Commit Graph

6403 Commits

Author SHA1 Message Date
Dominik 'dreamsComeTrue' Jasiński ab6456d1bc Allow single quotes in comments
Fixes: #36638
2020-03-11 06:27:28 +01:00
lupoDharkael ee0262977e Loop over faces in create_trimesh_shape() 2020-03-11 00:33:39 +01:00
lupoDharkael 97d1149c3b Mesh::convex_decompose: Remove unneeded vector copy 2020-03-11 00:14:29 +01:00
JFonS 9f2f7ee5eb Return correct mesh format for PrimitiveMesh.
The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
Rémi Verschelde 478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
lupoDharkael d63bf6dea5 Complete NavigationMeshInstance rename 2020-03-08 17:33:34 +01:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Bastiaan Olij 0ca1711681 ARVRController.is_button_pressed requires to return a boolean 2020-03-07 12:22:18 +11:00
Yuri Roubinsky d5bff588c7 Removed boolean return type from majority of method in Tween 2020-03-06 10:59:07 +03:00
Rémi Verschelde ee0f670807
Merge pull request #36772 from pyacier/warning-concavepolygonshape
Add a new configuration warning to CollisionShape
2020-03-05 12:01:59 +01:00
Pierre Caye ad227d9a85 Add a new configuration warning to CollisionShape
In the case where a ConcavePolygonShape is used as a shape for a RigidBody
in another mode than static, a configuration warning will appear in the
editor.
2020-03-05 11:18:45 +01:00
Rémi Verschelde a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Rémi Verschelde f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
Improve UX of drive letters
2020-03-04 13:19:55 +01:00
Rémi Verschelde da8a0913f4
Merge pull request #36689 from eevee/patch-1
Fix inverted use of Camera2D.offset_v
2020-03-03 10:39:12 +01:00
Pedro J. Estébanez aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
qarmin 1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Eevee 40816574ac
Fix inverted use of Camera2D.offset_v
The code above for horizontal movement uses the right margin (_positive_ x direction) when the offset is negative, but vertical movement uses the top margin (_negative_ y direction) when the offset is negative.

The resulting problem is easily seen in the editor — set the drag margins to be asymmetrical, turn on drawing the drag margins, and slide the offsets from -1 to 1 and back.  The horizontal offset moves the camera's center between the left and right margins, but the vertical offset gets them backwards and will move the camera outside the margins entirely.
2020-02-29 16:50:33 -07:00
Gil Arasa Verge c27811ee68 Double click on a folder didn't open it
There is a deferred call to _update_file_list inside _tree_item_activated but it was not bound.
2020-02-29 21:11:03 +01:00
Juan Linietsky c9cab7ac9f Properly handle EOF when parsing text resource
Fixes #36652
2020-02-28 17:45:33 -03:00
Rémi Verschelde 620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky 475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde 09a6a2d8f8 Signals: Port more uses of connect_compat
Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.

To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde 5a025d3ce8
Merge pull request #36626 from giarve/stop-input-event-prop-on-popup-close
Clicking backgrd. dimming of editor popup stops input event propagation
2020-02-28 10:09:04 +01:00
Rémi Verschelde 4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania 483994601d Renamed NavigationPolygonInstance to NavigationRegion2D 2020-02-28 08:28:53 +01:00
Rémi Verschelde b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Gil Arasa Verge 35bc88ca34 Clicking backgrd. dimming of editor popup stops input event propagation
A click on the dimmed background of a popup in the editor should stop the input event from propagating to the background.

This solution reuses the system introduced in commit efc3ffb8, taking advantage of the hide() notifications from the modal where we will set the flag "pass_on_modal_close_click(false)" to stop event handling at the viewport input event handling.
The viewport first hides the modal and after marks the input as handled if the flag mentioned above is set.

Fixes #36341
2020-02-28 00:02:06 +01:00
Mateo Dev .59 7ea690b94f Signals: tab_changed now is emitted when it's on scene tree 2020-02-27 21:27:52 +01:00
Rémi Verschelde 2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Rémi Verschelde f9d93ee819
Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
2020-02-27 21:10:09 +01:00
Rémi Verschelde 2b3431e2b7
Merge pull request #36581 from Calinou/doc-improve-add-child-below-node
Improve the `Node.add_child_below_node()` documentation
2020-02-27 19:44:27 +01:00
Hugo Locurcio 393a3c3122
Improve the `Node.add_child_below_node()` documentation
This closes https://github.com/godotengine/godot-docs/issues/2730.
2020-02-27 18:41:18 +01:00
Andrea Catania 2e0fb66c6f Renamed PlaneShape to WorldMarginShape 2020-02-27 17:45:16 +01:00
Andrea Catania 3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Rémi Verschelde d94155e10b
Merge pull request #36050 from eswartz/line-edit-move-cursor-on-unselect
Use left/right arrow to move cursor when unselecting in LineEdit
2020-02-27 14:04:19 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Yuri Roubinsky 1e8108310a Changed float type to int for INDEX visual shader input 2020-02-26 16:39:42 +03:00
Rémi Verschelde 1e57b558f2
Merge pull request #36536 from Chaosus/vs_int
Add support for integer type in visual shaders
2020-02-26 10:11:24 +01:00
Yuri Roubinsky 4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
Dominik 'dreamsComeTrue' Jasiński 51cbf414fc Added missing destructor for Navigation2D
Although destructor call was missing, it still doesn't heal #36537 memory leaks. Further description how that might be overcome - on GitHub

