Commit Graph

515 Commits

Author SHA1 Message Date
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