Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
- 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.
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
WARNING: Requires C++17 'guaranteed copy elision' to fix ambiguous
operator problems in Variant.
This was added for this commit (and future C++17 uses) in #36457.
- Replaces BuildPoly with Build2DFaces, which creates faces as each
pair of face intersections are processed, instead of trying to create
them after all the intersections are processed. Ensures that faces are
merged when possible, and removes degenerate triangles.
- Treats the child as inside the parent when faces are coplanar.
- General clean up of csg.h and csg.cpp.
This is needed because of the new changes to Variant. The reference
counter is increased by adding it to a Variant, which means no GDScript
will be freed (or will be double freed if manually freed somewhere).
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.
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!
Issues caused by cf8c679a23.
The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).
The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
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.
-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
As pointed out by Faless, a do{ } while(0) wrapper around a continue or
break just ends the do{ } while(0) loop. The do{ } while(0) loop exists
to enable the macro to be used as a function which requires a semicolon.
The alternative approach is to use an if(1) { } else ((void)0) wrapper.
Since the macro already has an if(unlikely(m_cond)) { } this patch simply
adds the else ((void)0) to this if statement instead.
For consistency all the macros have been updated in the same way, and
trailing else warnings corrected. However, the wrappers around ERR_PRINT
and WARN_PRINT were removed, because they generated too many ambiguous
trailing else warnings. They are also single line macros so a wrapper is
not needed.
af9bb0ea15 fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes#35760.
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.
Now this is defined in a single header which can be included in the
files that need this information.
An error message is now printed when trying to set the number of octaves
above the maximum allowed value.
The magic constant was also replaced with a define that can be
easily changed.
This closes#28714.
This should greatly decrease latency for the most common use cases.
A new function WebSocketPeer::set_no_delay will allow to configure it if
so desired.
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.
The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.
The fix is to make the dynamic cast before disposal.
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.
Icons are no longer upsampled when using an integer editor scale.
This makes some icons slightly less crisp, but the icons themselves
can be adjusted to mitigate this. When using a non-integer editor
scale setting, upsampling is kept as it improves crispness in a
far more visible manner.
When upsampling is disabled, this speeds up the theme generation
by about 100 ms on average, making the project manager and editor
start slightly faster. This also speeds up switching between themes.
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.
- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.
- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.
- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
lookup was always done on top level script instead of advancing to subclass each time.
this commit changes the lookup to always be at last found subclass
Fixes as issue where a subclass calls a base class method that tries to access a constant from the script.
The original code went through every ower class, and for each owner, went through its inheritance tree.
This seems like the wrong order, the modified code goes to each base class, and for each base class goes through the owner tree.
This is more in line with what the parser does, as the current impelemtation allows an access that the parser does not support.
This change should not negatively affect existing code due to the way the parser works
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone)
* Set default for GDscript Language Server to listen only to localhost
Fixes potential security issue with GDScript language server being exposed to the
broad net by default.
Since it is the server which primary usage is to provide utility to the local
editor there is no need to expose it.
Needed because otherwise the certain type operations (such as type
casting) used as a function argument might become unresolved on release,
causing a compilation failure.
Fix#28680