Cylinder contact points generation is adjusted to make it more stable
when standing on triangle meshes.
Point-Circle:
Switched to simpler plane projection as it's done for Point-Face contact
points. It solves some cases where discrepancies between the two points
caused the cylinder to jump.
Edge-Circle:
Same as before, the case for edge has just been moved from Face-Circle
to a specific method.
Face-Circle:
The previous method was clipping edges against the circle, and then
tried to add contact points when there wasn't enough support and failed
in some cases.
Now using a different algorithm which adds proper contact points around
the circle more consistently.
First, by clipping edges against circle segments using Face-Face
algorithm.
Second, by clipping edges against the circle plane.
According to the docs at
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class
> The get_visible_name() method is responsible for returning the name of
> the type it imports and it will be shown to the user in the Import dock.
> You should choose this name as a continuation to "Import as", e.g.
> "Import as Silly Material"
I've verified Godot's behavior reflects this, so the code examples
should reflect this.
Also document propagating save error in EditorImportPlugin.
It seems that the suggested code ignores any error from
`ResourceSaver.save`, but I think we should return it.
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.
Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.
Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
- Add indexed type to the builtin types output, which is useful for
bindings implementing array-like access.
- Use getter type instead of hint for property types, as the hint can be
unreliable and include multiple comma-separated possible types.
- Moved Variant struct definition to its own file so it can be used
without include cycles (like on Dictionary).
- Add `index` operator function so bindings like C++ can implement the
operator[] overload (which needs a reference to the actual value).
- Added missing new/destroy functions to Vector3i array.
- Added print error/warning functions as helpers so bindings can print
messages in the same manner as Godot itself does.
Issues addressed:
a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.
The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.
b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.
If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.
c) Unnecessary events were being sent to the Godot engine.
A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".
See #45712