb01fb84
2023-04-10 19:42:23 +02:00
stmSi
9b65e9df6a Fix Editor hanging if audiostream's pitch_scale is NaN 2023-03-12 14:14:29 +01:00
2cd4e4d828 Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
1b0aac6028 Renamed Map to RBMap. 2023-01-15 19:12:50 +01:00
lawnjelly
880f84f8c4 Fix pairing crash in physics Octree
Remove section of code that should not run and was causing crash.
2022-12-22 14:26:42 +01:00
smix8
9225e78f68 Fix Navigation agent callback wild pointer crash
Fixes crash in sanitizer builds when callback agent or object are already freed.

(cherry picked from commit 194c1c44e0a20faa4463e3a41bb12cf93a71fc03)
2022-12-22 14:12:00 +01:00
Ricardo Buring
721ae8f4ad Fix typo bug in heightmap shape
(cherry picked from commit 55eceb5150ee0c6b38f12f4be3fd601506959288)
2022-12-12 12:14:25 +01:00