Commit Graph

381 Commits

Author SHA1 Message Date
reduz 38d164c74b Refactor VisibilityNotifier
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
2021-06-16 10:48:57 -03:00
Rémi Verschelde c2ba60f31a
Merge pull request #48682 from Calinou/doc-audio-generation
Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
2021-06-15 16:55:14 +02:00
Rémi Verschelde 529bf43134
Merge pull request #49432 from Calinou/tweak-physics-fps-property-hint
Tweak the physics FPS property hint to only allow reasonable values
2021-06-15 15:19:24 +02:00
Bastiaan Olij 15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Rémi Verschelde ab29e3af53
Merge pull request #49515 from Calinou/doc-projectsettings-vram-compression-change
Document applying VRAM compression setting changes retroactively
2021-06-11 23:35:12 +02:00
Hugo Locurcio de39223503
Document applying VRAM compression setting changes retroactively 2021-06-11 22:47:50 +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
Morris Tabor 1bc1e94208 Implement lossless WebP encoding 2021-06-11 18:46:04 +02:00
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
Hugo Locurcio 8f4ac7bc4a
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
2021-06-08 19:52:48 +02:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Rémi Verschelde f0b17bcddb
doc: Sync classref after merge of #47336 2021-06-04 11:49:01 +02:00
Paulb23 168427624e Update String/Comment, autocomplete and hints docs 2021-06-01 16:14:03 +01:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Rémi Verschelde af03e9c830
Merge pull request #48939 from Calinou/screen-orientation-use-enum
Use an enum to represent screen orientation in the Project Settings
2021-05-24 19:53:19 +02:00
Hugo Locurcio 660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00
Hugo Locurcio 80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.

This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.

The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
2021-05-22 23:47:43 +02:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Aaron Franke ab674a41aa
Area: Uncap the range for gravity and change the slider hints 2021-05-18 07:17:11 -04:00
Rémi Verschelde b2fb119c53
Merge pull request #36263 from Calinou/increase-default-2d-gravity 2021-05-18 10:54:47 +02:00
Hugo Locurcio c872819be6
Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
- Mention audio sample rate caveats in other classes where relevant.
2021-05-15 23:23:06 +02:00
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
Hugo Locurcio ce4aa07276
Implement the `%command%` placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`

The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
2021-05-07 00:05:02 +02:00
Hugo Locurcio 4a28f7e44f
Increase the default 2D gravity to 980.0
This makes 2D RigidBody physics feel less floaty out of the box.

This closes https://github.com/godotengine/godot-proposals/issues/98.
2021-05-05 22:49:06 -04:00
Rémi Verschelde a8f45efa43
doc: Sync classref with current source 2021-05-03 20:42:21 +02:00
Bastiaan Olij 58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
Hugo Locurcio 0eb9b414c1
Add `Engine.print_error_messages` property to disable printing errors
This can be used during unit test suite runs to hide error and warning
messages.