Partialy covers #36537
2020-02-25 23:43:59 +01:00
Rémi Verschelde dace1ec912
Merge pull request #36532 from Faless/debugger/weakref_crash_vulkan
Fix debugger crash inspecting freed object.
2020-02-25 16:45:12 +01:00
Fabio Alessandrelli d8ba07ea8f Fix debugger crash inspecting freed object.
This seems to be the correct way to validate a reference.
Why is cast_to failing? Is this the correct way of checking if the
object is valid?
2020-02-25 15:00:52 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rémi Verschelde b9757545ca
Merge pull request #36488 from Chaosus/capsule_y
Changed default capsule axis to vertical
2020-02-24 00:19:21 +01:00
Rémi Verschelde 194fd2d5a5
Merge pull request #36089 from dreamsComeTrue/fix-autocomplete-quotes
Fix: auto brace complete for quoted strings
2020-02-23 22:13:27 +01:00
Yuri Roubinsky 3b0638fe1c Changed default capsule axis to vertical
Co-authored-by: Hugo Locurcio <https://hugo.pro>
2020-02-23 23:18:01 +03:00
Rémi Verschelde c9e1d98c62
Merge pull request #36411 from Janglee123/rect2-tween
Added tween support for Rect2
2020-02-23 08:46:48 +01:00
janglee 4bbe87abb7 Added tween support for Rect2
Fixes #34575
2020-02-23 07:21:04 +05:30
Rémi Verschelde 2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Rémi Verschelde bf7d6de556
Merge pull request #36441 from YeldhamDev/tabs_unused_constants
Remove unused theme constants in Tab(Container)
2020-02-22 08:17:33 +01:00
Michael Alexsander e9244c4c23 Remove unused theme constants in Tab(Container) 2020-02-22 01:24:16 -03:00
Dominik 'dreamsComeTrue' Jasiński 6a404a88e4 Fix: auto brace complete for quoted strings
Fixes #36002
2020-02-21 23:01:13 +01:00
Yuri Roubinsky 7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky b78b37ed3f Refactor node processing in visual shader member dialog 2020-02-21 18:34:31 +03:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Rémi Verschelde 7ac0973e9a
Merge pull request #36415 from reduz/skeleton-skin-named
Add support for named binds in Skin.
2020-02-21 14:12:19 +01:00
Juan Linietsky 9a34f39d32 Add support for named binds in Skin.
Helps better reutilization of skeletons from Maya exported files.
2020-02-21 09:40:29 -03:00
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde f8c87c0ac4
Merge pull request #36375 from Xrayez/pimpmaps-typos
Fix MIMPAMPS typos in constants throughout the engine
2020-02-20 07:00:25 +01:00
Haoyu Qiu a7578459c2 Fixes crash when loading StreamTexture from file 2020-02-20 09:45:00 +08:00
Andrii Doroshenko (Xrayez) fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde 49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Andrea Catania 79fc7d7d6a Added utility functions to the new NavigationServer:
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00
Rémi Verschelde e1b6a0f3b6
Merge pull request #36318 from akien-mga/fix-mono-build
Fix CanvasItem bindings and Mono build
2020-02-18 13:57:06 +01:00
Rémi Verschelde ae99439667
Merge pull request #36317 from godotengine/revert-36182-how_to_text_file
Revert "Remove TextFile from public API"
2020-02-18 12:59:15 +01:00
Rémi Verschelde a16be762ed Fix arguments/default values in CanvasItem bindings 2020-02-18 11:28:26 +01:00
Rémi Verschelde 77b05256d6
Revert "Remove TextFile from public API" 2020-02-18 10:35:30 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde c92c434299
Merge pull request #36229 from dreamsComeTrue/rich-text-label-key-events
RichTextLabel: proper handling of internal key events
2020-02-17 09:56:38 +01:00
Rémi Verschelde c3f2b84694
Merge pull request #36233 from WARIO-MDMA/audiostreamplayer-pitch-scale
[AudioStreamPlayer/2D/3D] Reduce the max value of pitch_scale's inspector slider
2020-02-17 09:54:02 +01:00
Yuri Roubinsky ed05e27c81 Fix GDCLASS for Texture2D/TextureLayered 2020-02-17 08:21:10 +03:00
Hugo Locurcio 64fac9dd5d
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
This closes #36268.
2020-02-17 00:07:44 +01:00
Haoyu Qiu 3584e27948 Fixes memory leak when loading StreamTexture 2020-02-16 13:22:25 +08:00
Ed Swartz ee39093ce3 Use left/right arrow to move cursor when unselecting in LineEdit
-- useful for rename dialog (the filename portion is selected by
default, and usually, want to change the end of the name, not the
beginning)
2020-02-15 09:24:20 -06:00
Juan Linietsky 867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
WARIO-MDMA 61d20b1f56 Reduce AudioStreamPlayer's pitch_scale max value 2020-02-15 22:26:08 +11:00
Michael Alexsander 5f5ccfc361 Fix hiding ColorPicker's presets not fully hiding its controls 2020-02-15 02:19:28 -03:00
Hugo Locurcio 3e4b508c3b
Add a soft line length guideline to the script editor
The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.

It can be disabled by setting its value to the same column as the
hard line length guideline.

