Commit Graph

775 Commits

Author SHA1 Message Date
Rémi Verschelde fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
[3.2]  Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
lawnjelly a79293e0fc Add 2d snap transforms option
This is a cut back backport of reduz snapping PR #43194.

It just offers a global project setting for transform snapping.
2020-11-15 09:40:07 +00:00
Hugo Locurcio b7a3df473d
Allow using SVG images as project icon
Since exporters will save their own icon, the target platforms
don't have to support SVG to display the icon correctly.

This closes #23068.

(cherry picked from commit 0f9432f060)
2020-11-11 15:30:57 +01:00
Pedro J. Estébanez 3ec62c82a3 Implement no-window mode for X11 and MacOS
Bonus: Homogeinize and improve OS::alert() for no-window mode
2020-11-09 20:56:12 +01:00
Marcel Admiraal ef2a04bfd7 Remove unneeded filter on joy_axis() 2020-10-31 09:22:52 +00:00
Rémi Verschelde 914b0f700e
Update AUTHORS and DONORS list
New corporate sponsors:
  Spiffcode (Platinum)
  ASIFA-Hollywood (Silver)
  Zenva Academy (Silver)

Thanks to all contributors and donors for making Godot possible!

(cherry picked from commit 4960894880)
2020-10-28 15:09:17 +01:00
Marcel Admiraal 307f78abe6 Apply upstream gamecontrollerdb patch 391.
Co-authored-by: SalvoB <salvob41@users.noreply.github.com>
2020-10-26 17:01:53 +00:00
Marcel Admiraal 954b14ecec Provide support for buttons and D-pads mapped to half axes, and
fix axes mapped to buttons and D-pads.
2020-10-26 15:54:30 +00:00
Rémi Verschelde 9da889ff29
Merge pull request #40555 from RandomShaper/fix_debugger_autofocus_3.2
Fix debugger not getting focused on break on Windows (3.2)
2020-10-01 13:54:38 +02:00
Sergey Minakov 42de81e235 iOS: move touch delay to settings 2020-10-01 12:36:57 +03:00
Fabio Alessandrelli 6dffc1ef46
Ignore thread models when compiling with NO_THREAD
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).

This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.

(cherry picked from commit f3c6ac1d71)
2020-09-24 14:43:08 +02:00
Marcel Admiraal fc72c3fdf5 Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:42:59 +01:00
Rémi Verschelde ee5971a185
Donors: Add Gamblify, remove Interblock from splash screen
(cherry picked from commit 92d1964d1a)
2020-09-16 16:14:31 +02:00
Rémi Verschelde 138eba1561
Fix invalid CSV in SDL2 controller mappings DB
Follow-up to a61cae1469.

(cherry picked from commit 1e49a86884)
2020-09-01 20:54:32 +02:00
Rémi Verschelde 9be924c454
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@d148c6ce49.

(cherry picked from commit a61cae1469)
2020-09-01 10:24:04 +02:00
Rémi Verschelde b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
Pedro J. Estébanez 633b75c9e1 Fix debugger not getting focused on break on Windows
This is a revert of 9d78274e06, which was an attempt to fix #21431, but in the end it seems a different problem was the root of the issue.

Renewing focus steal allowance every time is needed on Windows.
2020-07-21 01:09:17 +02:00
Hugo Locurcio a8188265c2 Disable file logging for the project manager
Due to `user://` returning the current working directory when no
project is open, this caused logs to be written to `$HOME`
most of the time.

This closes #40305.

(cherry picked from commit b89dc6ae00)
2020-07-15 12:14:51 +02:00
Hugo Locurcio c2a4ce9380 Enable file logging by default on desktops to help with troubleshooting
- Use the `.log` file extension (recognized on Windows out of the box)
  to better hint that generated files are logs. Some editors provide
  dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
  the date from the time in log filenames. This makes the filename
  easier to read.
- Keep only 5 log files by default to decrease disk usage in case
  messages are spammed.