Care should be taken when using this feature, as it can hide important
information if used wrongly.
2021-05-01 23:11:08 +02:00
Rémi Verschelde cab5064f20
doc: Sync classref with current source
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-29 12:11:40 +02:00
Rémi Verschelde 95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
jfons 4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Hugo Locurcio 188bd5638c
Link to Feature tags more explicitly in ProjectSettings documentation 2021-04-22 20:07:54 +02:00
bruvzg b56241f22f
ICU: Update to version 69.1, improve ICU data export process. 2021-04-22 16:56:53 +03:00
Rémi Verschelde 29775a1714
doc: Sync classref with current source 2021-04-19 12:26:37 +02:00
Hugo Locurcio 554742312d
Document overriding project settings that have feature tags
This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
2021-04-12 21:51:08 +02:00
Hugo Locurcio 6c9259ff2f
Fix feature tag casing in the Windows pen tablet project setting name
Feature tags are case-sensitive.
2021-03-22 14:18:48 +01:00
Paul Joannon 8455e901f3
class reference proofreading 2021-03-19 13:21:20 +01:00
Rémi Verschelde 4ca1e73ff9
doc: Sync classref with current source
And move GLTF docs to its module folder.
2021-03-18 16:37:43 +01:00
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Gilles Roudière a9dc53d152 Remove Navigation2D/3D nodes, and move the navigation map to the world resource 2021-03-10 11:23:06 +01:00
Rémi Verschelde 469ac1e415 doc: Sync classref with current source 2021-03-10 10:54:21 +01:00
Fabio Alessandrelli f34c7982c5 [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:37:53 +01:00
Rémi Verschelde afd0df7921
Merge pull request #46386 from KoBeWi/projekt_settingz
Clarify ProjectSettings.save for exported projects
2021-03-07 10:17:59 +01:00
kobewi 156c402f2b Allow to save override.cfg with ProjectSettings 2021-03-07 01:21:44 +01:00
Mateo Kuruk Miccino 89283b7b53 Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts.
ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
2021-02-28 19:36:10 -03:00
PouleyKetchoupp c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00
Rémi Verschelde 0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
bruvzg 3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
Rémi Verschelde 9b623635c8
doc: Sync classref with current source 2021-02-08 12:34:28 +01:00
Rémi Verschelde fb01d057af
doc: Sync classref with current source 2021-01-28 11:26:37 +01:00
Rémi Verschelde a3b76e26f3
doc: Sync classref with current source 2021-01-06 15:23:58 +01:00
Rémi Verschelde 215d18814e
doc: Sync classref with current source 2021-01-04 14:33:44 +01:00
Rémi Verschelde 96aff740fe
Merge pull request #44809 from Calinou/physics-render-layers-zero-index
Use zero-indexing for physics and render layer names
2021-01-01 23:37:37 +01:00
Hugo Locurcio bd0b7003e0
Document the desktop-only file logging setting override
This closes https://github.com/godotengine/godot-docs/issues/4505.
2020-12-30 18:39:50 +01:00
Hugo Locurcio f87d42f4ca
Use zero-indexing for physics and render layer names
The first layer is now Layer 0 instead of Layer 1, and the last
layer is now Layer 19 instead of Layer 20.

This helps reference physics and render layers from scripts since
layers start from 0 there.
2020-12-30 16:03:11 +01:00
clayjohn 44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Hugo Locurcio 341b9cf15a
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.
2020-12-15 16:40:52 +01:00
Rémi Verschelde 1a001ad964
doc: Sync classref with current source
And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
  already)
2020-12-04 22:28:08 +01:00
Rémi Verschelde 53b23c6bdc
Merge pull request #43922 from Calinou/doc-projectsettings-globalize-path
Improve the `ProjectSettings.globalize_path()` documentation
2020-11-28 10:29:23 +01:00
Hugo Locurcio f415db5b75
Improve the `ProjectSettings.globalize_path()` documentation
This closes https://github.com/godotengine/godot-docs/issues/4409.
2020-11-27 17:12:13 +01:00
bruvzg 7e2c0ffd1a
[Complex Text Layouts] Add TextServer documentation. Update Font, CanvasItem, Theme and modified controls documentation. 2020-11-26 14:25:52 +02:00
Rémi Verschelde 7a2d721536
Merge pull request #43509 from Calinou/doc-projectsettings-packetpeerstream-size
Clarify packet peer `max_buffer_po2` in ProjectSettings documentation
2020-11-16 14:52:24 +01:00
Hugo Locurcio c475b1fd0b
Clarify packet peer `max_buffer_po2` in ProjectSettings documentation
This closes https://github.com/godotengine/godot-docs/issues/4364.
2020-11-16 14:13:59 +01:00
Rémi Verschelde 91dd6da2ff
Merge pull request #43246 from HaSa1002/docs-lang-5
Docs: Port code examples to C# (M, N, O, P, Q, R)
2020-11-16 09:16:18 +01:00
HaSa1002 a3df26e554 Docs: Port Code Examples to C# (M, N, O, P, R)
Includes:
 * MarginContainer
 * NavigationPolygon
 * Node
 * NodePath
 * OS
 * PackedByteArray
 * PackedScene
 * PacketPeerUDP
 * PCKPacker
 * Performance
 * PhysicsShapeQueryParameters2D
 * PhysicsShapeQueryParameters3D
 * PrimitiveMesh
 * ProjectSettings

