This is needed to avoid aborting due to missing mscorlib for projects that do not use C#.
If 'res://.mono/' exists, then we assume the project uses C#, in which case a missing mscorlib should still abort.
Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed.
Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems.
Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
Previously this was only done when building the script for running the game. This was a problem because the user could want to build the project manually with the "Build project" button, to then run the game from the command line or similar.
When a recursive declaration ends up in a GDScript file the
_guess_expression_type function would start looping and eventually run
out of stack space.
We now cap recusion for this function to 100 frames.
This fixes#25598
Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner).
It's now safe to replace the script instance without leaking or crashing.
Also fixed godot_icall_Object_weakref return reference being freed before returning.
The default value of the type is now used to initialise it.
export(int) A
Will now have A be 0 istead of Null even though it still showed as 0 before in the inspector, fixes#25357
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes#25217 and fixes#25218
To help users writing good cross-platform code, Godot's
`FileAccessWindows:open()` will issue a warning on case mismatch, which
happens here with capitalized extensions given by `PATHEXT` compared to
actual file extensions which are lowercase 99% of the time.
Fixes#25368.
Some construct (like match) actually depends on the second pass. This
adds some extra checks to not perform specific type-checks on release
since not all type information is available.
BaseIntermediateOutputPath seems to be empty by default. The workaround is to explicitly set it.
Also fixed passing char instead of char[] to String.Split. Why was this even working with Mono?
When exporting variables from a gdscript, default values of uninitialized variables would never be set. This caused the default value to be Variant::NIL, and when a user tried to reset the variable through the editor, an error would be thrown because too few arguments would be counted(end of argument list for calls are detected by NIL values).
Fixed by simply setting default value to an empty variant of the proper type in gdscript parser.
Some classes are represented internally with an underscore prefix, so we
need to make sure we match this representation when type-checking,
otherwise the check might fail on a valid scenario.
There's always a constructor, even if implicit, especially for native
types.
Also don't check for signature match on function call, since this
information is not available in release builds.
A lot of information is missing on release, and the checks might take a
performance hit. Also, having GDScript more lenient on release is
usually desirable.
Avoid sending encoded packet flags (reliable/unreliable/ordered) as
that's already been done by ENet itself and we can read them from the
incoming packet.
Use temporary cache directory instead of editor settings directory
in order to resolve encrypted file access needed for encrypting scripts
on all platforms.
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()',
and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already
(which shouldn't happen since we're only unregistering things that we previously
registered.
Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative,
missed in #20552 which was last amended before #19501 was merged.
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing.
The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance.
I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.
I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.
Bunnymark: (higher is better)
(bunnies) min max stdev average
fast-math 7332 7597 71 7432
this pr 7379 7779 108 7621 (102%)
FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math 15441 16127 192 15764
this pr 15671 16855 326 16001 (99%)
Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math 5.49 5.78 0.07 5.65
this pr 5.65 5.90 0.06 5.76 (98%)
Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math 11.70 12.36 0.18 11.99
this pr 11.92 12.32 0.12 12.12 (99%)
Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math 11.72 12.17 0.12 11.93
this pr 12.01 12.62 0.17 12.26 (97%)
I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.
I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.
This fixes#24540 and fixes#24841
This fixes the previously wrong PR
Because we don't actually ship 'debug' templates to users make sure
the mono exporter picks the correct 'data' directory for export
templates.
This fixes#24752
Because we don't actually ship 'debug' templates to users make sure
the mono exporter picks the correct 'data' directory for export
templates.
This fixes#24752
Retrieved working implementation from 2.1 branch and adapted to
existing export preset system.
Added Script tab in export preset to export script as raw text,
compiled, or encrypted (same as in 2.1). The script encryption key is
visually validated. The script export mode and the key is saved per
per preset in `export_presets.cfg`, so it makes sense to ignore this
file in version control system.
Each custom exporting procedure can retrieve an export preset set
during project exporting. Refactored project export dialog a bit to
allow easier code comprehension.
- The `cpu-features.{c,h}` code was only used by chance by the webm
(libvpx) code, so I moved it there. It was actually introduced before
that and wasn't in use, and libvpx just happened to be able to
compile thanks to it being bundled.
It could potentially be compiled on the fly from the Android NDK, but
since we plan to replace the webm module by a GDNative plugin in the
near future, I went the bundling route.
- `ifaddrs_android.h` is already provided in the Android NDK as
`ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we
up the min API level to 24, where `getifaddrs` is first defined.
I moved the files to `thirdparty/misc` and synced them with upstream
WebRTC (only indentation changes and removal of `static` qualifiers).
Also removes dropped thirdparty files from COPYRIGHT.txt after changes
in #24105 and #24145.
By introducing an intermediate proxy class for the array subscript
operator for String and CharString we can control better when CowData
will actually CoW.
This should improve performance of String usage for most cases.
Interface and callback api added for Videodecoder support.
Should be able to construct any format videodecoder using
only the given interface.
GSoC 2018 project.
str2var used to raise a blocking error when invalid input was passed. Now it logs an error message and
returns the input string. This solution was proposed in #13021.
Closes#11457 and #13021.
Fixes some out-of-bounds problems when there are more collisions than
have been requested for. This extends what has been done in 444b8471a3.
Fixesgodotengine/godot#23990
Apparently, only a single WRITABLE/READABLE callback is called at each
servicing. For this reason, we want to keep servicing until we end up
not receiving any callback.
When that happens, we can assume that we can't (or don't want to) write
more, and that there is nothing left to read in the socket buffer.
- Check if GDScript was compiled correctly before checking its functions
and properties.
- Check if native class name is actually set before looking for it in
the ClassDB.
This requires creating the FunctionNode object a bit sooner, and setting
it as the current_function while parsing the parent constructor call
arguments.
Note that the return type has not yet been parsed at this point, but
that doesn't seem to be a problem.
Fixes#22139
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
I was wrong in assuming that String had to survive long enough to avoid
it, what actually needed to survive was the CharString obtained from the
acsii() or utf8() function.
At least according to valgrind
Add missing Rect2 methods to GDNative API
Add missing Quat methods to GDNative API
Add missing NodePath methods to GDNative API
Add missing String methods to GDNative API
Add missing Array methods to GDNative API
Add missing Basis methods to GDNative API
Add missing Color methods to GDNative API
Update gdnative_api.json
- `modules\mono\csharp_script.cpp(576): warning C4099: 'CSharpScriptDepSort': type name first seen using 'class' now seen using 'struct'`
- `modules\mono\signal_awaiter_utils.cpp(144): warning C4003: not enough actual parameters for macro 'ERR_FAIL_V'`
- `modules\mono\editor\net_solution.cpp(101): warning C4129: '%': unrecognized character escape sequence`
- (several) `modules\mono\glue\cs_compressed.gen.h(222): warning C4129: 'E': unrecognized character escape sequence`
The issue is that ResourceFormatLoaderText is a singleton. It was created in a faulty way in
ResourceFormatLoaderNativeScript::load
It was created on the stack, which caused the static singleton pointer to be overwritten. This
causes then segmentation faults if the singleton is used later on.
