Commit Graph

89 Commits

Author SHA1 Message Date
ba92af7d07 ImporterMesh: Validate triangle indices array size is a multiple of 3 2025-08-18 06:36:21 -07:00
e1e2277f5a Merge pull request #108530 from mihe/physics-debug-perf
Fix performance regression when rendering collision shapes
2025-07-15 08:04:25 -05:00
5eee6d22a0 Fix remaining physics and navigation disabling issues. 2025-07-12 17:12:42 +03:00
8634a8e234 Fix performance regression when rendering collision shapes 2025-07-11 20:52:58 +02:00
8ba4656ea3 Compile out editor-only logic within validate_property in games 2025-06-12 12:54:19 +08:00
454e4f817c Make build profile project detection also set build options 2025-06-03 11:11:33 -03:00
5a30a7e7cd Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
2025-05-27 12:45:27 -03:00
274ed34ac4 Merge pull request #93836 from aaronfranke/capsule-mid-height
Add mid height property to CapsuleShape2D/3D
2025-05-23 09:46:13 -05:00
6190d412d3 Adjust LOD selection metrics to use attribute error
- Revert meshoptimizer patch; the metric used for LOD selection now
incorporates attribute error
- Since LOD selection is now aware of attribute deviation, we don't
need to use a higher normal weight
- To prevent normal creases from creating input triangles with very
large normal deviation, reduce default normal merge threshold
- Since we now use combined metric to select LODs, we never need LODs
with error>1 as these should not be selected if the mesh is visible.
2025-05-18 17:38:54 +03:00
9a8348cc2c Use vertex colors (if present) as attributes during simplification
When importing meshes with vertex colors, we will now supply them to the
simplifier as attributes with weight=1 (in addition to normals). This will
guide the simplification to preserve regions where vertex colors change.

For this change to take full effect, it is also necessary to respect the
full error when selecting LODs; this change does not do that yet, so there
are going to still be cases where vertex colors change abruptly during LOD
switch in a visible manner.
2025-05-15 21:48:12 +03:00
34b485d62b Remove empty constructors and destructors from scene/ 2025-05-06 14:46:54 +02:00
9f38cfe3ca Add mid height property to CapsuleShape2D/3D 2025-05-01 15:45:51 -07:00
f8f350a32a Add GLOBAL_GET cached macros.
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.

Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2025-04-30 15:08:50 +01:00
dc9c34f0c6 SCons: Add enum conversion warning 2025-04-26 12:06:20 -05:00
6fede0b951 Optimize SkyMaterials by removing uses of acos and simplifying logic
The results looks almost the same and run much faster.
2025-04-17 22:50:11 -07:00
866d59d216 Merge pull request #105264 from clayjohn/primitive-mesh-optimize
Optimize PrimitiveMesh creation by avoiding CoW behavior and dynamic memory allocations
2025-04-14 19:39:46 -05:00
9b6f9e5701 Optimize PrimitiveMesh _create_mesh_array function by avoiding CoW behavior and dynamic memory allocations 2025-04-11 09:04:44 -07:00
94282d88f9 Core: Use Math namespace for constants 2025-04-10 16:29:30 -05:00
889410dcda Add String::replace_char(s) methods for performance and convenience 2025-04-10 13:08:45 +02:00
7a1a970c25 size() <= 0 and size() < 1. 2025-04-02 19:18:44 +08:00
4f4031a675 Replace size() == 0 with is_empty(). 2025-04-02 19:18:43 +08:00
556933306a Allow to compile templates without navigation features 2025-04-01 11:53:35 -03:00
5ad414d046 Allow to compile templates without physics servers 2025-03-28 11:00:44 -03:00
22b5ec17fb Using iterator pattern instead of List::Element *.
Co-authored-by: Adam Scott <ascott.ca@gmail.com>
2025-03-28 13:29:15 +08:00
f09ee0171a Style: Begin integrating simple .clangd fixes 2025-03-22 13:24:35 -05:00
c1b7865ae9 Merge pull request #103557 from aaronfranke/godot-version-defines
Rename version defines to `GODOT_VERSION_*` to match GDExtension godot-cpp
2025-03-13 08:57:42 -05:00
97ee05e9b7 Rename version defines to GODOT_VERSION_* to match GDExtension godot-cpp 2025-03-12 11:11:38 -07:00
bebe037abf Add ConstIterator to Dictionary. 2025-03-13 01:28:46 +08:00
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
bacf8d198d Merge pull request #101014 from BattyBovine/cs3d-separation-ray-fix-2
Prevent errors when drawing debug meshes with no mesh data.
2025-01-20 16:25:48 -06:00
f134769506 Fix various typos
* Add TODO notes for typos that should be fixed for 5.0

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-08 14:47:42 +02:00
6dc6ad2b86 Prevent errors when drawing debug meshes when surface count is zero.
Adds a few checks to ensure a debug collision mesh contains mesh data before
attempting to add it to the gizmo draw list. This prevents errors when using
SeparationRayShape3D, which is only intended to draw a single line, and
contains no mesh data.