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-09 10:05:53 +01:00
Rémi Verschelde a9bc440311
Merge pull request #41746 from Calinou/doc-projectsettings-fullscreen-borderless
Improve the documentation related to fullscreen and borderless settings
2020-11-06 14:34:22 +01:00
Rémi Verschelde 424cd00f8b
doc: Sync classref with current source + fixup some bindings
Includes various changes triggered by the refactoring of method bindings.
2020-11-04 15:38:26 +01:00
Hugo Locurcio a1f81a52df
Improve the documentation related to fullscreen and borderless settings 2020-10-28 14:30:33 +01:00
Juan Linietsky 53d5a252bb
Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
clayjohn 366ee46774 Replace SAO implementation with MSSAO 2020-10-18 13:15:51 -07:00
Rémi Verschelde 7baefe812a
Merge pull request #42604 from KoBeWi/da100mp
Correct the doc about linear damping
2020-10-13 11:53:01 +02:00
Tomasz Chabora ebca7d4e4e Correct the doc about linear damping 2020-10-13 11:41:18 +02:00
Charles Merriam 5160a9f650 Fix typo in the ProjectSettings class documentation 2020-10-13 09:55:31 +02:00
Rémi Verschelde a33fe75050
doc: Sync classref with current source 2020-10-09 15:04:15 +02:00
Aaron Franke 439be614f4
Link to demos from within the class reference 2020-10-01 23:57:21 -04:00
Sergey Minakov 1d9b6b01db iOS: move touch delay to settings 2020-10-01 12:36:11 +03:00
Hugo Locurcio f83249f224
Clarify that 2D cell sizes are defined in pixels
See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021.
2020-09-15 14:06:42 +02:00
Rémi Verschelde 4a5138bb99
Merge pull request #40400 from Arivval/load-resourcepack-with-offset
Added PCK file loading with offset feature
2020-09-03 07:33:19 +02:00
Yilin Ma c524d50444 added load resource pack with offset feature
updated variables to use size_t

removed line break to make code style more consistent

added conditional check to return an error if offset field is used when loading a ZIP package

fixed typo

formatted file

added commit regarding self contained exe files

handled error loging for load zip file with offset

spelling tweak

updated conditional statement for magic check

udpated error message when load Zip file with offset is called

fix CI

Trying to fix CI

fix CI done

Added error message for loading self-contained exe with offset.

Updated documentation.

Fix indent

final fix indent

Updated documentation.

fix indents

Updated doc based on suggestion

Final fix

fixed format
2020-09-02 17:57:01 -05:00
Rémi Verschelde 23ce1dbfd5
Merge pull request #41668 from clayjohn/GLOW-HQ
Add high quality glow mode
2020-09-01 21:04:07 +02:00
Hugo Locurcio 386f86cddf
Document how renaming the project affects the user data path 2020-09-01 19:19:25 +02:00
clayjohn 8da3c739bf Add high quality glow mode 2020-08-31 23:16:41 -07:00
Rémi Verschelde ee03e39da7
doc: Sync classref with current source 2020-08-31 11:25:11 +02:00
Rémi Verschelde 33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
Rémi Verschelde 932b75e247 doc: Sync classref with current source 2020-07-28 01:08:44 +02:00
bruvzg 0181c3dde1
Docs: Ignore OS specific values (constants, project settings, properties). 2020-07-15 12:24:59 +03:00
Daniel Ting 9605fc54c7 Fix cancel/OK button order on macOS
The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
Hugo Locurcio 20af28ec06
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.
2020-07-08 18:57:25 +02:00
Rémi Verschelde 96644d23a0 doc: Sync classref with current source 2020-07-03 16:09:12 +02:00
Rémi Verschelde 372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Rémi Verschelde 2b6bbf8dce Mono: Always define options in main.cpp to keep them in docs
Otherwise generating docs with non-Mono builds removes them,
which is not so convenient for the documentation work.
2020-06-18 12:06:24 +02:00
Gustav 728c0c1e14 Fix ProjectSettings.save_custom documentation 2020-05-26 09:13:37 +02:00
Rémi Verschelde 0b8cb945cf doc: Sync classref with current source 2020-05-20 15:29:37 +02:00
bruvzg d0b5174b6a
[Windows] Add tablet driver selection. 2020-05-20 09:37:32 +03:00
Rémi Verschelde 2800c8f43d doc: Sync classref with current source 2020-05-15 18:25:09 +02:00
Rémi Verschelde 02bcaa7a46
Merge pull request #38689 from Calinou/rename-ssl-certificate-setting
Rename SSL certificate bundle setting to clarify the "overriding" aspect
2020-05-12 11:37:46 +02:00
Hugo Locurcio c6fbbdf15d Rename SSL certificate bundle setting to clarify the "overriding" aspect
This closes https://github.com/godotengine/godot-docs/issues/2531.
2020-05-12 10:13:27 +02:00
Rémi Verschelde d3bd219362 doc: Sync classref with current source
Adds API changes from the new GPU lightmapper.
2020-05-12 10:10:50 +02:00
Hugo Locurcio 3a11baaeac
Turn the anisotropic filtering setting into an enum
Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.

