Commit Graph

197 Commits

Author SHA1 Message Date
Hugo Locurcio 6d60d92b87
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).

(cherry picked from commit 8f4ac7bc4a)
2021-06-17 12:47:53 +02:00
Hugo Locurcio 483f8e0ef8
Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
- Mention audio sample rate caveats in other classes where relevant.

(cherry picked from commit c872819be6)
2021-06-17 12:47:52 +02:00
Rémi Verschelde 2d3c0d311c
Merge pull request #49516 from Calinou/doc-projectsettings-vram-compression-change-3.x
Document applying VRAM compression setting changes retroactively
2021-06-11 19:42:32 +02:00
Rémi Verschelde c45ce768b1
Merge pull request #47854 from mortarroad/3.x-lossless-webp
[3.x] Implement lossless WebP encoding
2021-06-11 19:35:47 +02:00
Morris Tabor 5de08ef1d6 Implement lossless WebP encoding 2021-06-11 18:48:04 +02:00
Hugo Locurcio d0d717809e
Document applying VRAM compression setting changes retroactively 2021-06-11 18:44:37 +02:00
Hugo Locurcio e0facdaf61
Uncap the range for gravity and change the slider hints
There's not really a reason to cap the gravity amount, and we can also
give better hints for the range (for 3D, ±32 is much more sensible
than ±1024).
2021-06-03 02:08:57 +02:00
Hugo Locurcio 914b5dc525
Remove duplicate orientation settings in the iOS export preset
The screen orientation is now sourced from the Project Settings
like it is done for Android already.
2021-05-25 23:55:37 +02:00
Rémi Verschelde eb78f80f03
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 12:56:56 +02:00
Hugo Locurcio 8b06085249
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.

(cherry picked from commit ce4aa07276)
2021-05-09 17:47:38 +02:00
Rémi Verschelde 32cc022267
Merge pull request #48314 from nekomatata/physics-2d-dynamic-bvh
[3.x] Support for Dynamic BVH as 2D Physics broadphase
2021-05-04 09:23:04 +02:00
PouleyKetchoupp d8f681029f Support for Dynamic BVH as 2D Physics broadphase
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
2021-04-30 15:53:15 -07:00
Rémi Verschelde c3272997cd
doc: Update classref headers with 3.4 version 2021-04-26 13:15:29 +02:00
Hugo Locurcio 6f16302d49
Link to Feature tags more explicitly in ProjectSettings documentation
(cherry picked from commit 188bd5638c)
2021-04-23 22:05:05 +02:00
clayjohn 0546c8760a Add setting for shadow cubemap max size 2021-04-20 23:17:45 -07:00
Hugo Locurcio 5283c1fb1d
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.

(cherry picked from commit 554742312d)
2021-04-14 13:29:59 +02:00
lawnjelly 2ffdfdfd1a Add buffer orphan / stream options
Allows users to override default API usage, in order to get best performance on different platforms.

Also changes the default legacy flags to use STREAM rather than DYNAMIC.
2021-04-14 12:08:32 +01:00
Rémi Verschelde c37c95d1c9
Merge pull request #47108 from lawnjelly/software_skinning_docs
Add to 2d software skinning classref note about custom shaders
2021-03-26 11:22:59 +01:00
Rémi Verschelde 015973df04
doc: Make all tutorial links point to 3.3 branch of docs 2021-03-26 10:43:43 +01:00
Paul Joannon 596169d7df
class reference proofreading
(cherry picked from commit 8455e901f3)
2021-03-26 09:49:07 +01:00
Rémi Verschelde 1aba997d75
doc: Sync classref with 3.3 version bump 2021-03-23 13:40:34 +01:00
lawnjelly 4a2ff5b6f2 Add to software skinning classref note about custom shaders
Added note to say that custom shaders operate on VERTEX after the transform with software skinning rather than before (as is the case with hardware skinning).
2021-03-20 10:45:53 +00:00
lawnjelly d3930b1af2 Change default ninepatch mode to scaling
Changes default ninepatch mode to preserve compatibility, and renames default mode to 'fixed'.