This closes https://github.com/godotengine/godot-proposals/issues/347.
2020-02-15 03:02:40 +01:00
Dominik 'dreamsComeTrue' Jasiński ff030afc93 RichTextLabel: proper handling of internal key events
Fixes #36211
2020-02-14 23:15:38 +01:00
Handola 697b8a891e Fix bind method set_override_exposure_enabled of CameraEffects 2020-02-14 20:05:54 +01:00
Rémi Verschelde 4a5eab05f5
Merge pull request #36182 from KoBeWi/how_to_text_file
Remove TextFile from public API
2020-02-14 17:41:55 +01:00
Tomasz Chabora 591cd3fd84 Remove TextFile from public API 2020-02-14 15:46:16 +01:00
Rémi Verschelde 79d42069a9
Merge pull request #36208 from akien-mga/warnings
Fix various GCC compilation warnings after Vulkan merge
2020-02-14 13:49:20 +01:00
Rémi Verschelde d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Haoyu Qiu 72e6369a81 Fixes memory leak in NavigationPolygon 2020-02-14 10:35:09 +08:00
Rémi Verschelde 54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Yuri Roubinsky bc647393ba Added virtual method to VisualShaderNodeCustom to enable high-end mark 2020-02-13 09:43:43 +03:00
Rémi Verschelde c48237967a
Merge pull request #36145 from akien-mga/remove-deprecated-friction-bounce
Remove deprecated PhysicsBody friction and bounce parameters
2020-02-12 21:49:38 +01:00
Rémi Verschelde bac1073617
Merge pull request #36146 from akien-mga/doc-update
doc: Add BaseMaterial3D strings ported from SpatialMaterial
2020-02-12 21:48:05 +01:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde 0f90ddbcf4
Merge pull request #35522 from AndreaCatania/rpc_opt_2
Optmized data sent during RPC and RSet calls.
2020-02-12 16:56:17 +01:00
Rémi Verschelde 0bdd748d34 doc: Add BaseMaterial3D strings ported from SpatialMaterial
Follow-up to #36135.
2020-02-12 15:23:26 +01:00
Rémi Verschelde 1206bdb71b Remove deprecated PhysicsBody friction and bounce parameters
They were replaced in 3.1 by PhysicsMaterial properties via #12403.
2020-02-12 13:39:55 +01:00
Andrea Catania eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Rémi Verschelde db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Juan Linietsky 2049dec79e Added normalmap guided roughness mipmap generator, and a global roughness limiter. 2020-02-11 12:16:01 +01:00
Juan Linietsky bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky f8b5c5f063 DOF fully implemented, can be edited on the fly. 2020-02-11 12:15:26 +01:00
Juan Linietsky f14defb6f9 WIP CameraEffects implementation (bokeh not working for now) 2020-02-11 12:15:03 +01:00
Juan Linietsky bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
Juan Linietsky b859e69919 -Refactored post processing, re-added glow and added a mix blend mode. 2020-02-11 12:14:21 +01:00
Rémi Verschelde fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky b509c814fc Improved Voxel AO settings. 2020-02-11 12:05:05 +01:00
Juan Linietsky f4c5e88ef2 Fix to category in material. 2020-02-11 12:05:04 +01:00
Juan Linietsky da0457fa29 Several fixes to GIProbes 2020-02-11 12:04:56 +01:00
Juan Linietsky f4948721e4 Fixed uninitialized memory bug in voxelizer 2020-02-11 12:04:54 +01:00
Pedro J. Estébanez 19e294e29b Fix export template compilation 2020-02-11 12:04:31 +01:00
Juan Linietsky 2c67cc654f AO support for GIProbe (right on time for Godot Sprint!) 2020-02-11 12:03:55 +01:00
Juan Linietsky 76c6f39d99 GIProbe now generates a distance field on bake using CPU, for better compatibility 2020-02-11 12:03:54 +01:00
Juan Linietsky 561b431d85 Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
Juan Linietsky a95fb114ba Fixed 2D and 3D CPU Particles 2020-02-11 12:03:50 +01:00
Juan Linietsky 6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
Juan Linietsky fb739f9da7 Fixed display menu visualizations. 2020-02-11 12:03:24 +01:00
Juan Linietsky acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky 4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky 263bebe023 Untested support for compute shaders 2020-02-11 12:02:34 +01:00
Yuri Roubinsky ca66fec570 [Vulkan] Fix typo in shading modes 2020-02-11 12:02:24 +01:00
Juan Linietsky bc3dbe8240 Properly working instancing, and compatibility fixing for old meshes 2020-02-11 12:01:33 +01:00
Juan Linietsky 123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky 88a7debbbc Directional lights and shadow mapping are functional. 2020-02-11 12:01:20 +01:00
Juan Linietsky 920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky dc3b47f3ab Vulkan/RD rasterizer now does clean exit. 2020-02-11 11:58:16 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky 8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky 50e9befb88 Changes to material required to add custom shaders in RD renderer 2020-02-11 11:53:28 +01:00
Juan Linietsky ef083a583b Modified light rendering to make it more compatible.
Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky f04359e70f 2D lighting seems more or less complete. 2020-02-11 11:53:28 +01:00
Juan Linietsky a7b2ac7bb1 Normalmapping and Specularmapping working in 2D engine
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky 4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Michael Alexsander 021fdb1b58 Remove AnimationTreePlayer node 2020-02-10 16:25:50 -03:00
Duroxxigar 383c583a0b Documented the new NavigationServer and all its associated nodes (2D and 3D) 2020-02-10 15:24:06 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde 9d8e095946 Merge pull request #34288 from bojidar-bg/33425-always-suggest-subsequence
Always display subsequence autocompletion matches
2020-02-10 11:25:35 +01:00
Rémi Verschelde 47f19cc776 Merge pull request #36031 from zxcvdev/fix_gpu_particles_some_devices
Fix undefined behavior with atan in GPU Particles
2020-02-10 08:32:10 +01:00
Aaron Franke ef9b4ee2e2
Fix 2D CollisionShape controls pointing the wrong way
They now point down, matching Godot's 2D coordinate system.
2020-02-09 17:37:30 -05:00
Rémi Verschelde 9f9d6c6cc1
Merge pull request #35656 from ericrybick/35460-fix2
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
2020-02-09 22:14:31 +01:00
Eric Rybicki bb0358dd8d Use a new approach to fix bone pose override not being reset when IK animation is stopped.
This reverts PR #35460 & commit 551c37167b.
2020-02-09 19:50:13 +01:00
Rémi Verschelde d617df5f34
Merge pull request #36048 from AndreaCatania/SoftBodyStiff
Make softbody completelly stiff to attachment point
2020-02-09 16:05:19 +01:00
Rémi Verschelde ad2ceaade2 Merge pull request #35768 from Eoin-ONeill-Yokai/hiddenRichText
Fix to RichTextEffect `visibility` - Label Now Accounts for Skipped Characters.
2020-02-09 12:57:04 +01:00
Rémi Verschelde 51863f6e1e Merge pull request #35808 from clayjohn/unexpose-compress-base
Unexpose ARRAY_COMPRESS_BASE
2020-02-09 12:54:24 +01:00
Rémi Verschelde e420b85ba5
Merge pull request #35840 from timothyqiu/groups-match
Fixes add group in Group Editor dialog
2020-02-09 12:53:37 +01:00
Rémi Verschelde 7f95e027b4
Merge pull request #35814 from timothyqiu/line-edit-shortcut
Adds CTRL-A CTRL-E support to LineEdit on macOS
2020-02-09 12:51:59 +01:00
Rémi Verschelde 480bfbd42e Merge pull request #36039 from YeldhamDev/tree_text_clip_fix
Fix text clipping in Tree items not working with negative values
2020-02-09 12:51:26 +01:00
Rémi Verschelde 23531207a5 Merge pull request #36008 from AndreaCatania/physical_bone_impr
Skeleton animates physical bones
2020-02-09 11:15:43 +01:00
Andrea Catania ca7ee56759 Make softbody completelly stiff to attachment point 2020-02-09 10:18:11 +01:00
zxcvdev 3580ad6005 Fix GPU Particles
The special case atan(y,0) of the built-in shader function atan(y,x)
returns different results on different devices. So this commit will add
checks when the atan(y,x) function is used in ParticlesMaterial to set
the direction of GPU Particles to make sure the desired values are
returned (act as atan2(y,x)).
2020-02-09 03:41:48 +01:00
Michael Alexsander 830dd5cd8d Fix text clipping in Tree items not working with negative values 2020-02-08 20:08:18 -03:00
Rémi Verschelde 3e68d318c4
Merge pull request #35714 from sumit0190/lineEditWidth
Update cached_width of the line_edit element (#35699)
2020-02-08 23:43:32 +01:00
Andrii Doroshenko (Xrayez) aaf9b7c5bb Do not override Path2D.self_modulate property
Self-modulation was forcefully used for the curve drawing which
can interfere with scripted drawing. The curve color is specified by
the `draw_line()` method instead.
2020-02-09 00:11:43 +02:00
sumit0190 2e08578985 Update cached_width of the line_edit element when setting it to be secret 2020-02-08 10:49:08 -05:00
Andrea Catania 374432d074 Added feature to move physical bones with skeleton when not simulating physics 2020-02-08 09:52:58 +01:00
Haoyu Qiu 206b9f2d23 Uses split cursor for SplitContainer 2020-02-08 09:23:38 +08:00
Rémi Verschelde 3bd3462d61
Merge pull request #32496 from bitstopper/master
Fixes broken CPUParticles2D AtlasTextures usage
2020-02-07 21:12:19 +01:00
Rémi Verschelde 6b42d83ff1
Merge pull request #35950 from Chaosus/vs_scalar_uniform_range
Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07 20:45:40 +01:00
Yuri Roubinsky 22ad83edae Implemented hint_range for VisualShaderNodeScalarUniform 2020-02-07 17:04:24 +03:00
Rémi Verschelde f3726ee994 Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
2020-02-07 11:50:40 +01:00
Rémi Verschelde e18c65634f GraphEdit: Fix regression with GraphNode mouse filter
PR #35068 made Container (which GraphNode inherits) default to
MOUSE_FILTER_PASS, so I removed the manual override, but it turns out
that GraphNode's constructor still overrides it to MOUSE_FILTER_STOP.