IMO singleton creation needs to made safer to avoid other similar issues in the future.
- If there is a solution and C# project at startup, make sure API assemblies are up to date.
- Fix prebuilt assemblies only being used when building the game project, and not in other instances.
* There were spaces unequally inside the function definitions.
* camelcase_to_underscore() should also work for numbers inside of the camel case.
* Removed the builtin concept
* Capitalize descriptions from methods too.
* Match the visual script functions by removing the empty arguments "( )"
* Add some test cases
Whenever there's a port change that may change the inputs, the default inputs will be recalculated.
Moving the update port loop into its own function.
Signed-off-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
Coming from strncpy might get you a non-NULL terminated buffer.
The solution, if you accept trunction, is to give one less byte to
strncpy and manually set the last char in the buffer to '\0'.
If the source string is shorter, than the buffer is padded with '\0'
automatically.
Fixes the following GCC 8 warnings:
```
core/image.cpp:730:44: warning: 'mip1_weight' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/image.cpp:293:20: warning: 'mip2' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/image.cpp:293:20: warning: 'mip1' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/audio_stream_preview.cpp:58:19: warning: 'vmax' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/audio_stream_preview.cpp:85:19: warning: 'vmin' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/editor_themes.cpp:306:53: warning: 'preset_contrast' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/plugins/animation_blend_space_2d_editor.cpp:459:27: warning: 'prev_idx' may be used uninitialized in this function [-Wmaybe-uninitialized]
editor/plugins/animation_blend_space_2d_editor.cpp:443:27: warning: 'prev_idx' may be used uninitialized in this function [-Wmaybe-uninitialized]
main/tests/test_oa_hash_map.cpp:57:29: warning: 'value' may be used uninitialized in this function [-Wmaybe-uninitialized]
modules/csg/csg.cpp:764:40: warning: 'max_angle' may be used uninitialized in this function [-Wmaybe-uninitialized]
modules/csg/csg_shape.cpp:1945:3: warning: 'face_count' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/3d/voxel_light_baker.cpp:1593:8: warning: 'cone_aperture' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/3d/voxel_light_baker.cpp:1592:6: warning: 'cone_dir_count' may be used uninitialized in this function [-Wmaybe-uninitialized]
scene/animation/animation_blend_space_2d.cpp:471:8: warning: 'mind' may be used uninitialized in this function [-Wmaybe-uninitialized]
core/os/memory.cpp:94: warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas]
core/os/memory.cpp:95: warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas]
core/os/memory.cpp:98: warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas]
```
Fixes the following GCC/Clang warnings:
```
modules/gdnative/nativescript/nativescript.h:280:37: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:281:37: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:283:42: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:285:38: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:287:38: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:290:45: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
modules/gdnative/nativescript/nativescript.h:291:44: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
```
- Bundle editor dependencies:
- 'GodotSharp': Root data directory for the editor
- 'Tools': Editor dependencies. Only GodotSharp.dll for now.
- 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies.
- 'Mono': Mono files to bundle with the editor.
- 'bin': (Optional, not used for now) Mono bin directory.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- 'lib/mono/4.5': Framework assemblies.
- Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default.
- Export template dependencies:
- 'data_AppName'/'data_Godot':
- 'Mono': Mono files to bundle with the game.
- 'etc': Mono configuration files.
- 'lib': Mono dependency shared libraries.
- The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template.
- In OSX, alternative location for directories (needed for app bundles) are:
- 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc'
- 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib'
- The editor can bundle prebuilt API assemblies.
- Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution)
- Build the solutions and copy the output files to '#bin/GodotSharp/Api'.
- Fixed API assembly being added twice during the export process.
Fixes the following Clang 7 warnings:
```
core/io/marshalls.cpp:872:10: warning: unused variable 'f' [-Wunused-variable]
core/ustring.cpp:1831:2: warning: 'register' storage class specifier is deprecated and incompatible with C++17 [-Wdeprecated-register]
core/ustring.cpp:1832:2: warning: 'register' storage class specifier is deprecated and incompatible with C++17 [-Wdeprecated-register]
drivers/gles3/rasterizer_gles3.cpp:82:24: warning: unused function '_gl_debug_print' [-Wunused-function,34]
main/main.cpp:118:13: warning: unused variable 'auto_build_solutions' [-Wunused-variable]
modules/csg/csg_gizmos.cpp:225:46: warning: 'current' may be used uninitialized in this function [-Wmaybe-uninitialized]
```
- thread_local.h: 'delegating constructors only available with -std=c++11 or -std=gnu++11'
- mono_reg_utils.cpp: 'extra tokens at end of #endif directive'
- mono_bottom_panel.cpp: '<fieldB> will be initialized after <fieldA> when initialized here'
- bindings_generator.cpp: 'name lookup of 'i' changed (...) matches this 'i' under ISO standard rules (...) matches this 'i' under old rules (...)'
Namely:
[-Wunneeded-internal-declaration]
[-Wunused-comparison]
[-Wunused-const-variable]
[-Wunused-function]
[-Wunused-private-fields]
Fixes the following Clang 7 warnings:
```
editor/plugins/script_editor_plugin.cpp:1417:20: warning: function '_find_node_with_script' is not needed and will not be emitted [-Wunneeded-internal-declaration]
editor/scene_tree_dock.cpp:1859:14: warning: function '_find_last_visible' is not needed and will not be emitted [-Wunneeded-internal-declaration]
modules/gdscript/gdscript_parser.cpp:7838:19: warning: equality comparison result unused [-Wunused-comparison]
scene/resources/mesh.cpp:549:35: warning: unused variable '_array_types' [-Wunused-const-variable]
scene/resources/mesh.cpp:563:18: warning: unused variable '_format_translate' [-Wunused-const-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:54:28: warning: unused function 'store_transform2d' [-Wunused-function]
core/io/file_access_network.h:50:6: warning: private field 'ml' is not used [-Wunused-private-field]
core/io/file_access_zip.h:93:14: warning: private field 'archive' is not used [-Wunused-private-field]
core/io/resource_format_binary.h:122:6: warning: private field 'bin_meta_idx' is not used [-Wunused-private-field]
core/message_queue.h:47:9: warning: private field 'mutex' is not used [-Wunused-private-field]
main/tests/test_gui.cpp:63:11: warning: private field 'control' is not used [-Wunused-private-field]
modules/gdscript/gdscript_parser.h:558:7: warning: private field 'completion_static' is not used [-Wunused-private-field]
platform/x11/os_x11.h:148:11: warning: private field 'ip_unix' is not used [-Wunused-private-field]
platform/x11/os_x11.h:180:7: warning: private field 'net_wm_icon' is not used [-Wunused-private-field]
platform/x11/os_x11.h:189:6: warning: private field 'audio_driver_index' is not used [-Wunused-private-field]
platform/x11/os_x11.h:190:15: warning: private field 'capture_idle' is not used [-Wunused-private-field]
servers/physics/body_pair_sw.h:79:6: warning: private field 'cc' is not used [-Wunused-private-field]
servers/visual/visual_server_raster.h:62:7: warning: private field 'draw_extra_frame' is not used [-Wunused-private-field]
```
Fixes the following Clang 7 warnings:
```
core/object.cpp:44:1: warning: '_ObjectDebugLock' defined as a struct here but previously declared as a class [-Wmismatched-tags]
core/variant_call.cpp:43:1: warning: '_VariantCall' defined as a struct here but previously declared as a class [-Wmismatched-tags]
drivers/gles3/rasterizer_storage_gles3.h:765:2: warning: 'MultiMesh' defined as a struct here but previously declared as a class [-Wmismatched-tags]
editor/editor_node.h:794:1: warning: 'EditorProgress' defined as a struct here but previously declared as a class [-Wmismatched-tags]
modules/bullet/rigid_body_bullet.h:230:17: warning: class 'KinematicUtilities' was previously declared as a struct [-Wmismatched-tags]
modules/bullet/space_bullet.h:60:1: warning: class 'btSoftBodyWorldInfo' was previously declared as a struct [-Wmismatched-tags]
scene/resources/world_2d.cpp:40:1: warning: 'SpatialIndexer2D' defined as a struct here but previously declared as a class [-Wmismatched-tags]
scene/resources/world.cpp:39:1: warning: 'SpatialIndexer' defined as a struct here but previously declared as a class [-Wmismatched-tags]
servers/audio/reverb_sw.cpp:60:1: warning: 'ReverbParamsSW' defined as a struct here but previously declared as a class [-Wmismatched-tags]
thirdparty/bullet/BulletSoftBody/btSoftBody.h:43:1: warning: 'btSoftBodyWorldInfo' defined as a struct here but previously declared as a class [-Wmismatched-tags]
```
Also finally move freetype to its own env and disable warnings for it.