This also improves property hints for MSAA and FXAA.
2020-05-08 12:07:35 +02:00
Rémi Verschelde b9594b2c10 doc: Sync classref with current source 2020-05-06 10:27:02 +02:00
bruvzg d978658f81
[Windows] Add support for the WinTab API for pen input. 2020-05-05 14:16:02 +03:00
Rémi Verschelde b0c0d506b6 doc: Sync classref with current source 2020-05-01 12:46:05 +02:00
Rémi Verschelde d8066aa6a4
Merge pull request #38286 from bojidar-bg/x-expose-cell-size
Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28 11:19:16 +02:00
Bojidar Marinov d49ff7aff7
Expose the cell_size affecting VisibilityNotifier2D precision
Refs: #4803
2020-04-28 10:33:45 +03:00
Hugo Locurcio b2b8db7897 Improve the compression project settings documentation 2020-04-27 09:58:23 +02:00
Rémi Verschelde d567c15aed doc: Fix parsing typed arrays in makerst.py
`Type[]` typed arrays will link to `Type`, as it's likely the most
interesting information for the user.

And sync classref with current source.
2020-04-24 17:50:20 +02:00
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde f8218c76ef
Merge pull request #38036 from akien-mga/doc-update
doc: Sync classref with current source
2020-04-20 14:36:29 +02:00
Rémi Verschelde 83b21cd302
Merge pull request #38035 from akien-mga/revert-35261-pck-destination
Revert "Made possible to specify where to dump the contents when load…
2020-04-20 13:47:25 +02:00
Rémi Verschelde b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
Rémi Verschelde 088c2a0870
Merge pull request #37947 from clayjohn/DOCS-rendering-update
Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
Rémi Verschelde 515fe0f29b Revert "Made possible to specify where to dump the contents when loading a ".pck" file"
This reverts commit 3c261e0dfa.

This was not so useful as is due to the way dependency paths are stored
in scenes and resources.
2020-04-20 10:57:05 +02:00
clayjohn b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
Michael Alexsander 3c261e0dfa Made possible to specify where to dump the contents when loading a ".pck" file 2020-04-16 22:52:26 -03:00
Rémi Verschelde 06748a2b5f
Merge pull request #37749 from clayjohn/Vulkan-improved-ss
Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
clayjohn 621f6f09a8 Add proper quality settings to soft shadows 2020-04-10 23:09:17 -07:00
WARIO-MDMA 6d5c6ffbe0 Rename "GodotPhysics" to "GodotPhysics{2D,3D}" 2020-04-09 03:13:33 +10:00
Rémi Verschelde 1222541c95 i18n: Sync translate template for class reference
Adds initial fr.po translation for initialization on Weblate.
2020-04-07 09:57:51 +02:00
Rémi Verschelde 9abb415d92
Merge pull request #37391 from dreamsComeTrue/embedded-windows-mode
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-04 07:58:53 +02:00
Dominik 'dreamsComeTrue' Jasiński 7af84d7213 Expose 'Embedded Windows Mode' as Editor and Project Settings 2020-04-03 21:15:22 +02:00
Rémi Verschelde d9a560d783 doc: Sync classref with current source 2020-04-03 10:11:23 +02:00
Rémi Verschelde e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
clayjohn 61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Rémi Verschelde f65781fe7f doc: Sync classref with current source 2020-03-13 17:16:44 +01:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
clayjohn 3e299aa225 Basic fast filtering implementation 2020-02-27 22:30:34 -08:00
Hugo Locurcio b89a37269b
Improve documentation related to fixed physics processing 2020-02-27 22:23:46 +01:00
Rémi Verschelde 49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Rémi Verschelde 213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
Rémi Verschelde 2f6ca917f7
Merge pull request #36174 from akien-mga/byebye-openghell-3
Remove obsolete GLES3 backend
2020-02-13 11:24:15 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde 1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
clayjohn 57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde 3697ea799c doc: Document all remaining ProjectSettings 2020-01-26 13:37:21 +01:00
clayjohn eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
Hugo Locurcio 1b9b07e658
Document how to change the default gravity at runtime
Changing the default gravity at runtime isn't exactly obvious,
so it makes sense to add a code sample.
2020-01-25 16:28:28 +01:00
clayjohn 6b66957b85 Finish documenting CSG* and *probes 2020-01-23 13:54:17 +01:00
Bojidar Marinov b4770c0a27
Add settings from SceneTree in the documentation
Fixes #35439
2020-01-22 22:37:56 +02:00
Bojidar Marinov 387ee7d763
Get real default values for project settings in documentation
Also, ignore custom project settings and values for input/ entries