Another fix could be to remove the STOP in the constructor, but I don't
know if it's there for a specific reason (e.g. to have GraphNodes STOP
by default, but PASS in a specific case).

Fixes #35978.
2020-02-07 10:09:44 +01:00
Haoyu Qiu 7a41c44be2 Completes doc for ItemList and Tree 2020-02-07 12:52:53 +08:00
Rémi Verschelde f003b3efaa
Merge pull request #35068 from akien-mga/containers-mouse-filter-pass
Use MOUSE_FILTER_PASS for all containers
2020-02-06 12:23:39 +01:00
Rémi Verschelde 40d1b0bfdb
Merge pull request #35906 from muiroc/anim_node_value_bug
Pass missing args in AnimationNode script calls
2020-02-06 11:38:31 +01:00
Rémi Verschelde 449656bcbb
Merge pull request #35867 from timothyqiu/path-update
Updates Path2D in debugging if navigation is visible
2020-02-06 10:23:31 +01:00
Rémi Verschelde dc9774b17b
Merge pull request #32959 from georgwacker/control-node-anim-fix
Fix control node transform animation jitter with pivot offset
2020-02-05 17:06:49 +01:00
Rémi Verschelde 2af3fb97f4
Merge pull request #35908 from YeldhamDev/tileset_hide_properties
Hide TileSet's properties from the inspector
2020-02-05 16:48:11 +01:00
Marcel Admiraal 6d69cd40bd Add do..while(0) wrappers to macros without one.
- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05 11:19:12 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Michael Alexsander 5452028d55 Hide TileSet's properties from the inspector 2020-02-04 16:09:59 -03:00
muiroc ed3a8cc83d pass missing args in AnimationNode script calls 2020-02-04 17:45:48 +01:00
Yuri Roubinsky 6e1187ad2f Added missing '\n' in visual shader expression node code generation 2020-02-03 15:58:58 +03:00
Yuri Roubinsky c8639a0013 Added missing '\n' in visual shader fresnel node code generation 2020-02-03 12:33:37 +03:00
Haoyu Qiu 00d578ba3e Updates Path2D in debugging if navigation is visible 2020-02-03 13:59:13 +08:00
Haoyu Qiu 421ea09195 Fixes add group in Group Editor dialog
Before this fix, new group can't be created if any existing group starts
with the new name.
2020-02-02 11:11:20 +08:00
Yuri Roubinsky b0f166f0c5 Few extra formatting fixes for visual shader node generation
For 'If' and 'Switch' nodes
2020-02-01 17:41:49 +03:00
Yuri Roubinsky 9d8b59e86a Added missing '\n' in visual shader custom node code generation 2020-02-01 16:25:34 +03:00
Yuri Roubinsky 45218316c9
Merge pull request #35618 from Chaosus/vs_improvements
Better visual shader code generation
2020-02-01 16:03:48 +03:00
Yuri Roubinsky bfec48abf1 Better visual shader code generation 2020-02-01 15:53:02 +03:00
Haoyu Qiu 4774043f8e Adds CTRL-A CTRL-E support to LineEdit on macOS 2020-02-01 13:35:16 +08:00
clayjohn be39808b00 Unexpose ARRAY_COMPRESS_BASE 2020-01-31 16:29:46 -08:00
Yuri Roubinsky b822da00f8 Fix canvas_item light alpha output in visual shaders 2020-01-31 19:34:34 +03:00
Rémi Verschelde 5da20d6cf2
Merge pull request #35612 from timothyqiu/option-button-arrow
Fixes OptionButton minimum size
2020-01-31 11:25:13 +01:00
Eoin O'Neill b3fd4884d7 Fix RichTextEffect `visibility` to Account for Skipped Characters.
A picture is easier to describe this issue than words. Basically, rich
text effects allowed for character visibility changes. While doing so
would work properly, the rich text label would render the next `word` in
an offset accounting for the hidden characters (leaving a huge space.)

This patch fixes this issue by keeping track of the amount of
`backtrack` necessary per line.
2020-01-30 21:05:52 -08:00
nathanwfranke c0a84f747e Fix tab container too large when tabs are hidden 2020-01-30 22:45:37 -06:00
Rémi Verschelde 8d00dcb421
Merge pull request #35670 from clayjohn/material-flag-cache
Add an extra bit to material flag cache
2020-01-28 20:59:49 +01:00
clayjohn ec4d606e07 Add an extra bit to material flag cache 2020-01-28 10:38:54 -08:00
Rémi Verschelde 11d28b2d10 Revert "make Label consider spaces for visible_characters"
This reverts commit 695980a0f2.