Still needs some work to fix the awkward situation of the freetype and
svg modules used in scene/ and editor/ respectively.
Fixes the following GCC 5 warnings:
```
core/io/zip_io.h:128:26: warning: 'zlib_filefunc_def zipio_create_io_from_file(FileAccess**)' defined but not used [-Wunused-function]
core/script_debugger_remote.cpp:110:17: warning: 'ObjectID safe_get_instance_id(const Variant&)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:103:12: warning: 'int _socket_create(IP::Type&, int, int)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:45:15: warning: 'size_t _set_sockaddr(sockaddr_storage*, const IP_Address&, int, IP::Type)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:76:15: warning: 'size_t _set_listen_sockaddr(sockaddr_storage*, int, IP::Type, IP_Address)' defined but not used [-Wunused-function]
editor/editor_fonts.cpp:40:24: warning: 'Ref<BitmapFont> make_font(int, int, int, int, const int*, const Ref<Texture>&)' defined but not used [-Wunused-function]
editor/editor_themes.cpp:85:26: warning: 'Ref<StyleBoxFlat> change_border_color(Ref<StyleBoxFlat>, Color)' defined but not used [-Wunused-function]
editor/import/editor_import_collada.cpp:493:13: warning: 'void _generate_normals(const PoolVector<int>&, const PoolVector<Vector3>&, PoolVector<Vector3>&)' defined but not used [-Wunused-function]
editor/import/editor_import_collada.cpp:524:13: warning: 'void _generate_tangents_and_binormals(const PoolVector<int>&, const PoolVector<Vector3>&, const PoolVector<Vector3>&, const PoolVector<Vector3>&, PoolVector<float>&)' defined but not used [-Wunused-function]
editor/pvrtc_compress.cpp:118:13: warning: 'void _compress_etc(Image*)' defined but not used [-Wunused-function]
modules/etc/image_etc.cpp:89:13: warning: 'void _decompress_etc1(Image*)' defined but not used [-Wunused-function]
modules/etc/image_etc.cpp:93:13: warning: 'void _decompress_etc2(Image*)' defined but not used [-Wunused-function]
modules/gdscript/editor/gdscript_highlighter.cpp:46:13: warning: 'bool _is_whitespace(CharType)' defined but not used [-Wunused-function]
scene/2d/cpu_particles_2d.cpp:510:14: warning: 'float rand_from_seed_m1_p1(uint32_t&)' defined but not used [-Wunused-function]
scene/3d/cpu_particles.cpp:474:14: warning: 'float rand_from_seed_m1_p1(uint32_t&)' defined but not used [-Wunused-function]
scene/resources/default_theme/default_theme.cpp:123:20: warning: 'Ref<Shader> make_shader(const char*, const char*, const char*)' defined but not used [-Wunused-function]
scene/resources/default_theme/default_theme.cpp:130:24: warning: 'Ref<BitmapFont> make_font(int, int, int, int, const int*, const Ref<Texture>&)' defined but not used [-Wunused-function]
```
Had to split `core/io/zip_io.h` into header and .cpp file without 'static' keyword.
Not fixed yet (static definition in header used in some files but not all):
```
modules/websocket/lws_helper.h:111:13: warning: 'void _lws_make_protocols(void*, int (*)(lws*, lws_callback_reasons, void*, void*, size_t), PoolVector<String>, _LWSRef**)' defined but not used [-Wunused-function]
```
Also fixed a couple other warnings missed in previous commits.
