Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixesgodotengine/godot-proposals#639.
Fixes#37319.
Fixes#37690.
This was done by mistake in #36758, but it's not necessary and actual
causes a bug.
`property_changed` is only emitted via `emit_changed()`, which already
has default values for `p_field` and `p_changing`.
Also reverted to using `String` for now to be on the safe side, even if
it's inconsistent with `emit_changed()`. I had only changed it
partially in #36758 so it was inconsistent. It probably does make sense
to port `EditorInspector` and related property editors to use
`StringName` where relevant, but that's for a dedicated PR.
Fixes#36799.
- Fix `callable_mp` bindings to methods which used to have default
arguments passed to `bind_method`. We now have to re-specify them
manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.