Commit Graph

138 Commits

Author SHA1 Message Date
Jean Dao
7240701ec9 Fix: use function in SceneTree::call_group
When calling call_group from C++, the function name is not passed on to
call_group_flags, resulting in first argument being mistakenly used
instead of function.
2019-04-09 22:06:33 +02:00
Juan Linietsky
a18989602b Clean up notifications and merge Node and MainLoop ones for clarity, closes #27614 2019-04-04 10:34:41 -03:00
Hugo Locurcio
355d65aa8d
Fix a font oversampling warning being printed when it shouldn't 2019-01-31 19:49:10 +01:00
Juan Linietsky
c2f59de212 Warn of invalid pointer when converting object to RID, closes #19023 2019-01-26 15:41:26 -03:00
Juan Linietsky
b203f80dfc Rewrite how font oversampling is updated more carefully, fixes #24338 2019-01-26 14:57:17 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
bruvzg
4554c682e6
Changes IME input to use notification instead of callback, exposes IME methods to gdscript/gdnative. 2018-11-23 14:07:48 +02:00
Juan Linietsky
80a90ca824 -Send mouse motion events again to CollisionObjects (Area/Body) if they move, even if mouse does not. Fixes #16536 (likely many others should check)
-Add ability for viewports to set input events as handled locally
2018-11-15 13:56:57 -03:00
Juan Linietsky
37c5aa1084 Add a limit of previously known last element to timer timeout traversal in SceneTree, fixes #15559 2018-11-13 20:11:22 -03:00
Superwaitsum
e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Rémi Verschelde
7b081a7fc8 Fix warnings about unhandled enum value in switch [-Wswitch]
Fixes GCC 5 warnings of the form:

core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]

Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
2018-09-27 18:34:30 +02:00
DualMatrix
9dec4dc07b Fixed duplicating nodes not attaching script in-game with Sync Scene Changes enabled
Fixed duplicating nodes not attaching script in-game with Sync Scene Changes enabled.
2018-09-22 12:37:21 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Juan Linietsky
4b6846a59d Ensure that tree_exited signal really happens after tree exited, fixes #19641 2018-09-07 15:31:53 -03:00
Kelly Thomas
1dc8e7c05f Improve ClassDB information for some some signal parameters 2018-09-01 18:05:51 +08:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Juan Linietsky
15db793ef2 Ensure process notification is received only if really enabled, fixes #7894 2018-07-29 21:20:41 -03:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky
172f652dc0
Merge pull request #19888 from AndreaCatania/pry
Implemented proceses priority
2018-07-23 07:21:38 -03:00
Andrea Catania
51dfa10ac7 Implemented proceses priority 2018-07-23 12:19:38 +02:00
Juan Linietsky
085483e885 -Fix fullscreen on Windows with a HiDPI monitor but a non-HiDPI project
-Replaced some viewport size calls to screen size, since viewport size should be deprecated at this point..
2018-07-03 18:53:27 -03:00
Marcelo Fernandez
deebeb2742 Add a new notification to detect crashes on native scripts 2018-07-02 16:18:58 -03:00
Fabio Alessandrelli
348725dfe0 Add option to disable automatic multiplayer poll
Automatic poll from SceneTree is enabled by default.
This allows for polling (and thus RPCs/RSETs) manually in other loops
(e.g. physics, thread, specific step) and for proper mutex protecion
when accessing the multiplayer API from threads (e.g. for sending larger
files in chunks).
2018-06-03 18:58:04 +02:00
Fabio Alessandrelli
234914c42c Rename multiplayer_api to just multiplayer.
Only the class name retain the MultiplayerAPI name
2018-05-08 10:51:04 +02:00
Rémi Verschelde
b774156729
Merge pull request #18514 from neikeq/api-hash-fixes
API hash fixes
2018-05-03 14:36:32 +02:00
Pedro J. Estébanez
de9d40a953 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00
Ignacio Etcheverry
7034d48032 Fix binding some core API methods only in tools builds 2018-04-29 19:49:26 +02:00
Juan Linietsky
e9e5aa617e
Merge pull request #17227 from Faless/multiplayer_api
[RFC] MultiplayerAPI refactor
2018-04-08 11:04:16 -03:00
Ruslan Mustakov
47747718d6 Fix oversampled font artifacts after resize
Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.