Fixes the following GCC 5 warnings:
```
core/object.h:193:11: warning: 'MethodInfo::flags' will be initialized after [-Wreorder]
core/object.h:192:15: warning: 'PropertyInfo MethodInfo::return_val' [-Wreorder]
core/object.cpp:278:1: warning: when initialized here [-Wreorder]
core/script_debugger_remote.h:97:6: warning: 'ScriptDebuggerRemote::max_cps' will be initialized after [-Wreorder]
core/script_debugger_remote.h:91:6: warning: 'int ScriptDebuggerRemote::max_messages_per_frame' [-Wreorder]
core/script_debugger_remote.cpp:1086:1: warning: when initialized here [-Wreorder]
core/script_debugger_remote.h:98:6: warning: 'ScriptDebuggerRemote::char_count' will be initialized after [-Wreorder]
core/script_debugger_remote.h:92:6: warning: 'int ScriptDebuggerRemote::n_messages_dropped' [-Wreorder]
core/script_debugger_remote.cpp:1086:1: warning: when initialized here [-Wreorder]
modules/bullet/area_bullet.h:102:7: warning: 'AreaBullet::isScratched' will be initialized after [-Wreorder]
modules/bullet/area_bullet.h:92:39: warning: 'PhysicsServer::AreaSpaceOverrideMode AreaBullet::spOv_mode' [-Wreorder]
modules/bullet/area_bullet.cpp:46:1: warning: when initialized here [-Wreorder]
modules/bullet/collision_object_bullet.h:127:15: warning: 'CollisionObjectBullet::space' will be initialized after [-Wreorder]
modules/bullet/collision_object_bullet.h:117:7: warning: 'CollisionObjectBullet::Type CollisionObjectBullet::type' [-Wreorder]
modules/bullet/collision_object_bullet.cpp:67:1: warning: when initialized here [-Wreorder]
modules/bullet/godot_ray_world_algorithm.h:48:7: warning: 'GodotRayWorldAlgorithm::m_ownManifol1d' will be initialized after [-Wreorder]
modules/bullet/godot_ray_world_algorithm.h:46:33: warning: 'const btDiscreteDynamicsWorld* GodotRayWorldAlgorithm::m_world' [-Wreorder]
modules/bullet/godot_ray_world_algorithm.cpp:50:1: warning: when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:91:18: warning: 'GodotAllConvexResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:89:6: warning: 'int GodotAllConvexResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:93:2: warning: when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:142:18: warning: 'GodotAllContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:140:6: warning: 'int GodotAllContactResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:147:2: warning: when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:168:18: warning: 'GodotContactPairContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:166:6: warning: 'int GodotContactPairContactResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:173:2: warning: when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:195:18: warning: 'GodotRestInfoContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:191:7: warning: 'bool GodotRestInfoContactResultCallback::m_collided' [-Wreorder]
modules/bullet/godot_result_callbacks.h:199:2: warning: when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:200:9: warning: 'RigidBodyBullet::gravity_scale' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:199:9: warning: 'real_t RigidBodyBullet::mass' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:222:28: warning: 'RigidBodyBullet::force_integration_callback' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:219:7: warning: 'bool RigidBodyBullet::isTransformChanged' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:220:7: warning: 'RigidBodyBullet::previousActiveState' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:208:6: warning: 'int RigidBodyBullet::maxCollisionsDetection' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder]
modules/bullet/soft_body_bullet.h:69:9: warning: 'SoftBodyBullet::total_mass' will be initialized after [-Wreorder]
modules/bullet/soft_body_bullet.h:68:6: warning: 'int SoftBodyBullet::simulation_precision' [-Wreorder]
modules/bullet/soft_body_bullet.cpp:38:1: warning: when initialized here [-Wreorder]
modules/bullet/soft_body_bullet.h:76:9: warning: 'SoftBodyBullet::drag_coefficient' will be initialized after [-Wreorder]
modules/bullet/soft_body_bullet.h:61:14: warning: 'btSoftBody* SoftBodyBullet::bt_soft_body' [-Wreorder]
modules/bullet/soft_body_bullet.cpp:38:1: warning: when initialized here [-Wreorder]
modules/bullet/space_bullet.h:97:22: warning: 'SpaceBullet::solver' will be initialized after [-Wreorder]
modules/bullet/space_bullet.h:95:35: warning: 'btDefaultCollisionConfiguration* SpaceBullet::collisionConfiguration' [-Wreorder]
modules/bullet/space_bullet.cpp:333:1: warning: when initialized here [-Wreorder]
modules/bullet/space_bullet.h:101:23: warning: 'SpaceBullet::soft_body_world_info' will be initialized after [-Wreorder]
modules/bullet/space_bullet.h:99:23: warning: 'btGhostPairCallback* SpaceBullet::ghostPairCallback' [-Wreorder]
modules/bullet/space_bullet.cpp:333:1: warning: when initialized here [-Wreorder]
modules/gdnative/nativescript/nativescript.h:79:13: warning: 'NativeScriptDesc::base_native_type' will be initialized after [-Wreorder]
modules/gdnative/nativescript/nativescript.h:73:9: warning: 'String NativeScriptDesc::documentation' [-Wreorder]
modules/gdnative/nativescript/nativescript.h:88:9: warning: when initialized here [-Wreorder]
modules/gdscript/gdscript.h:296:6: warning: 'GDScriptWarning::line' will be initialized after [-Wreorder]
modules/gdscript/gdscript.h:294:4: warning: 'GDScriptWarning::Code GDScriptWarning::code' [-Wreorder]
modules/gdscript/gdscript.h:303:2: warning: when initialized here [-Wreorder]
scene/3d/physics_body.h:544:7: warning: 'PhysicalBone::simulate_physics' will be initialized after [-Wreorder]
scene/3d/physics_body.h:543:7: warning: 'bool PhysicalBone::_internal_static_body' [-Wreorder]
scene/3d/physics_body.cpp:2502:1: warning: when initialized here [-Wreorder]
scene/3d/physics_body.h:546:6: warning: 'PhysicalBone::bone_id' will be initialized after [-Wreorder]
scene/3d/physics_body.h:539:12: warning: 'Skeleton* PhysicalBone::parent_skeleton' [-Wreorder]
scene/3d/physics_body.cpp:2502:1: warning: when initialized here [-Wreorder]
scene/3d/spring_arm.h:44:11: warning: 'SpringArm::mask' will be initialized after [-Wreorder]
scene/3d/spring_arm.h:43:8: warning: 'float SpringArm::current_spring_length' [-Wreorder]
scene/3d/spring_arm.cpp:37:1: warning: when initialized here [-Wreorder]
scene/animation/skeleton_ik.h:159:11: warning: 'SkeletonIK::target_node_override' will be initialized after [-Wreorder]
scene/animation/skeleton_ik.h:152:7: warning: 'bool SkeletonIK::use_magnet' [-Wreorder]
scene/animation/skeleton_ik.cpp:418:1: warning: when initialized here [-Wreorder]
scene/resources/tile_set.h:84:9: warning: 'TileSet::AutotileData::size' will be initialized after [-Wreorder]
scene/resources/tile_set.h:83:7: warning: 'int TileSet::AutotileData::spacing' [-Wreorder]
scene/resources/tile_set.h:92:12: warning: when initialized here [-Wreorder]
scene/resources/tile_set.h:115:12: warning: 'TileSet::TileData::tile_mode' will be initialized after [-Wreorder]
scene/resources/tile_set.h:114:9: warning: 'Color TileSet::TileData::modulate' [-Wreorder]
scene/resources/tile_set.h:120:12: warning: when initialized here [-Wreorder]
servers/physics/body_sw.h:84:19: warning: 'BodySW::direct_state_query_list' will be initialized after [-Wreorder]
servers/physics/body_sw.h:57:11: warning: 'uint16_t BodySW::locked_axis' [-Wreorder]
servers/physics/body_sw.cpp:756:1: warning: when initialized here [-Wreorder]
```
Nothing really relevant for us, but it's not a bad consistency
improvement anyway so worth taking.