Fixes #35668.
2020-01-28 19:37:04 +01:00
Rémi Verschelde 50830632c9
Merge pull request #35620 from TrevorPeyton/bind-autotile-center
Added binding for Autotile Center
2020-01-28 10:50:09 +01:00
Yuri Roubinsky 9705d5587e Hide "control" methods from VisualShaderNodeGroupBase 2020-01-28 10:24:59 +03:00
Yuri Roubinsky 274f1d8610 Hide "editable" property from VisualShaderNodeGroupBase public interface 2020-01-28 09:43:07 +03:00
Yuri Roubinsky 796484d761 Added missing property "size" to VisualShaderNodeGroupBase 2020-01-27 19:18:48 +03:00
Yuri Roubinsky 3479cf4b42 Removed unused method "build" from VisualShaderNodeExpression 2020-01-27 18:24:39 +03:00
TrevorPeyton ae4fee52d5
Added binding for Autotile Center 2020-01-27 09:07:32 -05:00
Yuri Roubinsky 4912d4c6e4 Added missed bracket to VisualShaderNodeCubeMap 2020-01-27 13:09:15 +03:00
Yuri Roubinsky 4445f892d2 Fix VisualShaderNodeCubeMap generation 2020-01-27 12:17:06 +03:00
Haoyu Qiu ddc397d9ff Fixes OptionButton min size 2020-01-27 14:52:04 +08:00
Rémi Verschelde bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
Haoyu Qiu 71b1a1c7d9 Updates minimum size on VideoPlayer::set_stream 2020-01-26 10:24:56 +08:00
Haoyu Qiu df3fad11fd Fixes crash in Spatial::notification 2020-01-25 13:16:51 +08:00
Tomasz Chabora 9ad7fc3405 Allow greater values in unit_offset 2020-01-24 14:40:33 +01:00
Yuri Roubinsky ce43c92208 Docs for some nodes in visual shader
Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
2020-01-23 22:39:00 +01:00
Michael Alexsander 151f33111b Fix TileSet shape data not updating when being set via code 2020-01-23 11:48:38 -03:00
Rémi Verschelde efea348fe8
Merge pull request #35460 from ericrybick/35409-skeleton-does-not-return-to-original-pose-when-ik-playback-is-stopped
Fix bone pose override not being reset when IK animation is stopped
2020-01-23 14:38:04 +01:00
Rémi Verschelde ba177ccaec doc: Misc updates for AnimationNode* and others
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
  * Make `AnimationNodeTransition.input_<number>` properties internal
    so that they don't appear in the docs. They still appear in the
    inspector based on the actual number of inputs requested.
  * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
    particles in `ParticlesMaterial`, and thus only relevant for
    `CPUParticles3D`.
2020-01-23 12:37:33 +01:00
Yuri Roubinsky 86cdccebe6 Hide "default_input_values" property in VisualShaderNode. 2020-01-23 11:18:51 +03:00
Eric Rybicki 551c37167b Fix bone pose override not being reset when IK animation is stopped
Fixes #35409
2020-01-23 08:48:08 +01:00
Rémi Verschelde c2e07db071
Merge pull request #35438 from MadEqua/virtual-keyboard-line-edit
Android virtual keyboard respecting LineEdit max length.
2020-01-23 08:20:24 +01:00
Bruno Lourenço a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
Rémi Verschelde 94d3bcbc9b
Merge pull request #35452 from nekomatata/tween-start-fail
Fixed Tween::start() with pending updates
2020-01-22 22:56:40 +01:00
PouleyKetchoupp 6c04c824bd Fixed Tween::start() with pending updates
Start was canceled instead of deferred in case of an update in progress.
Fixes #35441
2020-01-22 22:27:37 +01:00
Rémi Verschelde 37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Rémi Verschelde 41feb410a6
Merge pull request #35338 from rburing/fix_find_focus_neighbor
Fix Control::_window_find_focus_neighbour
2020-01-22 21:16:35 +01:00
lawnjelly eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Bastiaan Olij 5cf9f4faeb Incorrect joystick id was returned on an inactive ARVR controller 2020-01-22 18:27:32 +11:00
Rémi Verschelde 5127afa812
Merge pull request #35413 from akien-mga/if-0-means-couperet
Remove unused #if 0'ed code
2020-01-21 22:27:50 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde 0be64da008 Allow greater values for DynamicFont size property
See https://github.com/godotengine/godot/issues/22581#issuecomment-576836691.

Not using `or_greater` as there *is* a max size value that the current
implementation can accept. If using e.g. size 6000 with
FiraSans-Regular.ttf, errors are printed due to failing asserts on a
glyph size that should be within 4096x4096 px.
2020-01-21 20:59:16 +01:00
Yuri Roubinsky a8ab4e3357 Forbid recursive connections in visual shader 2020-01-20 18:15:45 +03:00
Haoyu Qiu 0eab15a5a9 Destroys FreeType library on load error 2020-01-20 11:00:51 +08:00
Ricardo Buring 40542b0b0f Fix Control::_window_find_focus_neighbor
Due to a typo, the size of a candidate neighbor was confused with the
size of the control itself.

Fixes #34936.
2020-01-19 23:38:50 +01:00
Rémi Verschelde 6472e09a85 SceneTree: Abort change_scene if we're quitting
Otherwise we can have a segmentation fault if we try to call
`add_child` on an already freed node.

Fixes #35323.
2020-01-19 22:08:40 +01:00
Rémi Verschelde eb89254690 Fix crash when confirming dialogs with Return key
Regression from #34040, apparently making this a const reference
introduces issues (not sure why, but previous code worked fine).

Fixes #34691.

Co-authored-by: dankan1890 <mewuidev2@gmail.com>
2020-01-17 12:47:23 +01:00
Eric Rybicki 41efc08532 Fix SkeletonIK not playing animation if more than one IK-Bone is active 2020-01-16 20:22:15 +01:00
Rémi Verschelde 1de633205f Validate input in (CPU)Particles set_emission_shape()
Fixes #29777.

Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-16 11:08:51 +01:00
Rémi Verschelde dd3779c12e
Merge pull request #35183 from YeldhamDev/scrollbar_regression
Fix scrollbar regression on large scales
2020-01-16 07:56:05 +01:00
Michael Alexsander 76e03f9b4d Fix scrollbar regression on large scales 2020-01-16 00:59:46 -03:00
Haoyu Qiu 574918f344 Updates ScrollContainer min size when toggle scrollbars 2020-01-16 09:42:31 +08:00
Rémi Verschelde 7c624949b5
Merge pull request #35147 from madmiraal/fix-34992
Fixes get_floor_normal() returning the user defined floor_normal.
2020-01-15 14:17:15 +01:00
Marcel Admiraal 907adb37ce Fixes get_floor_normal() returning the user defined floor_normal.
When there is no collision with a floor the get_floor_normal() function
should return the zero vector to be consistent with get_floor_velocity().