Fixes #15173.
2018-03-19 20:44:26 +07:00
Fabio Alessandrelli
5081ced57f Use MultiplayerAPI class for high level networking
Remove networking related logic from Node and SceneTree.
SceneTree now simply relay all networking related stuff to
MultiplayerAPI for compatibility
2018-03-03 18:34:22 +01:00
Ranoller
979dccbd8d
FIX Windows enter/exit mouse notifications
Fix to this issue #17202
2018-03-03 03:42:38 +01:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Poommetee Ketson
768fd83e61 Fix typo in new strings 2018-01-06 21:33:11 +07:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
ffd6838704
Merge pull request #15192 from volzhs/expose-quit-on-go-back
Bind SceneTree::set_quit_on_go_back() to gdscript
2018-01-03 12:14:16 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
volzhs
c132d873b1 Bind SceneTree::set_quit_on_go_back() to gdscript
Fix #15189
2017-12-30 21:15:17 +09:00
Juan Linietsky
4a2eef4ad8 Removed the InputEvent ID field, which was unused and can cause bugs. 2017-12-26 09:49:31 -03:00
Michael Alexsander Silva Dias
e3c1305027 Fixed wrong Project Settings direction on an error message. 2017-12-20 22:06:43 -02:00
Juan Linietsky
b08735f209 Make dynamic font oversampling fully dynamic. 2017-12-19 21:58:32 -03:00
Juan Linietsky
fc103566e6 Added font oversampling support 2017-12-19 18:48:30 -03:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Juan Linietsky
7459ade298 Do not cancel event if no need to cancel it. Fixes problem with GUI in 3D. 2017-12-04 17:36:28 -03:00
Juan Linietsky
22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
Onion skinning
2017-11-26 15:13:35 -03:00
Pedro J. Estébanez
d0e09d84f0 Implement onion skinning for the animation editor 2017-11-25 13:25:14 +01:00
Juan Linietsky
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Rémi Verschelde
067fc88488 Merge pull request #12224 from NathanWarden/scene_tree_added_signal
Added a node_added signal to the SceneTree
2017-10-20 22:10:47 +02:00
geequlim
eeacae563c Fix window display shrink can't set to float numbers 2017-10-20 12:52:18 +02:00
Nathan Warden
999ad9c0a8 Added a node_added signal to the SceneTree 2017-10-19 10:46:00 -05:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
Rémi Verschelde
5567cbe6ae Merge pull request #11545 from Paulb23/line_edit_caret_blink_resetting_issue_10764
Fixed caret blink and speed resetting in scenes, issue 10764

[ci skip]
2017-09-25 23:10:32 +02:00
Poommetee Ketson
0761efaf36 Merge pull request #11552 from Tetane/master
Add missing constant binding STRETCH_ASPECT_EXPAND in SceneTree
2017-09-25 19:20:52 +07:00
Tetane
b3f3a91e15 Add a missing constant binding in SceenTree
Add missing constant binding "STRETCH_ASPECT_EXPAND" 
(I cannot test it because godot does not compile anymore on my pc (windows10))
2017-09-24 20:29:18 +02:00
Paulb23
8b80e97338 Fixed caret blink and speed resetting in scenes, issue 10764 2017-09-24 17:22:47 +01:00
Hein-Pieter van Braam
b2a38854fd Fix unused variable warnings
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
Juan Linietsky
4d4c1dfc1b Do not error flood if removing default environment. Closes #9945 2017-08-31 08:56:15 -03:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Rémi Verschelde
6e7f0190ee Merge pull request #10579 from quinnyo/rpc-sender-id
Method to get ID of RPC calling peer
2017-08-27 02:11:30 +02:00
Hein-Pieter van Braam
3e25cf9e05 Add two missing Null checks
These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.

This fixes #10654
2017-08-26 23:40:45 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Quinn Schwab
7c802837a3 add SceneTree method to get ID of rpc calling peer 2017-08-23 18:43:25 +10:00
Marcelo Fernandez
1b6c9f7076 Add missing NULL check for the new show_about() call 2017-08-22 14:21:18 -03:00
Rémi Verschelde
b3ff7ca62e Fix build after merge of #10254 2017-08-22 01:16:33 +02:00
Rémi Verschelde
13f879587d Merge pull request #10254 from marcelofg55/master
Added notification const NOTIFICATION_WM_ABOUT
2017-08-22 00:56:31 +02:00
Juan Linietsky
2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Juan Linietsky
bf1f83ed29 Small fix that makes overal UI (including dragging spliiters) much, much faster.
Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow.
Messages will have to happen sometime later, during iteration most likely.
I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue.
2017-08-18 23:01:27 -03:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Marcelo Fernandez
aae29c7a0e Added notification const NOTIFICATION_WM_ABOUT 2017-08-17 11:28:45 -03:00
Juan Linietsky
860816f3d3 Fix debug materials, closes #8607 2017-08-15 17:21:05 -03:00
Rémi Verschelde
23f6d3fa69 Merge pull request #10198 from jjay/f/stretch_aspect_expand
Add "expand" option for stretch aspect, no more black bars
2017-08-11 15:55:22 +02:00
Ignacio Etcheverry
78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Yakov Borevich
b2ca500545 Add expand stretch/ascpect - no more black bars 2017-08-09 12:26:33 +03:00
Juan Linietsky
2a6cdfaf91 -Fixed BoneAttachment delay, closes #3966
-Fixed skeleton crash, probably fixes other issues
2017-08-07 22:18:12 -03:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Rémi Verschelde
374cffaa11 Merge pull request #9764 from Noshyaar/pr-fix2
Add object type hint for docs
2017-07-24 08:07:32 +02:00
Poommetee Ketson
2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
Juan Linietsky
772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky
e63c64e256 Clean up normalmapping, make sure tangents are imported correctly. 2017-07-03 10:45:34 -03:00
Juan Linietsky
db3b05d289 Reworked translation system
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
Juan Linietsky
3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00