(cherry picked from commit 20af28ec06)
2020-07-10 11:03:32 +02:00
PouleyKetchoupp fe0adc4f77 Keep debug & verbose options after loading project from project manager
(cherry picked from commit b2d27214aa)
2020-07-10 08:51:21 +02:00
Rémi Verschelde 07b24de868
Merge pull request #38724 from madmiraal/fix-8368-3.2
[3.2] Support SDL2 half axes and inverted axes mappings.
2020-07-06 23:10:47 +02:00
Fabio Alessandrelli dc8b7b3b17 Move frame delaying functions from Main to OS.
Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.

(cherry picked from commit 1b6e3458b2)
2020-07-02 13:52:02 +02:00
Marcel Admiraal ebff150680 Support SDL2 half axes and inverted axes mappings. 2020-06-26 06:28:56 +01:00
Hugo Locurcio 087a83fd54 Improve the low processor mode sleep precision
The Low Processor Usage Mode Sleep Usec setting is now used as a
FPS limiter rather than a constant sleep duration.

This will increase CPU/GPU usage slightly due to the higher
effective FPS, but the increase in overall smoothness is worth it.

If both Force Fps and Low Processor Usage Mode settings are enabled
in the project settings, only the setting that causes the highest
sleep duration will be retained.

This closes #11030.

(cherry picked from commit 1c28b269d8)
2020-06-24 23:15:53 +02:00
Rémi Verschelde 530307e7ec Main::cleanup: Move MessageQueue deletion further down where it's safer
Partial revert of #15702 which triggered the issue.

Fixes #39786.

(cherry picked from commit 6480efba45)
2020-06-24 22:52:05 +02:00
Ev1lbl0w 17c87d2ec1
Expose disable_render_loop property to GDScript 2020-06-18 11:59:29 +01:00
Andrea Catania 74d10e766e - Added more euler rotation orders support.
- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.

This work has been kindly sponsored by IMVU.

(cherry picked from commit 2331300989)
2020-06-18 11:29:28 +02:00
Hugo Locurcio a6a29f97fe Add a suffix to the window title when running from a debug build
Since projects started from the editor or exported in debug mode
run slower than those exported in release mode, this should be
clearly presented to the user.

This partially addresses #20219.

(cherry picked from commit a9c60007a9)
2020-06-18 10:46:01 +02:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde 15b4192ec6 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@6191f6333b.

(cherry picked from commit 938334cc9e)
2020-06-05 12:46:28 +02:00
Andrii Doroshenko (Xrayez) 133997654c Add `custom_modules` build option to compile external user modules
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.

```
scons platform=x11 tools=yes custom_modules="../project/modules"
```

Features:

- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.

Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.

Implementation details:

- `env.module_list` is a dictionary now, which holds both module name as
  key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
  second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
  split into `detect_modules` which collects a list of available modules
  and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
  or absolute paths respectively. `custom_modules` scons converter
  ensures that the path is absolute even if relative path is supplied,
  including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
  that there's no need to change include paths in cases where custom
  modules are included as dependencies in other modules.

(cherry picked from commit a96f0e98d7)
2020-05-25 17:08:38 +03:00
bruvzg 28aabf4f73
[3.2] Block WM_MOUSEMOVE during Windows Ink pen handling. 2020-05-22 14:05:53 +03:00
Rémi Verschelde b6c551e864
Merge pull request #38875 from bruvzg/tab_drv_sel_32
[Windows, 3.2] Add tablet driver selection.
2020-05-20 13:58:26 +02:00
Hugo Locurcio a785641196 Allow `.res` and `.tres` extensions in the scene CLI positional argument
This closes #35709.

(cherry picked from commit 653334cc8d)
2020-05-20 12:07:08 +02:00
bruvzg 71b2abbfa3
[Windows, 3.2] Add tablet driver selection. 2020-05-20 09:36:56 +03:00
Pedro J. Estébanez 8349635ffc Fix leaks and crashes in OAHashMap
This changes the way the lifespan of items is managed to be consistent.