Renames floor_normal to up_direction in all bindings.

Updates the documentation of get_floor_normal() and get_floor_velocity()
to make it clear when the values are valid. Updates the documentation for
move_and_slide() and move_and_slide_with_snap() to use the new up_direction
parameter name.
2020-01-15 10:13:35 +01:00
Haoyu Qiu 26e3b4a58a Updates LineEdit's min size when necessary
These properties will affect the minimum size of LineEdit:

* The right icon (`set_right_icon`)
* The clear button (`set_editable` and `set_clear_button_enabled`)
* The text, when "expand to text length" is enabled (`set_text`)
2020-01-15 10:15:32 +08:00
Rémi Verschelde 40f0649e5b Fix typos with codespell
Using codespell 1.16.0.

See ab3bccdb78 for procedure.
2020-01-15 00:49:52 +01:00
Michael Alexsander db8c4c2a22 Fix regression on scrollbar raising in ScrollContainer 2020-01-14 19:55:12 -03:00
Michael Alexsander 34bf81fa7c Cleanup unnecessary code from before the scrollbar overlapping fixes 2020-01-14 18:19:12 -03:00
Rémi Verschelde 57986208f3
Merge pull request #35130 from qarmin/crash_item_bad_index
Don't allow to use too big index in ItemList
2020-01-14 21:03:25 +01:00
Rafał Mikrut 724f5f3178 Don't allow to use too big index in ItemList 2020-01-14 20:17:48 +01:00
Rémi Verschelde 63112b5090
Merge pull request #35106 from YeldhamDev/scrollbar_overlap_fixes
Fix more instances of overlapping scrollbars
2020-01-14 08:12:20 +01:00
Michael Alexsander 712cd8a97e Fix more instances of overlapping scrollbars 2020-01-13 22:49:17 -03:00
Haoyu Qiu 66a54582ee Updates min size on CenterContainer::set_use_top_left 2020-01-14 08:35:21 +08:00
Rémi Verschelde 04a1ae90df
Merge pull request #35080 from malbach/scrollbars_overlap
Fix #33309 Overlapping Scrollbars in ScrollContainer
2020-01-13 16:10:12 +01:00
Rémi Verschelde e2bebfbd4c Use MOUSE_FILTER_PASS for all containers (but PanelContainer)
Containers are meant to forward mouse input to their the Controls
they contain.

PanelContainer has a visible Panel stylebox, so it still defaults
to STOP.

Fixes #34933.
2020-01-13 14:49:01 +01:00
malbach bc8ce836e3 Fix overlapping scrollbars in ScrollContainer (#33309) 2020-01-13 14:37:55 +01:00
Rémi Verschelde 100f50b7df Control/Light2D: Preventing setting 0 as scale as for Node2D
Triggers errors in `Transform2D::affine_invert()`.

Fixes #26510.
Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
2020-01-13 12:20:15 +01:00
Rémi Verschelde 478ab8b45b
Merge pull request #34960 from johannesgunnar/spin_box-apply-method
Spinbox apply input method
2020-01-12 14:16:14 +01:00
Paulb23 22c15083af Fix empty LineEdit crash on ctrl+backspace 2020-01-11 17:57:36 +00:00
Jóhannes Gunnar Þorsteinsson 083637a901 Add apply method to SpinBox 2020-01-11 10:47:51 +00:00
Tomasz Chabora 60cd3df337 Add signal for LineEdit overflow event 2020-01-10 21:07:00 +01:00
Andrea Catania 9f1f4620e0 Added function to expose floor normal, useful to correctly calculate player velocity.
This work has been kindly sponsored by IMVU.
2020-01-10 14:58:19 +01:00
Rémi Verschelde 59a2fed1e6
Merge pull request #34938 from OverloadedOrama/fix-basebutton-button-press
Fixes BaseButton not triggering the pressed signal on "Button Press"…
2020-01-10 10:35:11 +01:00
Haoyu Qiu fbd937bd30 Update minimum size on Label::set_autowrap
If `clip_text` is true, the minimum height is one line if `autowrap` is
true , or one pixel otherwise.
2020-01-10 17:08:27 +08:00
Gilles Roudière b5251eb00f Don't compile editor-only function when tools=no 2020-01-09 22:15:48 +01:00
Ben Hickling fdd7cfa820 fixed camera project_position function that was still using the near parameter in a few calculations 2020-01-09 14:34:31 +00:00
OverloadedOrama bf4a0242ff Fixes BaseButton not triggering the "pressed" signal on "Button Press" Action Mode
This should fix #34935
2020-01-09 02:17:53 +02:00
Haoyu Qiu 4293f76cf1 Emits meta_hover_ended when mouse exit RichTextLabel 2020-01-08 21:01:08 +08:00
Yuri Roubinsky ed22a4c454
Merge pull request #33817 from Chaosus/vs_fresnel
Make Fresnel node in visual shaders to use default NORMAL/VIEW
2020-01-08 12:15:46 +03:00
Rémi Verschelde 1de54bb388
Merge pull request #34874 from wingedadventurer/bugfix-label-visible-characters
Make Label node consider spaces for visible_characters property
2020-01-08 08:18:59 +01:00
Rémi Verschelde 033fb72c03
Merge pull request #34871 from lentsius-bark/textEdit-vertical-horizontal-scroll-expose
expose scroll_vertical and scroll_horizontal in TextEdit
2020-01-08 08:18:12 +01:00
Rémi Verschelde 90c487ebf3
Merge pull request #34900 from timothyqiu/rtl-cell-wrap
Fixes RichTextLabel click issue when cell text wraps
2020-01-08 07:08:02 +01:00
Michael Alexsander 8b5992f665 Make possible to edit the GraphEdit's selection rect colors 2020-01-07 23:20:48 -03:00
Haoyu Qiu d17a4efc43 Fixes RichTextLabel click issue when cell text wraps 2020-01-08 09:08:03 +08:00
Rémi Verschelde 83fe471c3b
Merge pull request #34881 from williamd1k0/fix-animationtree-no3d
Fix AnimationTree not available when compiled with disable_3d
2020-01-07 23:03:53 +01:00
Tomasz Chabora bbc36dbc67 Don't show conf warning if script is not tool 2020-01-07 21:28:16 +01:00
Kanabenki d79f0e7d40 Check if cursor is inside meta when getting cursor shape 2020-01-07 15:46:11 +01:00
Krystof Klestil c475f11018 expose scroll_vertical and scroll_horizontal in TextEdit + documentation 2020-01-07 15:16:07 +01:00
Haoyu Qiu 3df9d187a3 Fixes crash when using Mesh::create_outline and Mesh::create_convex_shape
Adds a size check to the array returned by `surface_get_arrays`.