Because I think github doesn't show history of renamed files
- The original work is done in commit f12a1b8
by JFonS
- Improved Documentation in commit a386af6
- Last change on the files was in commit 463af5b
- and Fixed compiler warnings in commit e5bbcb8bcf
Fixes GCC 5 warnings of the form:
core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]
Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]
drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]
modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]
editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file
editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
Fixes the following GCC 5 warnings:
```
drivers/gles2/rasterizer_canvas_gles2.cpp:814:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:2270:11: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:2673:22: warning: variable 'e' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:715:7: warning: variable 'no_cull' set but not used [-Wunused-but-set-variable]
drivers/gles2/shader_gles2.cpp:693:14: warning: variable 'cc' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_canvas_gles3.cpp:1226:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:3039:10: warning: variable 'contrib' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:4504:32: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable]
editor/editor_inspector.cpp:272:9: warning: variable 'guide_color' set but not used [-Wunused-but-set-variable]
editor/editor_themes.cpp:1067:14: warning: variable 'alpha3' set but not used [-Wunused-but-set-variable]
editor/editor_themes.cpp:263:8: warning: variable 'script_bg_color' set but not used [-Wunused-but-set-variable]
editor/plugins/collision_shape_2d_editor_plugin.cpp:326:11: warning: variable 'cpoint' set but not used [-Wunused-but-set-variable]
editor/plugins/mesh_editor_plugin.cpp:72:9: warning: variable 'size' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:471:12: warning: variable 'mpos' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:89:8: warning: variable 'basetype_color' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:90:8: warning: variable 'type_color' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:92:8: warning: variable 'string_color' set but not used [-Wunused-but-set-variable]
modules/visual_script/visual_script_editor.cpp:2521:7: warning: variable 'seq_connect' set but not used [-Wunused-but-set-variable]
platform/android/export/export.cpp:580:12: warning: variable 'styles_count' set but not used [-Wunused-but-set-variable]
platform/android/export/export.cpp:584:12: warning: variable 'styles_offset' set but not used [-Wunused-but-set-variable]
platform/osx/export/export.cpp:464:9: warning: variable 'zerr' set but not used [-Wunused-but-set-variable]
scene/2d/tile_map.cpp:260:10: warning: variable 'tcenter' set but not used [-Wunused-but-set-variable]
scene/3d/light.cpp:166:7: warning: variable 'editor_ok' set but not used [-Wunused-but-set-variable]
scene/3d/navigation.cpp:566:11: warning: variable 'closest_navmesh' set but not used [-Wunused-but-set-variable]
scene/gui/rich_text_label.cpp:869:8: warning: variable 'size' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:705:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:706:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:726:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:727:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable]
scene/resources/material.cpp:430:7: warning: variable 'using_world' set but not used [-Wunused-but-set-variable]
servers/visual/shader_language.cpp:2026:7: warning: variable 'all_const' set but not used [-Wunused-but-set-variable]
servers/visual/visual_server_scene.cpp:1383:28: warning: variable 'z_max_cam' set but not used [-Wunused-but-set-variable]
```
Also fixes two [-Wunused-value] warnings:
```
scene/gui/text_edit.cpp:4405:20: warning: statement has no effect [-Wunused-value]
servers/visual/visual_server_scene.cpp:905:48: warning: value computed is not used [-Wunused-value]
```
Some of those are bugs and need further work, they are identified with
`// FIXME` comments.
Fixes the following GCC 5 warnings and actual bugs:
```
drivers/unix/net_socket_posix.cpp:562:28: warning: comparison between 'enum IP::Type' and 'enum NetSocket::Type' [-Wenum-compare]
modules/gdscript/gdscript_function.cpp:792:26: warning: comparison of constant '17' with boolean expression is always true [-Wbool-compare]
modules/gdscript/gdscript_function.cpp:792:26: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
modules/gdscript/gdscript_parser.cpp:5082:58: warning: comparison of constant '6' with boolean expression is always false [-Wbool-compare]
modules/gdscript/gdscript_parser.cpp:5082:58: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
modules/mbedtls/stream_peer_mbed_tls.cpp:286:45: warning: comparison between 'enum StreamPeerTCP::Status' and 'enum StreamPeerSSL::Status' [-Wenum-compare]
modules/mbedtls/stream_peer_mbed_tls.cpp:313:45: warning: comparison between 'enum StreamPeerTCP::Status' and 'enum StreamPeerSSL::Status' [-Wenum-compare]
```
Also turn off -Wsign-compare warnings in the future, we do not consider them important.
Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp💯20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
Fixes the following GCC 5 warnings:
```
core/io/resource_format_binary.cpp:1721:29: warning: suggest parentheses around arithmetic in operand of '|' [-Wparentheses]
core/typedefs.h:108:24: warning: suggest parentheses around comparison in operand of '!=' [-Wparentheses]
editor/plugins/spatial_editor_plugin.cpp:2202:58: warning: suggest parentheses around comparison in operand of '!=' [-Wparentheses]
editor/plugins/spatial_editor_plugin.cpp:5002:12: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses]
main/input_default.cpp:346:59: warning: suggest parentheses around '-' inside '<<' [-Wparentheses]
main/input_default.cpp:348:60: warning: suggest parentheses around '-' inside '<<' [-Wparentheses]
main/input_default.cpp:579:57: warning: suggest parentheses around '-' inside '<<' [-Wparentheses]
modules/gridmap/grid_map_editor_plugin.cpp:613:14: warning: suggest explicit braces to avoid ambiguous 'else' [-Wparentheses]
modules/theora/video_stream_theora.cpp:335:34: warning: suggest parentheses around '+' in operand of '&' [-Wparentheses]
modules/theora/video_stream_theora.cpp:336:35: warning: suggest parentheses around '+' in operand of '&' [-Wparentheses]
modules/visual_script/visual_script_property_selector.cpp:215:38: warning: suggest parentheses around '&&' within '||' [-Wparentheses]
scene/gui/rich_text_label.cpp:424:84: warning: suggest parentheses around '&&' within '||' [-Wparentheses]
scene/gui/rich_text_label.cpp:512:80: warning: suggest parentheses around '&&' within '||' [-Wparentheses]
scene/gui/scroll_container.cpp:173:36: warning: suggest parentheses around '&&' within '||' [-Wparentheses]
scene/gui/scroll_container.cpp:173:86: warning: suggest parentheses around '&&' within '||' [-Wparentheses]
scene/gui/tree.cpp:1419:98: warning: suggest parentheses around '&&' within '||' [-Wparentheses]
```
We're not formally using C++11 yet so those trigger compilation warnings
(at least with GCC 5):
./main/input_default.h:122:30: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
CursorShape default_shape = CURSOR_ARROW;
^
Note: We may allow those eventually (especially for non-int static const),
but most of current occurrences were inconsistent with all other classes.
See also http://www.stroustrup.com/C++11FAQ.html#member-init
This enhancement is specially noticeable in OSX, since it includes Mono's install location (both official and homebrew). This makes it possible to build Godot with Mono on OSX without pkg-config (pkg-config is bundled with Mono, but it's not added to PATH, so finding it would require finding the Mono root directory first).
The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex.
NoiseTexture uses SimplexNoise to generate noise textures for using in
shaders/visual effects.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.
This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).
- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
First of all, this fixes the handling of exceptions so the engine actually notices them,
it was broken in 4172fa03b5.
Next, unhandled exceptions now do NOT cause an abort(). They're logged now,
so before #16987. The pending exception thing still works though.
This average is not a proper approximation of a grayscale value,
get_v() is better suited for that.
If we want a real to_grayscale() conversion, it's somewhat more
involved: https://en.wikipedia.org/wiki/Grayscale
Remove the deprecated Gray() from C# bindings as it conflicts
with new named color constants.
