Commit Graph

3998 Commits

Author SHA1 Message Date
Lyuma
c21aa9196e Consider a thread done if current_work is null 2021-06-17 05:22:43 -07:00
Gregory Basile
8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Rémi Verschelde
badad53438
Merge pull request #49505 from underdoeg/patch-2
fix url parsing with port numbers
2021-06-16 14:20:29 +02:00
Haoyu Qiu
06c0a5f9f2 Save binary ProjectSettings key length properly 2021-06-16 16:32:03 +08:00
Rémi Verschelde
fed31b1827
Merge pull request #49616 from BastiaanOlij/more_rename_transform
Adding some more missing renames for Transform3D and Quaternion
2021-06-15 16:50:52 +02:00
Bastiaan Olij
2161fd117b
Adding some more missing renames for Transform3D and Quaternion 2021-06-15 16:01:50 +02:00
Rémi Verschelde
78a2d3a967
Merge pull request #49107 from timothyqiu/circular-structure
Fix json dump and print of circular structure
2021-06-15 15:43:55 +02:00
SpaghettiCoder01
5b81af09dc Added Input_Map entry for backspacing using Shift+Backspace 2021-06-15 04:30:49 +01:00
Haoyu Qiu
b3bd54001f Fix json dump and print of circular structure 2021-06-14 20:48:49 +08:00
jfons
3a53ae5d9f Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.

Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.

This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).

Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.

Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
2021-06-14 12:17:11 +02:00
Rémi Verschelde
600b4c9c7b
Merge pull request #34668 from aaronfranke/to-string
[Core] Reformat structure string operators
2021-06-13 11:58:24 +02:00
Rémi Verschelde
e866a53428
Merge pull request #49559 from timothyqiu/color-index
Fix crash when using invalid index in Color.get_named_color
2021-06-13 10:50:27 +02:00
Haoyu Qiu
a23610ad90 Fix crash when using invalid index in Color.get_named_color 2021-06-13 14:29:32 +08:00
Haoyu Qiu
c727d40507 Fix InputEventJoypadButton::as_text crash for invalid button index 2021-06-13 13:53:11 +08:00
Rémi Verschelde
6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Rémi Verschelde
ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Rémi Verschelde
326e483ef3
VariantParser: Fix reading StringNames with '&'.
Keep support for '@' for now for compatibility.

Fixes #49535.
Fixes #49542.
2021-06-12 22:13:35 +02:00
kobewi
7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
Rémi Verschelde
530e069bc3
Merge pull request #49312 from RandomShaper/reference_to_ref_count
Rename `Reference` to `RefCounted`
2021-06-11 19:46:25 +02:00
Rémi Verschelde
50d1e0ea99
Merge pull request #47835 from mortarroad/master-lossless-webp
Implement lossless WebP encoding
2021-06-11 19:34:36 +02:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Morris Tabor
1bc1e94208 Implement lossless WebP encoding 2021-06-11 18:46:04 +02:00
Juan Linietsky
fbb5a541ef
Merge pull request #49421 from floppyhammer/fix-vram-compressed-mipmaps
Fix mipmaps of VRAM compressed textures
2021-06-11 12:35:00 -03:00
Aaron Franke
554c776e08
Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00
Rémi Verschelde
8d4046929c
Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
Rémi Verschelde
6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Rémi Verschelde
6107d9e180
Merge pull request #34566 from Heikki00/34541_to_json_precision
Increased String::num default decimal precision
2021-06-11 15:56:59 +02:00
Aaron Franke
f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Philip Whitfield
3d9f29910c
fix url parsing with port numbers
String.get_slice_count is always at least 1 or 2 for bases with a port number.
Before this change the following URL would return ERR_INVALID_PARAMETER ```ws://127.0.0.1:8000/test```
2021-06-11 10:09:05 +02:00
Jonathan Gollnick
6710ad1737
Let var2str display StringName with correct sigil 2021-06-10 16:30:28 -05:00
Marcel Admiraal
b3a962945e Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:17 +01:00
reduz
c66b2651a6 Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.

This should make thread loading entirely reliable.
2021-06-09 13:10:49 -03:00
floppyhammer
81ed9fa31b fix-vram-compressed-mipmaps 2021-06-08 21:38:45 +08:00
Rémi Verschelde
d92e46233c
Merge pull request #49394 from akien-mga/fileaccess-store_buffer-err-len-0
FileAccess: Don't err in `store_buffer` with buffer of size 0
2021-06-07 22:33:01 +02:00
Rémi Verschelde
6e9a4c268f
Merge pull request #49318 from reduz/native-extension
Add API for registering native extensions
2021-06-07 20:11:41 +02:00
Rémi Verschelde
01d5c463be
FileAccess: Don't err in store_buffer with buffer of size 0
The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.

Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).

Fixes #33564.
2021-06-07 18:34:00 +02:00
Rémi Verschelde
896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Rémi Verschelde
c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
TwistedTwigleg
8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
reduz
98a81fe8aa Add API for registering native extensions
* First step for GDNative to behave more like modules
* Only Object and ClassDB, the rest needs to happen on the GDNative side.
2021-06-04 14:56:46 -03:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
028d9fa2bd
Add "Transform" compatibility name for "Transform3D" in VariantParser 2021-06-04 08:07:08 -04:00
Rémi Verschelde
875ed4d600
Merge pull request #47336 from Calinou/rename-shader-file-extension
Rename the `.shader` file extension to `.gdshader`
2021-06-04 11:26:14 +02:00
Rémi Verschelde
5d9cab3aeb
Merge pull request #38430 from aaronfranke/transform3d 2021-06-03 23:07:21 +02:00
Rémi Verschelde
ea2a0b5455
Merge pull request #43450 from aaronfranke/mouse-mode-bitwise
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
2021-06-03 22:00:15 +02:00
Rémi Verschelde
a9c6d2a96c
Merge pull request #45624 from aaronfranke/clamp
Allow clamping vectors and colors in addition to floats and ints
2021-06-03 21:20:37 +02:00
Rémi Verschelde
a867c5ab77
Merge pull request #49269 from sarchar/fix-dns-locks
Fix DNS resolve mutex locks
2021-06-03 21:08:08 +02:00
Aaron Franke
2e13e3ed4a
Allow clamping vectors and colors 2021-06-03 12:05:20 -04:00
Aaron Franke
94bc0bd919
Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00