Closes #100665
2025-01-06 21:35:52 -05:00
df2b117ec2 Merge pull request #100317 from TCROC/fix-collision-shape-debug-color-breaks-gdextension
Fix collision shape debug color breaking GDExtension
2024-12-30 08:58:41 -06:00
a1846b27ea Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
f0c077deb8 fix collision shape debug color breaking gdextension 2024-12-23 15:02:54 -05:00
73d85f46c9 Remove unused headers in scene.
Co-authored-by: Thaddeus Crews <repiteo@outlook.com>

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-12-24 00:40:09 +08:00
46c8f8c5c5 Merge pull request #100093 from dalexeev/fix-collision-shape-2d-3d-debug-color
Fix `CollisionShape{2D,3D}.debug_color` inconsistencies
2024-12-18 18:23:54 +01:00
4c34813b32 Fix very large radius SphereMesh and CapsuleMesh normals 2024-12-13 09:26:59 +01:00
Hei
b4c6f9b3d9 Mend gaps in meshes caused by trigonometric funcs. 2024-12-06 17:10:12 +02:00
8bf2afd341 Fix CollisionShape{2D,3D}.debug_color inconsistencies 2024-12-06 15:12:20 +03:00
ab08876e5c Merge pull request #89566 from AThousandShips/range_val_fix
Fix some invalid `int` property ranges
2024-11-29 22:45:35 +01:00
612981c1ea Add ShadowCastingSetting to MeshLibrary / GridMap items
Adds ShadowCastingSetting to MeshLibrary / GridMap items.
2024-11-27 01:06:21 +01:00
0fc082e1ee Add CollisionShape3D custom debug colours
This allows changing the display colour of a CollisionShape3D node on a per-shape basis.
It also adds the ability to display a solid coloured preview of a CollisionShape3D.

Closes https://github.com/godotengine/godot-proposals/issues/906
2024-11-26 16:28:13 +01:00
f6ea6cdb67 Fix some invalid int property ranges
* `HeightMapShape3D` had ranges configured for `float` instead of `int`
* Particles had `amount` that used `exp` which is not supported, added
  note
2024-11-23 19:17:29 +01:00
c874e284eb Optimize mesh generation by preventing unneeded shape recalculations
Co-authored-by: Sequoia Haynes <supersequoia11@gmail.com>
2024-11-21 19:49:21 -08:00
925b690c98 Core: Integrate Ref::instantiate where possible 2024-11-10 12:41:26 -06:00
260287b3a1 Rewrite index optimization code for maximum efficiency
While all the previous fixes to optimizeVertexCache invocation fixed the
vertex transform efficiency, the import code still was missing two
crucial recommendations from meshoptimizer documentation:

- All meshes should be optimized for vertex cache (this reorders
  vertices for maximum fetch efficiency)
- When LODs are used with a shared vertex buffer, the vertex order
  should be generated by doing a vertex fetch optimization on the
  concatenated index buffer from coarse to fine LODs; this maximizes
  fetch efficiency for coarse LODs

The last point is especially crucial for Mali GPUs; unlike other GPUs
where vertex order affects fetch efficiency but not shading, these GPUs
have various shading quirks (depending on the GPU generation) that
really require consecutive index ranges for each LOD, which requires the
second optimization mentioned above. However all of these also help
desktop GPUs and other mobile GPUs as well.

Because this optimization is "global" in the sense that it affects all
LODs and all vertex arrays in concert, I've taken this opportunity to
isolate all optimization code in this function and pull it out of
generate_lods and create_shadow_mesh; this doesn't change the vertex
cache efficiency, but makes the code cleaner. Consequently,
optimize_indices should be called after other functions like
create_shadow_mesh / generate_lods.

This required exposing meshopt_optimizeVertexFetchRemap; as a drive-by,
meshopt_simplifySloppy was never used so it's not exposed anymore - this
will simplify future meshopt upgrades if they end up changing the
function's interface.
2024-11-04 06:58:06 -08:00
7982030b25 Merge pull request #69197 from aaronfranke/fix-tiny-convex
Fix debug line drawing with tiny convex hull mesh colliders
2024-10-31 20:14:37 -05:00
7187c251da Merge pull request #98620 from zeux/lodgen-cleanup
LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
2024-10-30 17:13:57 -07:00
96ec117d19 Fix debug line drawing with tiny convex hull mesh colliders 2024-10-30 00:47:56 -07:00