During debugging, `create_outline` also crashes when the indices size is
one (not a multiple of three). For now, just reports the error and fail
the function.
2020-01-07 16:15:14 +08:00
William Tumeo c1853eeb59 Fix AnimationTree not available when compiled with disable_3d 2020-01-07 00:04:30 -03:00
Haoyu Qiu d43ad46e42 Fixes import of models as PackedScene 2020-01-07 07:21:17 +08:00
wingedadventurer 695980a0f2 make Label consider spaces for visible_characters 2020-01-06 23:29:00 +01:00
Rémi Verschelde e2a6cae0c7
Merge pull request #34867 from volzhs/calculate-label-size-2
Calculate label size more accurately
2020-01-06 22:26:14 +01:00
volzhs e5a0018621 Calculate label size more accurately 2020-01-07 04:21:02 +09:00
Rémi Verschelde 24281cd9c9
Merge pull request #34865 from volzhs/oversampling-emoji
Update size and position for colored font with oversampling
2020-01-06 18:32:24 +01:00
volzhs e03ac8c618 Update size and position for colored font with oversampling 2020-01-07 02:15:23 +09:00
Rémi Verschelde ce75a2f33d
Merge pull request #33987 from nekomatata/own-world-environment
Viewport environment is updated properly when set to own world
2020-01-06 15:26:52 +01:00
Rémi Verschelde f5d1177fcb
Merge pull request #34303 from Chaosus/fix_texture_crash
Fixed crash if passing invalid image ref to TextureLayered
2020-01-06 14:21:20 +01:00
Rémi Verschelde 8aea5decc6
Merge pull request #34020 from gytsen/unify-pack-version
PCK: Set VERSION_PATCH in header, factor out header magic
2020-01-06 14:04:55 +01:00
Rémi Verschelde 080e6e48ad
Merge pull request #34829 from timothyqiu/checks-bundle
Fixes crash for bad property of PackedScene
2020-01-06 13:43:38 +01:00
Joost Heitbrink dc61323b2c PCK: Set VERSION_PATCH in header, factor out header magic
Unify pack file version and magic to avoid hardcoded literals.

`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-06 13:13:17 +01:00
Rémi Verschelde 61dd7748ca
Merge pull request #34839 from madmiraal/fix-34807
Don't update the floor_velocity with the current linear_velocity.
2020-01-05 18:18:55 +01:00
Marcel Admiraal fc1f0d76e7 Don't update the floor_velocity with the current linear_velocity.
Updating the floor velocity with the body's current linear velocity
discards the velocity component provided by the body's angular
rotation. Without the current contact point there is no way to calculate
the current velocity component provided by the body's angular rotation
therefore we need to use the velocity calculated at the time of the
collision.

Fixes #34807.
2020-01-05 17:35:49 +01:00
volzhs 3f0c7b89ec Fix calculating label size 2020-01-06 01:06:26 +09:00
Rémi Verschelde 195f39a2ce
Merge pull request #34835 from nekomatata/stylebox-aa-fix
Fixed StyleBoxFlat antialiasing with aa size of 1
2020-01-05 11:07:38 +01:00
PouleyKetchoupp a7a025531b Fixed StyleBoxFlat antialiasing with aa size of 1
Also made aa size consistent when computing uv coordinates and fixed a warning about aa_border_width not initialized in some cases.

fixes #34830
2020-01-05 10:54:24 +01:00
Haoyu Qiu 4b660a87d8 Fixes crash for bad property of PackedScene 2020-01-05 11:13:29 +08:00
Haoyu Qiu 78e9ca58af Makes more strings translatable 2020-01-04 13:46:38 +08:00
Rémi Verschelde 6f279ed6eb
Merge pull request #34781 from fossegutten/button-flash
Fixes button flashing when releasing mousebutton outside
2020-01-03 16:23:57 +01:00
fossegutten b728d3bd18 Fixes button flashing when releasing mousebutton outside 2020-01-03 14:55:27 +01:00
Rémi Verschelde 147268a427
Merge pull request #34755 from Calinou/shadermaterial-connect-editor-only
Don't connect ShaderMaterial's `changed` signal when not in the editor
2020-01-03 14:42:10 +01:00
Rémi Verschelde fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00