Since multiline comments are not officially supported in GDScript, it is
more common to see multiline strings being used as strings rather than
as comments (which are actually standalone expressions here).
This closes#21142.
The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
- Add pressed state to clear button
- Enable clear button on all inputs with search icon
- Remove duplicate clear buttons
- Fix rendering of icon for center and right alignments
- Add clear button to more search fields
- Add clear icon to default theme
- Add method to control enabled state of clear button
- Add property to enable clear button from inspector
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation
- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
* Prototype faster function call ux.
* Work on general search ux.
* Able to create nodes from search.
* Show class for variables but not methods.
* Get actions search working.
* Descriptions now show for both methods and properties.
* Enable zooming on mouse wheel up and down.
* Make the drag trigger on right mouse button.
* Search now shows for action visual script nodes.
* Able to search visual node names.
* Search works better.
* Change zooming scale to hide artifacts better.
* Remove zoom changes
* Select from base should check properties too like the other functions.
* Seq_connect flag is needed to set sequence lines correctly.
* Remove comment
* Code cleanup with function names and arguments.
* Use brief description for search descriptions.
* Clean and fix bug with input nodes connecting with sequence lines.
* Add a warning and fix some edge conditions with sequence into data lines and vice versa.
* Don't search functions when pulling from a sequence node.
* Don't show actions when pulling from a data line.
* Set set and get properties.
* Convert visual script operators to the correct type
* Create a function preset finds only functions.
* Singletons can now find functions.
* Add shift-a for generic search.
* Add brief descriptions for Visual Script nodes.
* Search boxes can now filter names.
* Add bigger hit zones to node connect.
* For the drop zones, make all the rect2 areas the same size.
* Function names in visual script node should be lower case so that search works better.
* Use the convention of capitalize() for set, set, visual script nodes and methods.
* Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search
* Make type_cast use the connecting node's type and remove use of found variable.
* Fix case where you call an instance's call function where it becomes an invalid call.
* Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections.
* Make the window bigger.
* Make connect_data and connect_seq more robust.
* Add icons to search items.
* Add vs constructors in shift-a menu.
* Operators, builtins and constructors show type name. Fix several problems with port connections.
* In shift-a mode search everything.
* Code cleanup
* Work on autocompleting the type.
* Use type guess in action creation.
* Check if type hint string exists in object variables when generating the visual script search.
* Add the hint to SceneTree.
* Add original type detection.
* Make type casting great again. This puts the type casted base type as the data output type string hint.
* Pass the type in a VisualScriptFunctionCall too.
* Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string.
* Make sure the instance is passed in VisualScriptPropertySet.
* Restore search on the node's type.
* Remove dependencies from graph_edit.
* Remove dependencies from property_selector and name the class visual_script_property_selector.
* Extract hot zones into a function.
* Move hot_zones constants into default theme.
* Bigger capture zones.
* Clean messy port_grab_distance variables.
* Remove RMB functionality.
* Remove memory leak on showing visual script descriptions.
* Read the port_grab_distance constants on enter tree and theme changed.
I've removed the section about being unable to export games using C# - as you are now able to do this, as long as the export templates are installed. Also, I've made a few minor grammar tweaks.
- Use data type struct from the parser.
- Avail from type hints when type can't be guessed.
- Consider inner classes and other scripts when looking for candidates.
- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
- Typed assignment (built-in, native, and script).
- Cast (built-in conversion; native and script checks).
- Check type of functions arguments on call.
- Check type of members on set.
- Resolve types for all identifiers.
- Error when identifier is not found.
- Match return type and error when not returning a value when it should.
- Check unreachable code (code after sure return).
- Match argument count and types for function calls.
- Determine if return type of function call matches the assignment.
- Do static type check with match statement when possible.
- Use type hints to determine export type.
- Check compatibility between type hint and explicit export type.
On macOS, it is common to install packages like Mono through the third-party
package-manager Homebrew. This commit simply adds an additional path to
where Homebrew installs the Mono framework.
Theora and WebM video streams were mistakenly imported with a ResourceImporter,
but those imported ogvstr and webmstr were simply links to the local resource.
While that works fine in the editor, it no longer works when exporting a game
as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr
references were exported.
As discussed with @reduz, it doesn't make sense to import videos, as we only
intend to play them back and not modify them/access their raw data. As such we
use a ResourceFormatLoader instead of an importer, to load the file on the fly.
ogv and webm files linked to this loader are now considered as resources, and
thus exported.
Note: The Theora and WebM loaders lack any kind of validity check beyond the
existence of the target file, but it was already the case with the importer.
Better checks and error reports could be added, but those loaders will eventually
be obsoleted by GDNative plugins anyway.
Fixes#14954.
- Add (Csc/Vbc/Fsc)ToolExe environment variables when running Mono's MSBuild.
- Fix directory for the 'mono_assemblies_output_dir' argument being created with the '#' top level directory token as part of its name.
- Allow to build with 'mono_static=yes' on Unix without specifying a mono prefix. The build script will try to find the mono prefix using the output from pkg-config.
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
Modules can register their own editor plugins (like GridMap does),
so no need to put module-specific classes in the `editor/` folder.
Also cleans up the previous SCons env pollution from the Recast
module, integrating its code into libmodules as other modules.
It was likely copy pasted by mistake from the freetype module,
which is more complex due to its usage in the core of the engine.
The SVG module does not seem to need any special treatment,
apart from linking in the main env so that editor can access it.
No longer printed when using using placeholder script instances (for non-tool scripts in the editor).
Print different error if the project assembly is not loaded
- Set (Csc/Vbc/Fsc)ToolExe environment variables to point to the batch files in Mono's bin directory when building with Mono's MSBuild.
- Set Mono's MSBuild as the default build tool on Windows.
- Generate projects with portable DebugType instead of full.
This fixes the problem that `SynchronizationContext.Current` would be null
during the call to `_EnterTree`, `_Ready` and the first call to `_Process` thus
the task continuations would be scheduled outside the main thread, which is unexpected and might lead to crashes.
With this change, task continuations are scheduled always on the main thread and so async/await can be used without any explicit synchronization, which is what is expected.
Fixes#18849
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
The --no-lto option only works on GCC compilers. This breaks LTO builds
on MacOS and iPhone when building the gdnative wrappers.
-fno-lto works on both brands of compilers.
Fixes#18029.
There are ways to load assemblies that the search hook has no way of intercepting,
and handling itself. Such as loading from a byte[] in C# code.
We now handle these cases with a fallback assembly_load_hook,
to avoid crashes when this is indeed done.
- Make enums have an unique signature name of int. This means that when generating internal methods, there is no difference between different enums types nor between enums and int. This way enums can re-use internal methods.
- Make type resolver fallback to int if a type is not found and it's an enum.
-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
Print this error only when trying to instantiate the script. This way we prevent errors being printed for source files which are not meant to be used as scripts.
Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
e is referred to as Euler’s number, so technically the MATH_EXP description in VisualScript doc was not incorrect, though could potentially lead to confusion.
e is different from Euler’s constant however, making the existing GDScript exp & VisualScriptMathConstant descriptions nvalid.
Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.
Added various missing functions and constructors.
Should close#17968.
Also implement get_connected_host and get_connected_port in WebSocketPeer
(not supported in HTML5 due to browser limitation).
Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to
WebSocketServer.
- Fixed bad size check
- Fixed bad member initialization
- Removed unused cell_size (Bullet expects us to use localScaling)
- Accept precomputed min/max height, will be calculated if not provided
There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment.
- Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
When importing non-valid OGG Vorbis audio files, now the filesystem
navigation tree shows the correct sad red-face icon, as it does with
non-valid PNG, JPG or WAV files.
Fix#9793.
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
Functions automatically generated by conneting
signals via GUI put whitespaces around the
arguments of the generated function. This is
inconsistent with the style guide.
This commit fixes that.
(cherry picked from commit 370f84f41c)
This commit adds a 'fill selection' command (shortcut: shift+f) to the
grid map editor, making it easier to block out large parts of grid maps.
The new command is equivalent to the existing 'clear selection' command
except that it fills the selection with the currently selected block
instead of the empty grid cell.
"_signals" and "signals_invalidated" were moved out of the
"TOOLS_ENABLED" directive. Updated also the two "update_signals" and
"_update_signals" methods so it makes sense.
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
Instead of gridmap editor calling grid as floor irrespective of the
orientation, it now calls the grid plane if it's vertical and floor
if horizontal.
Resolves: #14611
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.
This is fixed now by making a Main::is_project_manager().
It already had an implicit cast operator to string,
but this doesn't get used in say string formatting.
So now something like $"path: {GetPath()}" works.
This commit adds new functionality to NativeScript, namely:
- ability to set and get documentation for classes, methods,
signals and properties
- ability to set names and type information to method arguments
- ability to set and get type tags for nativescripts
- ability to register instance binding data management functions
- ability to use instance binding data
The GDNative C API gets passed to libraries in a struct of function
pointers. To provide stable binary compatibility, each extension not
part of the core API is separated into its own sub-struct.
These structs aren't meant to be changed in order to keep binary
compatibility.
In case of an API extension, the structs include a `next` pointer
which can point to a new struct with additional function pointers.
Godot's build system generates the API structs automatically at
build time, but so far there has no support for the mentioned `next`
pointers.
This commit changes the API struct generation in such a way that code
that used previous headers will compile without problem with the new
headers.
The new extension-extensions (weird name, but that's what it is) get
generated recursively and include the version in the struct-name.
It's going to be called anyway after `mono_domain_finalize`.
This also prevents crashes, since the MessageQueue singleton could already be freed at this point (see: #15702).
This ensures that all users of the Mono flavour of Godot 3.0 are aware
of its current shortcomings (no export, crashes and usability issues).
The dialog is shown each time the editor is started, until the checkbox
is disabled (i.e. until users will have actually read it).
Fixes#15956.
- Bundle with mscorlib.dll to avoid compatibilities issues
- Add build option 'mono_assemblies_output_dir' to specify the output directory where the assemblies will be copied to. '#bin' by default.
- Sometimes `StackFrame.GetMethod()` returns null (e.g.: latest frame of a `MissingMethodException`). Still not sure what to do with that frame (maybe skip it), but at least it no longer fails.
- Skip `CSharpLanguage::debug_get_current_stack_info()` if an error is printed from `GDMonoUtils::update_corlib_cache()`.
- Fix crash when calling `GDMonoUtils::print_unhandled_exception(exc)` if there is no ScriptDebugger attached.
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
Fixes#15468
Also improves the error messages if the string isn't hex, because saying that the color value is negative is just a side effect of the implementation and tells you nothing.
- Fix VS Code opening on the previous line to the desired one.
- Fix running MonoDevelop without the line and column parameters.
- Fix `ScriptEditor::_goto_script_line` not working with language overriden external editors.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
- alloc_language_binding: Use strong GC handle as well for references. Fixes#15138
- Set the native instance field of Godot.Object to IntPtr.Zero when it's freed.
- Create weak handles without tracking resurrection (that was causing trouble). This means we have to call notification predelete before queueing a native Object for deletion, and use the MonoObject* passed by the finalizer because the weak GC handle target will return NULL at this point.
They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
The rst-generator gives you now a hint what's going on:
Bad reference: 'method.RegEx.search_all' in file: ../modules/regex/doc_classes/RegExMatch.xml
grep 'method.RegEx.search_all' ../modules/regex/doc_classes/RegExMatch.xml
Contains the results of a single regex match returned by [method RegEx.search]
and [method.RegEx.search_all]. It can be used to find the position and range of the match
and its capturing groups, and it can extract its sub-string for you.
Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
This makes a VisualScriptEditor singleton, which gives plugins the
ability to register their own custom nodes. Those will be available for
insertion in the Visual Script editor, under the "Custom Nodes"
category.
When compiling with GCC it is now possible for an opcode followed by
itself to never leave the scope it is currently in. This leads to a
situation where the dtor of a scope local variable isn't called which in
turn can lead to a memory leak.
By moving the goto outside of the scope of each opcode we guarantee that
all dtors have been called before the next opcode gets dispatched.
this fixes#12401
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml`
always showing up as modified.
Might cause issues on Windows due to the removal of BOMs or change of line endings
in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features.
Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc..
It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
- Make sure to search the mono installation directory for the right architecture in the windows registry.
- Do not build GodotSharpTools directly to #bin dir. Instead build to the default output path and copy it. This way we avoid MSBuild adding files we don't want to #bin.
- Add hint path for MSBuild in OSX.
- Copy shared library on Unix if not statically linking.
- Use vswhere to search MSBuild and search for 14.0 tools version in the registry instead of 4.0.
- SCons will only fallback xbuild when msbuild is not found if 'xbuild_fallback=yes' is passed to the command.
- Use mono's assembly path as FrameworkPathOverride if using with system's MSBuild (not mono's fork).
- Cleanup.
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
Corrected inability to build on systems using libressl instead of
openssl (e. g. void linux) by adjusting the #defines in
modules/openssl/stream_peer_openssl.cpp and
modules/openssl/stream_peer_openssl.h to check if
LIBRESSL_VERSION_NUMBER is defined (as done similarly in the following
patch in freebsd:
https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219362 ).
- Allow non-public fields to be exported as well (to avoid confusion).
- Set PROPERTY_HINT_RESOURCE_TYPE for resource derived fields.
- Support enums and automatically fill PROPERTY_HINT_ENUM's hint_string for enum fields.
This field represents if the class is exposed to the scripting API.
The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize').
- Added missing registration of classes that are meant to be exposed.
- Take care of the differences in handling unicode characters in
`escape_string` (formerly in `editor/SCsub`, now in `compat.py)`.
- Conditionally include `_winreg` or `winreg` in the Mono editor
module.
Previously functions of the GDNative API were accessed by letting
the loader at load-time resolve the symbols. This causes troubles on
Windows (...sigh...), so now the GDNative API isn't exported anymore.