Fixes #34154
2020-01-22 15:57:10 +02:00
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
Rémi Verschelde 7f9bf5472c doc: Sync classref with current source 2020-01-12 14:30:21 +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 c64c46db1d doc: Sync classref with current source 2019-12-17 11:43:07 +01:00
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
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
Rémi Verschelde 37d164e24e CharFXTransform: Drop unnecessary get_value_or()
See https://github.com/godotengine/godot/pull/23658#issuecomment-562706669
The method was implemented back when Dictionary.get(key, default) did not
exist, but now that it does we do not need a custom method in CharFXTransform.

It's a new feature in 3.2, so does not break compat with 3.1.x.
2019-12-12 07:47:08 +01:00
Rémi Verschelde 4eff13d768 doc: Markup fixes for enums and constants 2019-12-06 23:09:20 +01:00
TerminalJack e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
Rémi Verschelde 9d4e596c69 doc: Sync classref with current source
Fix incomplete binding.
2019-11-08 16:00:01 +01:00
Hugo Locurcio 8ca0f1a71c
Remove unused `editor/active` project setting
This closes #33322.
2019-11-04 14:35:46 +01:00
conankzhang e72d6cf54a Add descriptions to set_initial_value and set_setting. 2019-10-30 23:39:24 -07:00
Hugo Locurcio a57c265266
Document `override.cfg` behavior in the ProjectSettings class 2019-10-25 21:54:38 +02:00
homer666 0c75cac7de Fix silly mistake in ProjectSettings docs 2019-10-05 05:13:15 +10:00
homer666 3ba3cd7b61 Improve ProjectSettings window docs 2019-10-04 06:09:45 +10:00
Max Hunt 2a642e1e6d Improve documentation of ProjectSettings class 2019-09-27 07:32:35 +01:00
Rémi Verschelde 28fcc5e25a
Merge pull request #32291 from Dragoncraft89/add_load_resource_flag
Add flag to control the replacement of files by ProjectSettings.load_resource_pack
2019-09-25 16:30:01 +02:00
Florian Kothmeier aae25abf30
Add flag to control the replacement of files by ProjectSettings.load_resource_pack 2019-09-25 15:29:59 +02:00
Rémi Verschelde 0bcc2c2f5f
Merge pull request #31976 from Calinou/doc-improve-shadow-atlas-sizes
Improve documentation pertaining to shadow atlas sizes
2019-09-24 11:06:05 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Hugo Locurcio 789be6596b
Improve documentation pertaining to shadow atlas sizes
This partially addresses #27650.
2019-09-04 23:32:46 +02:00
Rémi Verschelde 65d61d0360 doc: Sync classref with current source 2019-08-29 15:33:52 +02:00
Hugo Locurcio 5bd01bf637
Add a project description setting
The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.

This partially addresses #8167.
2019-08-28 22:34:29 +02:00
Rémi Verschelde 1349e0e585 doc: Sync classref with current source
Fix wrong hyperlinks in Control and Tree.
2019-08-22 14:49:30 +02:00
Hugo Locurcio 47c615caf3
Cap the number of warnings/errors per second rather than per frame
This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.

This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.

This closes #21896.
2019-07-31 17:29:26 +02:00
Rémi Verschelde 051b5b3d15 doc: Sync classref with current source 2019-07-29 21:12:57 +02:00
Rémi Verschelde 639127de09
Merge pull request #30898 from clayjohn/max-lights-reflections
Add project setting for max lights and reflections in GLES3
2019-07-29 16:01:53 +02:00
clayjohn 1a981ef268 add project setting for max lights and reflections in gles3 2019-07-28 17:54:25 -07:00
Hugo Locurcio b1e382178c
Disable high-quality voxel cone tracing by default
This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.