Bonus: Simplify cases of destroy-then-emplace.
2020-05-18 14:02:49 +02:00
Rémi Verschelde a5a7b1d462 Input: Readd 'Default Android Gamepad' magic binding
Removed by mistake in #38292 like the Windows `__XINPUT_DEVICE__`,
this magic binding is referenced directly in our code.

(cherry picked from commit 1c61b31109)
2020-05-11 11:22:21 +02:00
hoontee 8d0a925419 Re-add __XINPUT_DEVICE__
Required for `JoypadWindows::probe_joypads`.
Partially reverts 510e83498e. Fixes #38554.

(cherry picked from commit 9aa29b85a8)
2020-05-11 11:04:21 +02:00
lawnjelly dcb19ed735 Add Nvidia Workaround for GLES3
Ported GLES2 workaround code to GLES3.
2020-05-07 14:54:14 +01:00
bruvzg 78266c09c4
Add support for the WinTab API for pen input. (3.2) 2020-05-05 14:56:02 +03:00
Rémi Verschelde 9b636a2ccd Input: Drop obsolete versions of SDL gamecontrollerdb
The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings,
but since all new mappings have only been added to the main
gamecontrollerdb.txt which overrides the older entries, it doesn't make
much sense for us to keep the old databases.

We do not support the SDL2 half axes and inverted axes features from
gamecontrollerdb.txt, but this only impacts the specific controllers
which can use those features, the rest are parsed and used properly.

As for godotcontrollerdb.txt, it doesn't make sense for us to maintain
our own custom mappings instead of submitting them upstream. The only
exception is the Javascript and UWP platforms for which no bindings are
available upstream, so we keep those entries.

(cherry picked from commit 510e83498e)
2020-05-01 10:56:58 +02:00
punto- cc08101d50 Input: make VibrationInfo protected to allow implementors to use it
(cherry picked from commit 41a7d07095)
2020-05-01 10:56:58 +02:00
Rémi Verschelde 253fc093b8 DocData: Skip unexposed classes
Properly expose classes that we actually want accessible.

(cherry picked from commit 0ef8bcac4d)
2020-04-21 14:15:34 +02:00
Rémi Verschelde 008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
Hugo Locurcio 25b353fd32 Tweak the error message when trying to run an invalid script from CLI
(cherry picked from commit 2ab9515b07)
2020-04-16 12:57:22 +02:00
lawnjelly b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
bruvzg acfd8b67bd Ignore process serial number (`-psn_...`) command line argument passed by macOS Gatekeeper.
(cherry picked from commit e92a14ac5f)
2020-04-16 12:47:19 +02:00
Rémi Verschelde acd14e645a Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```

(cherry picked from commit 9d24541597)
2020-03-25 11:38:54 +01:00
Hugo Locurcio 2423f75585
Improve the error message displayed when the PCK file can't be found
This explains what to do if the executable was renamed, which is helpful
for people exporting projects.
2020-01-28 00:12:32 +01:00
Rémi Verschelde 72c44bafac Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@fed28b1bf9.
2020-01-26 17:59:15 +01:00
Ignacio Etcheverry d5122ab31c Sync pending VisualServer commands after ScriptServer finalization
This is needed as C# may free resources from the finalizer thread during
CSharpLanguage::finish(). Previously this would result in RIDs not being freed.
2020-01-13 21:46:44 +01:00
Rémi Verschelde d88103172c Ignore command line --build-solutions when not editing project
This option is meant to use together with `--path` or from a project
folder. Otherwise the project manager is opened and the option triggers
a crash.

Fixes #25589.
2020-01-13 14:00:47 +01:00
Rémi Verschelde ab97f78fa5 Revert "Enable Vsync via Compositor by default"
This reverts commit 9600fd5dde.

Add comment warning about possible implications of using this option.

