Commit Graph

502 Commits

Author SHA1 Message Date
Juan Linietsky
6055e4424a Redo of Message Queue
* Functionality moved to a base class CallQueue, which will be used for inter-thread communication within the scene.
* MessageQueue now uses growing pages, starts from a single 4k page.
* Limit still exists, but because its not allocated by default, it can be much higher.
2023-04-12 16:31:23 +02:00
kobewi
eac65fd0a8 Fill random docs 2023-04-03 16:02:29 +02:00
Yuri Sizov
3596443de1
Merge pull request #74727 from AThousandShips/project_settings
Exposing more project settings for documentation
2023-03-15 15:59:10 +01:00
Ninni Pipping
bd30847e59 Exposing more project settings for documentation 2023-03-15 14:25:40 +01:00
Yuri Sizov
c981a305a5
Merge pull request #73144 from chutchinson/bug/openxr-init-alert-dialog
Replaced OpenXR operating system alert dialog with a warning log message
2023-03-15 14:07:05 +01:00
Ninni Pipping
3de5332fcb Document editor/naming/scene_name_casing setting
Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
2023-03-09 21:17:49 +01:00
Rémi Verschelde
0b98b470cc
Merge pull request #73716 from bruvzg/improve_locale_selection
Improve layout direction/locale automatic selection.
2023-03-06 10:57:56 +01:00
Haoyu Qiu
1e0b8d6240 Hide internal settings from the classref
Default actions are no longer internal since we want to document them.
They are still hidden from the Project Setting dialog because we hid the
whole `input/` group manually.
2023-03-02 17:52:37 +08:00
Rémi Verschelde
1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
Hugo Locurcio
aea88270d5
Document the Max Clustered Elements project setting 2023-02-24 02:39:44 +01:00
bruvzg
82d7923c65
Improve layout direction/locale automatic selection. 2023-02-22 08:37:14 +02:00
bruvzg
b3c64675cc
[macOS] Replace all Alt/Option+Letter/Number default shortcuts to avoid conflicts with special character input. 2023-02-20 22:02:47 +02:00
bruvzg
041f559da1
Exclude platform dependent rendering/textures/vram_compression/import_* default values from documentation. 2023-02-16 15:48:09 +02:00
Rémi Verschelde
ddb1876cf7
Merge pull request #73412 from timothyqiu/doc-fixes
Fix a few typos in the class reference
2023-02-16 11:02:04 +01:00
Haoyu Qiu
431a0f20a4 Fix a few typos in the class reference 2023-02-16 13:26:17 +08:00
Travis Veralrud
10be2c343f
iOS: Fix memory leak on touch input
Replace incomplete iOS gesture with touch implementation.

Fixes #66422.
2023-02-15 09:45:38 +01:00
Chris Hutchinson
cb8e919243 Replaced operating system alert dialog with a warning log message,
toggled by a project setting.
Fixes #73141
2023-02-13 18:42:43 -05:00
Hugo Locurcio
42b7739321
Document unsupported features in Mobile and Compatibility rendering methods 2023-02-13 22:17:02 +01:00
Haoyu Qiu
cc384a8228 Add missing period for sentences in classref 2023-02-12 11:39:14 +08:00
Danil Alexeev
220898a69f
GDScript: Remove treat_warnings_as_errors project setting 2023-02-10 10:16:33 +03:00
Yuri Sizov
13f0158e49
Merge pull request #72608 from vnen/gdscript-warning-default-error
GDScript: Add warnings that are set to error by default (take 2)
2023-02-05 16:00:26 +03:00
bitsawer
d1521933bb Expose and document ProjectSettings.get_global_class_list() 2023-02-04 23:22:27 +02:00
George Marques
273bf7210f
GDScript: Add warnings that are set to error by default
- Adds a list of default levels for all warning so they can be set
  individually.
- Add warnings set by default to error for:
  - Using `get_node()` without `@onready`.
  - Using `@onready` together with `@export`.
  - Inferring a static type with a Variant value.
  - Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
  apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
  only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
  properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
  the direct super class of the script. This ensures they are always
  equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
  default argument as having a default. Now it shows for all.
2023-02-02 12:07:25 -03:00
Rémi Verschelde
afe3b94ab2
Revert "GDScript: Add warnings that are set to error by default"
This reverts commit a166833bfa.

This caused multiple regressions.
Needs to be redone with more testing before merge.