This closes #30727.
2019-07-21 17:39:03 +02:00
Rémi Verschelde efd55631e2 doc: Sync classref with current source 2019-07-15 20:45:30 +02:00
Rémi Verschelde 9580c2b13e TreeItem: Rename new button disable method to set_button_disabled
Follow-up to #30408.

Also sync classref with current source.
2019-07-09 09:17:42 +02:00
Rémi Verschelde a78373ddc2 doc: Remove null default values that can't be determined
Applying #30187.
2019-06-30 13:58:07 +02:00
Rémi Verschelde c6cea6e9b3 doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-30 13:58:07 +02:00
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00
Rémi Verschelde 9c7cce3c9b doc: Sync classref with current source, fix formatting issues 2019-06-16 11:22:38 +02:00
Rémi Verschelde 0e6cac8ab8
Merge pull request #29465 from bruvzg/per_pixel_transp_impr
Removes redundant "splash" setting, improves per pixel transparency documentation.
2019-06-12 12:50:17 +02:00
Rémi Verschelde c7246d8e1e makerst: Fix format of [url] links in reST
Moved some logic to make_url in an attempt to reuse it in the parser,
but it proved too complex so I ended up not using it. I kept it as a
separate method nevertheless.
2019-06-11 10:51:10 +02:00
bruvzg 54863b20e6
Removes redundant "display/window/per_pixel_transparency/splash" setting, improves per pixel transparency documentation. 2019-06-04 11:21:29 +03:00
Rémi Verschelde cfb9709c10 doc: Sync classref with current source 2019-06-01 12:34:29 +02:00
Rémi Verschelde 3a365c1fc0 doc: Sync classref with current source 2019-05-28 18:08:13 +02:00
Rémi Verschelde 996abb83e3 doc: Fix issues found by the parser 2019-05-15 13:00:45 +02:00
Hugo Locurcio 436d000066
Improve the ProjectSettings documentation 2019-04-24 13:37:14 +02:00
Rémi Verschelde ab4705a807
Merge pull request #28125 from KoBeWi/code_true_code
Consistently wrap booleans in [code]
2019-04-22 11:59:16 +02:00
Rémi Verschelde 268b520703 doc: Sync classref with current source 2019-04-19 11:21:09 +02:00
Rémi Verschelde 6af69f851a doc: Drop unused <demos> tag 2019-04-19 11:03:46 +02:00
Tomasz Chabora b0846f60c9 Consistently wrap booleans in [code] 2019-04-17 17:13:00 +02:00
Rémi Verschelde 09e94aa087 doc: Sync classref with current source 2019-04-15 14:49:41 +02:00
Rémi Verschelde 39c868171e doc: Bump version to 3.2 2019-04-01 12:33:56 +02:00
Rémi Verschelde 775e74e0d4
Merge pull request #26484 from Andrettin/Configurable-Tooltip-Offset
Make the Tooltip Position Offset Configurable
2019-03-13 20:12:22 +01:00
Rémi Verschelde c74bf2e6b1 Define android/modules globally so it appears in Project Settings
Until now people had to add it manually to project.godot to load custom modules.
2019-03-07 11:25:58 +01:00
Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
Andrettin 30c07c1ae1 Made the tooltip position offset configurable 2019-03-02 12:11:42 +01:00
Rémi Verschelde e7018e4017 ProjectSettings: fix category for per pixel transparency settings 2019-02-20 14:45:02 +01:00
Rémi Verschelde 02ffc59270 GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.

It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.

Fixes #24466.
2019-01-14 19:02:07 +01:00
Rémi Verschelde a15620c83e doc: Fix wrong references found by Sphinx and new makerst.py 2019-01-07 12:15:01 +01:00
Rémi Verschelde 4629152d68 doc: Sync classref with current source 2018-12-15 01:39:02 +01:00
Rémi Verschelde 29a527fb90
Merge pull request #23799 from marcelofg55/custom_ps
Add application/config/project_settings_override option to override project settings
2018-12-14 08:58:29 +01:00
volzhs 7d387dc63f Request mic access only when is needed 2018-12-14 06:40:13 +09:00