This means, that a library that wants to call a GDNative function
needs to access it via a struct of pointers that's passed to it at
right after the library was loaded. To make the usage easier, those
function pointers in the struct can be wrapped in actual function in
the global scope. This commit adds a generator for that wrapper code.
- The export process now builds complete .ipa on macOS, instead of just
creating XCode project.
- The project includes Capabilities games usually require: Game Center,
Push Notifications, In-App Purchase.
- Icons and launch screens can be specified in export preset.
On compulers that define __GNUC__ use computed goto to directly dispatch
the next instruction rather than going through another switch statement.
This saves a jump and some comparisons.
In tight loops this is is roughly 10% faster than the switch() method.
This release hides many struct members which provides easier forward
compatibility but is a break from previous releases. A few small macros
provide compatibility between both 1.1.0 and 1.0.x.
Fixes#8624.
This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)
See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely
There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.
This allows you to write GDScript like:
if not Dictionary():
print("Empty dict")
Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
As a preparation for other performance enhancements to GDScript:call()
start by removing more of the GDScript runtime checks on release.
This code has been tested with 2d/platformer, 3d/platformer,
3d/materials_test, and goltorus. No regressions were found.
In an effort to make GDScript a little faster replace the double
switch() with a computed goto on compilers that set __GNUC__. For
compilers that don't support computed goto it will fall back to regular
switch/case statements.
In addition disable using boolean values in a mathematical context. Now
boolean values can only be compared with other booleans. Booleans will
also no longer be coerced to integers.
This PR replaces #11308 and fixes#11291
Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.
Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
Fixed: Error cause by attemptng to delete a NULL pointer.
unregister_gdnative_types() now checks discoverer to see if it is NULL
before deleting. After selecting a godot project to edit (in Win10), the
discoverer_callback() wasn't called thus discoverer was NULL.
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
Basically, `GridMap` wasn't reacting to the
`NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and
walks over the set of `Octants` and all of their `MultiMeshInstances` to
set their visibility on the `VisualServer`.
A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
Apparently -ffast-math generates incorrect code with recent versions of
GCC and Clang. The manual page for GCC warns about this possibility.
In my tests it doesn't actually appear to be measurably slower in this
case, and this is used in a batch process so it seems safe to disable
this.
This fixes#10758 and fixes#10070
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
The initial version of the pattern matcher in GDScript does not
allow matching on nested identifiers, only one identifiers available
in the current scope.
With the introduction of enums to GDScript that's a huge missing
feature. This commit makes the parser accept indexed constants and
variables to properly support enums.
The pattern and replacement matching behaviour has been changed purely
due to the nature of switching to a standards-compliant library.
One mistake in the previous behaviour was that named groups didn't have
a number. This has been corrected.
As names are actually just an alias of numbered groups,
RegExMatch::get_name_dict() is now get_names() and is a dict
referring to the group number it represents.
Duplicate names are enabled and the with the first matching instance
used.
Due the lack of a suitable equivalent in PCRE2, RegExMatch::expand() was
removed.
GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.
Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.
Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`
Closes#9500.
The _init call was buggy anyway and in the end shouldn't be a
thing that's called via ClassDB, it should be something that's
language specific, so we leave this out for the bindings.
In the commit 66a7763 the SCsub file for GDNative was changed to
use a cloned environment, that bricked -rdynamic which needs to be
passed down to the linker, which didn't happen with the new env.
In 3c53b35 a call to an "_init" function was introduced,
that however was only executed in the `_new` function,
also it *required* that such a function exists.
With this patch the "_init" function will be optionally called on
every instance creation.
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.
This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
self.!(some_arg)
The other fix is just a forgotten boolean negation.
Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.
Moved "project_settings.h" down one line to comply with the clang-format rules.
Fixes#9638
Closed pull request #9714 because I messed up with commits, sorry!
I'm working on Nim bindings and Nim GC needs to know the stack
boundaries to check whether certain pointers are located on the stack
or in the heap. This commit adds godot_get_stack_bottom procedure
to gdnative module which returns pointer to the stack bottom of the
main thread. Later on this may be improved to return stack bottom of
the current thread.
This adds GDNative as a separate class type.
It can be used to interface with native libraries by
using "native calls", which can be registered by modules
(and in future other GDNative libraries?).
It also reworks the currently called "GDNativeScript" into a
"NativeScript" that just makes use of the new GDNative instead
of it being the component that implements that functionality.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes#9458
Implements open_in_external_editor for subclasses of ScriptLanguage.
Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.
Ideas for further improvements:
- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.
Example:
```gdscript
extends Node2D
func _input(ev):
if ev is InputEventKey:
print("yay, key event")
```
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
Those errors were introduced with #8821 (6fd217d). These functions need to return reference types, otherwise setting values on those containers does not work.
removes MultiScript which was re-added in #8502 (aka 4c14700).
This feature didn't turn out to be as useful as most expected. It causes more troubles than it does good.
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object.
With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes
which could impact performance.
I used the code from 0b806ee as the base and made it work with the current master.
"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
I also enabled DLSCRIPT_EDITOR_FEATURES as the default.
It might not be the most usable because of the lack of a reloading functionality,
but as Zylann pointed out "It's better to see something than nothing at all"
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it.
This is particularly useful and even required for language bindings to work properly.
This also fixes non-tool builds.
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a)
Before this change the libfreetype_builtin.a lib would be appended
at the very end of the linking flags, after system libs such as -lX11
or -lkernel32.
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes#7354 and fixes#6947.
In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().
Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.
This (partially) fixes#6798
The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.
This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.
Fixes#7796
problem was a segmentation fault caused by trying to access Vector constants[0] which isn't there if op->arguments.size() is not bigger than one.
- the changed OR condition didn't make sense (always true), should be AND
- changes the "constant" variable to be false per default and gets set to true when there is actually something pushed to "constants"
clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.
This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
The plan is to implement IK properly in the core engine for version 3.1,
together with ragdolls in the Skeleton node to let them reuse the same
limits and constraints.
Therefore we remove this module as part of the API breakage in 3.0, so
that we are not limited by staying compatible with it in 3.1.
Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
Re-wrote nrex as a module using godot-specific parts and new
features:
* Added string substitutions.
* Named groups are now supported.
* Removed use of mutable variables in RegEx. RegExMatch is returned
instead.
( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 )
this is manual revertion of #6501 which introduced a bug that prevented
scons from detecting Mingw under Windows when MSVC was installed.
(thanks to @vnen for finding this)
AND
it fixes the actual bug that prevented scons from detecting MSVC standalone
compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` )
The freeware Standalone MSVC C++ Build Tools are available here :
http://landinghub.visualstudio.com/visual-cpp-build-tools
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.
This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.
This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.
Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.
"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.
Also s/pnm/pbm/, long-lived typo :)
Make one-based the column number on the code editor
Make one-based the column number for GDScript error messages
Make one-based the column number for shader code error messages
Fixes the following problems.
A malicious client was able to contact another peer faking its identity
(even looking like he was the server).
A malicious client was able to force other client disconnections by sending
bogus system packets to the server.
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.
This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.
Fixes#6487