Commit Graph

1379 Commits

Author SHA1 Message Date
Yuri Sizov
1362bc22bd Add tests for empty/unnamed arguments to ClassDB, Variant, GDScript 2022-08-08 16:36:01 +03:00
Michael Alexsander
2b86c458bf Fix some bugs with Windows 2022-08-05 02:25:15 -03:00
Nathan Franke
c3c5985189
move rpc and rpc_id implementations back to header
StackOverflow on why this is needed: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
Minor mistake in commit ca7d572908
2022-08-02 18:35:29 -05:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde
14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
Rémi Verschelde
8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Hugo Locurcio
e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Rindbee
fc17d3563d Remove first_draw and reset visibility when entering tree 2022-07-28 12:35:47 +08:00
Rémi Verschelde
950750fb98
Merge pull request #63355 from YeldhamDev/directional_tooltip 2022-07-27 12:37:03 +02:00
Fabio Alessandrelli
ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Michael Alexsander
46346cfaa5 Make tooltips be shown at different directions if there's not enough space 2022-07-23 14:51:06 -03:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
kleonc
57ff4032d0 Fix CanvasItem not exiting its canvas group on canvas exit 2022-07-20 21:35:31 +02:00
FireForge
97dfbea6ad Rename Control PRESET_WIDE to PRESET_FULL_RECT 2022-07-18 20:08:11 -05:00
Rémi Verschelde
168ee3e6c4
Merge pull request #63083 from madmiraal/fix-56336 2022-07-18 09:31:35 +02:00
Marcel Admiraal
96c75f1d10 Set initial SceneTree processes times to 0.0 2022-07-17 08:51:25 +01:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Fabian Keller
2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
bruvzg
cbe3a2dcb7
Use BitField hint for the TextServer enums. Add missing parts for BitField support to the GDextension API. 2022-07-15 08:49:50 +03:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
bruvzg
344ba0ffaf
Refactor Font configuration and import UI, and Font resources. 2022-07-06 14:12:36 +03:00
Hugo Locurcio
462432f89f
Add an underscore to internal group names as per engine policy
This also adds `SNAME()` macros where relevant to improve performance.
2022-07-01 20:16:25 +02:00
Rémi Verschelde
a7e589df38
Merge pull request #62084 from smix8/path_debug_options_4.x
Add Path2D/3D debug options
2022-06-29 20:36:43 +02:00
Rémi Verschelde
82a56e5c42
Merge pull request #61587 from YuriSizov/control-fix-theme-owner-toplevel
Fix theme propagation for children of top level controls and windows
2022-06-27 12:03:36 +02:00
Rémi Verschelde
11f5d2141a
Merge pull request #61577 from YuriSizov/core-fix-events-for-moved-nodes 2022-06-27 12:02:19 +02:00
reduz
d69e3791bf Fix editor-only visibility for lights
* Update visibility again for editor-only lights if owner changes.

Fixes #26399, supersedes #52327
2022-06-23 08:19:18 +02:00
Rémi Verschelde
91e9e3c681
Merge pull request #62247 from Rindbee/fix-editor-hang-when-window-as-root 2022-06-20 17:43:54 +02:00
smix8
e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
Rindbee
5ac259fad8 Quickfix editor hangs when rooting a window with exclusive and transient flags enabled 2022-06-20 21:45:08 +08:00
Rémi Verschelde
3e6de687b8 Node: Rename child_exited_tree to child_exiting_tree
The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.

Fixes #59210.
2022-06-20 11:55:19 +02:00
markdibarry
459228cdb3 Add explicit deferred flags 2022-06-19 10:04:53 -04:00
Rindbee
53bd72fa70 Fix previous min size affects _get_contents_minimum_size in AcceptDialog 2022-06-17 16:21:23 +08:00
FireForge
92817aa72f Add Vector2/3 linking to more properties
- Camera2D.zoom
- CanvasLayer.scale
- ParallaxBackground.scroll_base_scale
- ParallaxLayer.motion_scale
- Polygon2D.texture_scale
- BaseMaterial3D.uv1_scale
- BaseMaterial3D.uv2_scale
2022-06-14 09:33:44 -05:00
Rémi Verschelde
41986532c1
Merge pull request #61974 from Calinou/project-settings-mark-as-basic 2022-06-13 17:16:03 +02:00
bruvzg
f7269fe878
Single-window mode popups and edited scene windows fixes.
Fix single-window mode popup not closing when OptionBox is clicked.
Fix single-window mode submenus closing when parent menu item, that was used to open it is clicked (using same safe-area logic as platform specific code).
Disallow windows that are part of an edited scene from being set as exclusive or popup to prevent it from locking up the editor.
2022-06-13 09:56:08 +03:00
Hugo Locurcio
c178cfef8e
Mark some common project settings as basic 2022-06-12 19:50:14 +02:00
FireForge
4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
kobewi
9036fcbe5e Remove TooltipPanel and TooltipLabel 2022-06-09 22:23:11 +02:00
jfons
ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
Haoyu Qiu
83d931ad3c Fix Viewport.own_world_3d documentation
Also fixed the naming of the setter's parameter and made an `if` block
straightforward.
2022-06-06 21:34:40 +08:00
Rémi Verschelde
659f4b64d6
Merge pull request #60830 from Ansraer/fix-2d-scale
[4.x] Add viewport content scale
2022-06-04 00:15:38 +02:00
Yuri Sizov
ba273c6c5f Fix theme propagation for children of top level controls and windows 2022-06-01 04:20:00 +03:00
Yuri Sizov
8e5ad7be46 Mark node groups as dirty for every children if parent is moved 2022-05-31 21:28:04 +03:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Rémi Verschelde
a5109d49ce
Merge pull request #61026 from timothyqiu/quit-prop
Make `auto_accept_quit` and `quit_on_go_back` properties
2022-05-20 08:13:00 +02:00
Aaron Franke
5dc3bfb80e
Use suffixes for units in nodes and resources 2022-05-19 14:34:27 -05:00
Aaron Record
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00