Fixes #72501.
2023-02-01 10:54:22 +01:00
Rémi Verschelde
e101305950
Merge pull request #72487 from vnen/gdscript-warning-default-error
GDScript: Add warnings that are set to error by default
2023-02-01 08:23:42 +01:00
Rémi Verschelde
6749f1f85a
Merge pull request #72462 from raulsntos/docs/dotnet-renames
Fix C# examples in documentation for 4.0
2023-02-01 07:25:26 +01:00
George Marques
a166833bfa
GDScript: Add warnings that are set to error by default
- Adds a list of default levels for all warning so they can be set
  individually.
- Add warnings set by default to error for:
  - Using `get_node()` without `@onready`.
  - Using `@onready` together with `@export`.
  - Inferring a static type with a Variant value.
  - Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
  apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
  only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
  properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
  the direct super class of the script. This ensures they are always
  equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
  default argument as having a default. Now it shows for all.
2023-02-01 00:05:14 -03:00
Raul Santos
7eb8325180
Fix C# examples in documentation
- Fix documentation after C# renames.
- Add missing `partial` in C# class declarations.
- Change `delta` parameter type to `double` in C#.
- Ensure parameters match base declaration.
- Use `$` string interpolation in C#.
- Fix invalid or outdated C# code.
- Changed some examples to follow our style guide more closely.
2023-01-31 19:04:07 +01:00
smix8
0ab764e84b Add NavigationAgent Path Debug Visualization
Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
2023-01-31 18:27:35 +01:00
Rémi Verschelde
6d9c9d30b9
Merge pull request #72206 from vnen/gdscript-allow-void-return-shorthand
GDScript: Allow void functions to return calls to other void functions
2023-01-31 15:55:35 +01:00
Rémi Verschelde
361f3f1721
Merge pull request #57520 from jordigcs/gd-rename-map
Add hint for identifiers renamed from 3.x to 4.0
2023-01-31 15:55:25 +01:00
George Marques
a47d4d57ca
GDScript: Allow void functions to return calls to other void functions 2023-01-31 11:37:30 -03:00
Juan Linietsky
28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Dmitrii Maganov
31e0ae2012 GDScript: Fix constant conversions 2023-01-29 00:01:53 +02:00
Yuri Sizov
fab9926a95
Merge pull request #65137 from dalexeev/editor-naming
Rearrange `editor/naming/*` project settings
2023-01-24 22:26:03 +03:00
jordi
bb9a00889a Add hint for identifiers renamed since Godot 3 2023-01-24 12:33:55 -06:00
Hugo Locurcio
abcf0aaed2
Document changing V-Sync at runtime in the class reference 2023-01-23 19:00:22 +01:00
Rémi Verschelde
5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
Rémi Verschelde
5726bf578d
Merge pull request #71676 from vnen/gdscript-unicode-identifiers
Add support for Unicode identifiers in GDScript and Expression
2023-01-23 10:24:33 +01:00
George Marques
7548e043fc
Add support for Unicode identifiers in GDScript
This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
2023-01-21 13:39:40 -03:00
bruvzg
aade5abd4f
Reorganize main and sub-window initial position properties. 2023-01-19 13:44:06 +02:00
Raul Santos
3425d43fed
C#: Move GLOBAL_DEFs to CSharpLanguage ctor
Also documents the .NET project settings.
2023-01-18 21:53:58 +01:00
Yuri Sizov
682ef35787
Merge pull request #71328 from reduz/button-shortcuts-no-longer-press
Button shortcuts no longer "press" the Button.
2023-01-14 00:14:51 +03:00
Juan Linietsky
dd3a1b08a9 Button shortcuts no longer "press" the Button.
* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.

Fixes #45033 and possibly others.
2023-01-13 18:43:02 +01:00
Juan Linietsky
6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
Danil Alexeev
8f706be6fa
Rearrange editor/naming/* project settings 2023-01-12 11:41:13 +03:00
bruvzg
2718a7b7d3
Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
George Marques
bc739a4687
GDScript: Make using return of void function an error
Remove the `VOID_ASSIGNMENT` warning since those cases will be errors
now.
2022-12-30 13:35:38 -03:00
Marius Hanl
5aa243f9da Added the possibility to define a default value in ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.

Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-12-21 19:49:57 +01:00
Rémi Verschelde
d25a64ffca
Merge pull request #70204 from Calinou/ios-remove-disable-touch-setting
Remove Disable Touch debug project setting
2022-12-17 20:56:28 +01:00