Implements the standard Unix double dash (--) commandline argument:
* Arguments after a double dash (--) are ignored by Godot and stored for the user.
* User can access them via `OS.get_cmdline_user_args()`
Example:
`godot.exe scene_to_run.tscn --fullscreen -- --start-level 2`
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:
* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.
After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
They haven't been updated for years and still use the old MainLoop
basic framework instead of the new doctest one.
They're of dubious quality and best redone from scratch using the
new framework.
The new default project theme uses StyleBoxFlat extensively for
a more modern design and better scalability to multiple resolutions.
SVG icons are now used in place of PNG icons. While this does not
allow for true vector-based icon drawing (icons are still rasterized
at load-time), this makes the design work easier for contributors
and opens the door to vector drawing in the future (e.g. with polygons
or SDFs).
Like for editor icons, the SVG header file is now built automatically
when a SVG file is changed. This removing the need for running
`make_header.py` manually (TODO).
The "Use Hidpi" project setting has been removed in favor of a
"Default Theme Scale" project setting, which allows creating the
default theme at a higher/lower scale than the default.
This can be used when designing GUIs with a high base resolution
to ensure crisp visuals.
Co-authored-by: Yuri Sizov <yuris@humnom.net>
* Add support for decimal numeric entities to String::xml_unescape
* Add more error checks to String::xml_unescape
* Refactor XMLParser to use String::xml_unescape instead of an internal
implementation
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
Those options were likely copy-pasted from documentation examples.
This change also allows to break in the debugger by default when
assertions fail, and this can be configured via command-line interface.
GDNative-specific tests moved out of main `tests/` folder into
`modules/gdnative/tests`.
Include path for GDNative headers are still hardcoded in `tests/SCsub`,
but made conditional now.
Also fixed test case tag typos.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
`test_macros.h` is created to provide various macros acting as aliases for
doctest macros to work better with Godot internals and conventions. This also
makes it accessible for those who'd like to start writing tests in Godot, as
most vital information can be put together and documented directly in
`test_macros.h` header.
Developers are encouraged to include the new `tests/test_macros.h` for writing
new tests over `thirdparty/doctest/doctest.h`.
Added `TEST_CASE_PENDING("name")` as an alias for
`TEST_CASE("name", doctest::skip())` which could be used to mark failing tests
for issues yet to be fixed, so as to not affect CI testing results.
Added `ERR_PRINT_OFF` and `ERR_PRINT_ON` to control error printing for testing
various **expected** failure paths within Godot without polluting the test
summary with error messages.
Modules-specific tests can be written under respective module folders.
Each module should have "tests" folder created with the tests implemented
as `doctest` headers, so they can be collected by the buildsystem and
included directly in `tests/test_main.cpp` to be compiled.