Fixes #35038.
2020-01-13 09:33:27 +01:00
Hugo Locurcio 0218494e6b
Be stricter on what's considered a scene path in CLI argument parsing
This closes #8721.
2020-01-10 13:18:24 +01:00
Rémi Verschelde 83d950b58e
Merge pull request #34968 from Calinou/enable-vsync-via-compositor
Enable Vsync via Compositor by default
2020-01-10 10:04:55 +01:00
Rémi Verschelde 5377f062d4 Main: Prevent Project Manager-ception in editor
Fixes #34904.
2020-01-10 09:48:03 +01:00
Hugo Locurcio 9600fd5dde
Enable Vsync via Compositor by default
This feature was added in #33414 but it was disabled by default.
Now that it got some testing, it's probably safe to enable it
by default.
2020-01-09 22:22:11 +01:00
Rémi Verschelde c456d87ee6
Merge pull request #34918 from vnen/gdscript-assign-op
GDScript: enable type checks on release mode
2020-01-08 18:22:38 +01:00
George Marques d26414f9fe
GDScript: enable type checks on release mode
Also make builtin GDScript functions report return type as Variant in
release so type is converted when needed.
2020-01-08 12:38:18 -03:00
Rémi Verschelde 5e4d465356
Merge pull request #34913 from akien-mga/main-add-export-pack
Export: Add dedicated --export-pack option to export data pack
2020-01-08 15:43:44 +01:00
Rémi Verschelde 7c29ce4375 Export: Add dedicated --export-pack option to export data pack
The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).

We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.

Fixes #23073.
2020-01-08 14:57:46 +01:00
Rémi Verschelde 0749906d8a Gamepad: Fix parsing order for SDL2 controller databases
We were overriding values from `gamecontrollerdb.txt` (current, updated
upstream) with `gamecontrollerdb_205.txt` (legacy, SDL 2.0.5) and then
`gamecontrollerdb_204.txt` (legacy, SDL 2.0.4).

There was a comment to warn about this but it seems it did not prevent
using the wrong order for all this time...

Now `gamecontrollerdb.txt` mappings will properly override outdated
ones present in the `204` and `205` variants.
2020-01-08 12:26:53 +01:00
Rémi Verschelde 7d0342e87d Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@67b49052b4.
2020-01-08 11:45:00 +01:00
Rémi Verschelde 0584c7f094 Gamepad: Parse SDL_GAMECONTROLLERCONFIG env after default mappings
Addresses comment https://github.com/godotengine/godot/issues/21918#issuecomment-458764923.
2020-01-08 11:43:44 +01:00
Rémi Verschelde 5011afcb6a Export: Improve usability of command line interface
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.

- Streamline `can_export()` templates check in all platforms, checking
  first for the presence of official templates, then of any defined
  custom template, and reporting on the absence of any.
  Shouldn't change the actual return value much which is still true if
  either release or debug is usable - we might want to change that
  eventually and better validate against the requested target.

- Fix discrepancy between platforms using `custom_package/debug` and
  `custom_template/debug` (resp. `release`).
  All now use `custom_template`, which will break compatibility for
  `export_presets.cfg` with earlier projects (but is easy to fix).

- Use `can_export()` when attempting a command line export and report
  the same errors that would be shown in the editor.

- Improve error reporting after a failed export attempt, handling
  missing template and invalid path more gracefully.

- Cleanup of unused stuff in EditorNode around the export workflow.

- Improve --export documentation in --help a bit.

Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
2020-01-07 14:25:56 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Rémi Verschelde c2066fff3d
Merge pull request #34589 from Calinou/improve-cli-export-help
Fix and improve command-line exporting help
2019-12-30 16:33:11 +01:00
Hugo Locurcio b076b2bdd6
Fix and improve command-line exporting help
It was previously mentioning only one of the two required arguments.
This also mentions that the export path is relative to the project
directory.

This partially addresses #28646.
2019-12-24 22:20:44 +01:00
Haoyu Qiu 078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde cf3a863fa9
Merge pull request #34229 from NoFr1ends/fix-home-indicator-ios
Allow to change the home indicator behaviour on iOS
2019-12-13 14:00:14 +01:00
Rémi Verschelde 9432520449 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@allkhor, @Eoin-ONeill-Yokai, @timothyqiu, @madmiraal, @zaksnet

Update sponsors on splash screen.