Also adds an editor restart to changing ninepatch mode and software skinning, which will be more user friendly.
2021-03-10 09:30:23 +00:00
Rémi Verschelde 16fbe80dd2
Merge pull request #46802 from Faless/js/3.x_allow_hidpi
[3.2][HTML5] Respect allow_hidpi option during setup
2021-03-09 10:56:21 +01:00
Fabio Alessandrelli 758daab3ad [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:35:10 +01:00
kobewi e9e0cac3f5 Allow to save override.cfg with ProjectSettings
(cherry picked from commit 156c402f2b)
2021-03-08 17:40:22 +01:00
lawnjelly bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00
Mateo Kuruk Miccino 04fefed904 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

(cherry picked from commit 89283b7b53)
2021-03-02 10:26:14 +01:00
lawnjelly b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
lawnjelly 7d5cf60149 Disallow antialiasing for software skinned 2d polys
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.

This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
2021-03-01 08:26:59 +00:00
PouleyKetchoupp d94cd42ccd 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 07:48:33 -07:00
lawnjelly 27aa03cac1 Small class reference update for 3.2.4
Changed batching entries now that it is available in GLES3 and GLES2.
Added entry for camera_snap.
2021-02-23 10:00:37 +00:00
Hugo Locurcio 83eec8f7db
Improve PCF13 shadow rendering in GLES2 by using a soft PCF filter
This suppresses the blocky shadow appearance, bringing the shadow rendering
much closer to GLES3. This soft filter is more demanding as it requires
more lookups, but it makes PCF13 shadows more usable.

The soft PCF filter was adapted from three.js.
2021-02-22 13:36:15 +01:00
Hugo Locurcio 15d9f77f97
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf15a)

Fixes crash when exiting with --verbose with leaked resources

(cherry picked from commit 25c4dacb88)
2021-02-16 14:27:38 +01:00
Pedro J. Estébanez 745c711289 Implement pause-aware picking
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.

When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-08 20:48:13 +01:00
JFonS b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
JFonS d909592fc5 Add documentation for new CPU lightmapper. 2021-01-15 12:31:46 +01:00
Rémi Verschelde b9c5e2f9eb
doc: Sync classref with current source
And fix copyright headers in new code.
2021-01-13 16:55:27 +01:00
lawnjelly 690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00
Rémi Verschelde d7102ac78f
doc: Sync classref with current source 2021-01-05 21:33:34 +01:00
Rémi Verschelde 66bfe855a8
Revert "Add a project setting to enable stdout flushing in release builds"
This reverts commit 341b9cf15a.

This makes the logger crash when used during cleanup: #44850.
2021-01-05 21:33:33 +01:00
Hugo Locurcio 58efe5f313
Document the desktop-only file logging setting override
This closes https://github.com/godotengine/godot-docs/issues/4505.

(cherry picked from commit bd0b7003e0)
2021-01-05 20:49:00 +01:00
Rémi Verschelde a24a6d510f
doc: Sync classref with current source 2020-12-29 16:02:45 +01:00
Hugo Locurcio f5f04a10f5
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf15a)
2020-12-29 16:02:00 +01:00
Hugo Locurcio 680312b95a
Fix invalid property hint for `max_renderable_elements` project setting
This closes #36240.
2020-12-16 19:33:15 +01:00
Rémi Verschelde 0c7a9bd283
doc: Sync classref with current source
And fix broken doctool after #43948.
2020-12-10 14:22:31 +01:00
Hugo Locurcio d8c90f5f1e
Improve the `ProjectSettings.globalize_path()` documentation
This closes https://github.com/godotengine/godot-docs/issues/4409.

(cherry picked from commit f415db5b75)
2020-12-01 09:00:52 +01:00
Rémi Verschelde d099b6cf60
Merge pull request #43606 from NHodgesVFX/3.2
Make lights_per_object configurable
2020-11-17 16:20:38 +01:00
Unknown 5965fbd9fa Make lights_per_object configurable 2020-11-17 10:03:44 -05:00
Rémi Verschelde fc718d87a6
doc: Add description for rendering/quality/2d/use_transform_snap
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-11-17 12:23:58 +01:00