Thanks to all contributors and donors for making Godot possible!
2019-12-13 13:50:33 +01:00
Jonas Bernemann 4d61118f64 Add project setting to hide home indicator on iOS
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
2019-12-13 11:00:18 +01:00
TerminalJack e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
PouleyKetchoupp 85a955fc56 Flush remaining messages before quitting the game when loading fails
This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
2019-11-29 14:01:56 +01:00
Rémi Verschelde 502a667070 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@d329cb6a71.
2019-11-29 10:56:55 +01:00
Pawel Lampe 9feb9aef42 godot exit code improvement for --script --check-only, fixes #33895
this commit causes godot executable to return non-zero exit code
once invalid script is passed via --script during --check-only
2019-11-26 10:53:42 +01:00
Marcel Admiraal 83069a3c0f Remove ERR_EXPLAIN macros and the scaffolding they needed. 2019-11-11 10:57:00 +01:00
Rémi Verschelde 621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Rémi Verschelde ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Rémi Verschelde c663d65ffc New contributors added to AUTHORS:
@DavidSichma, @ptrojahn

New Platinum sponsor, added to splash screen:
Interblock

New Gold sponsor:
Image Campus
2019-11-07 10:22:04 +01:00
Hugo Locurcio 8ca0f1a71c
Remove unused `editor/active` project setting
This closes #33322.
2019-11-04 14:35:46 +01:00
Rafał Mikrut 9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Erik 8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
qarmin 616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
Hugo Locurcio c8a8be6dd1
Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2019-10-12 23:23:33 +02:00
Michael Alexsander d12a8940cb Make possible to use just one "size/test_*" value in the settings 2019-10-04 10:27:11 -03:00
Rémi Verschelde 664d7e7336 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@creikey, @IronicallySerious, @LikeLakers2, @minraws, @NilsIrl,
@profan, @raphael10241024

New Platinum sponsor, added to splash screen:
Heroic Labs

Merged some duplicates via .mailmap to allow better tracking of
commit counts with `git shortlog -s -n -e --no-merges`.

Thanks to all contributors and donors for making Godot possible!
2019-10-02 20:06:03 +02:00
Shiqing 0c35994f2f Add stress test between A* and Floyd-Warshall 2019-09-28 16:17:57 +08:00
Shiqing c2b824687d Reduce memory usage for edges in A* and add tests 2019-09-28 16:17:52 +08:00
Hugo Locurcio ca268dfecd
Validate audio/video driver command-line arguments
This will exit early if the audio/video driver specified doesn't exist.
2019-09-27 15:11:56 +02:00
Andrii Doroshenko (Xrayez) 752debe204 SCons: do not build tests with tools=no
This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
2019-09-26 16:12:07 +03:00
Rémi Verschelde 084481b79d
Merge pull request #32230 from kawa-yoiko/oa-backward-shift
Implement backward shift deletion for OAHashMap
2019-09-26 08:03:46 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Shiqing 78bee16e05 Implement backward shift deletion for OAHashMap 2019-09-21 14:32:40 +08:00
iwek7 617797c47c Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00
Hugo Locurcio 1c1928774c
Mark the V-Sync project setting to require an editor restart
The V-Sync project setting also applies to the editor, but
it will only take effect when the editor is restarted.
2019-08-27 23:16:55 +02:00
Rémi Verschelde 9ceab52892 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@ef8542c9f3.
2019-08-27 10:13:05 +02:00
Rémi Verschelde 6b7117ce3f
Merge pull request #31662 from profan/perf/astar-reserve
Allow to reserve space for nodes in A* and elements in OAHashMap explicitly.
2019-08-27 10:09:08 +02:00
Robin Hübner 1031833fb0
allow to reserve space in OAHashMap explicitly and also in AStar.
* also handle overflow occurring in _get_probe_length
2019-08-27 00:38:35 +02:00