Commit Graph

132 Commits

Author SHA1 Message Date
Rémi Verschelde 16f6a5b139
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:32:59 +01:00
Rémi Verschelde 4ee12fa80b Project Manager: Fix hacky code for project rename
Instantiating a new ProjectSettings is *not* the way to go.
ConfigFile works just fine to read/change a single value.

Fixes memory leaks as the instantiated ProjectSettings was never freed.
Forbid doing this to prevent such problems.

Fixes #25661.

(cherry picked from commit f21f75eb6f)
2022-12-05 10:10:15 +08:00
Pedro J. Estébanez 5296ab8cd6 Determine ProjectSettings' resource path early
(cherry picked from commit 89892e4f32)
2022-08-30 11:27:42 +02:00
Rémi Verschelde acd4a01b8c ProjectSettings: Ensure 'editor/' settings aren't nested
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.

This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
2022-06-19 11:47:19 +02:00
kobewi 621cb8c52f Move Display settings higher in the list
(cherry picked from commit 739242dd04)
2022-05-16 17:14:43 +02:00
Rémi Verschelde 1639b3a6a9
Merge pull request #58674 from Calinou/smooth-trimesh-collision-always-setting-3.x 2022-03-10 21:11:44 +01:00
Rémi Verschelde 690020d385 Revert "Fix ProjectSettings has_setting() when used on a overriden setting with feature tags"
(cherry picked from commit 78bf9926f8)
2022-03-09 09:53:26 +01:00
Hugo Locurcio 413689559c
Always register the Smooth Trimesh Collision project setting
This ensures the project setting never disappears from the editor,
even if the current physics engine is GodotPhysics.

This also adds documentation for the Smooth Trimesh Collision
project setting.
2022-03-02 18:50:21 +01:00
BimDav b343660dac
has_setting now correctly returns true when the setting is present due to a feature tag
(cherry picked from commit d39e416c61)
2022-02-15 12:23:45 +01:00
lawnjelly f0af29346b ProjectSettings add dirty flag and project_settings_changed signal
Most frames there will be no change in project settings, and it makes no sense to read settings every frame in case of changes, as a large number of string compares are involved.

This PR adds a signal to ProjectSettings that can be subscribed to in order to keep local settings up to date with ProjectSettings.

In addition a function `ProjectSettings::has_changes()` is provided for objects outside the signal system (e.g. Rasterizers).
2022-02-09 11:20:25 +00:00
Rémi Verschelde c938104a88
Merge pull request #56630 from Pineapple/replace-find-last 2022-01-18 16:36:52 +01:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde edd9534f97
Merge pull request #53900 from ChronicallySerious/update-vcs-1 2022-01-10 12:18:57 +01:00
Bartłomiej T. Listwon 22750b1c03 Replace String::find_last with rfind where possible (backward compatible with old API) 2022-01-08 22:40:44 +01:00
janglee 0b327eb46e VCS: Add push, pull, fetch and improved diff view to VCS UI
This commit was created by merging the commits presented in #39255 for
the GSoC 2020 VCS Improvement project

VCS: Make EditorVCSInterface store less amount of internal state

VCS: Add force push checkbox + more frequent VCS updates

Add force push checkbox in the Commit dock. Also add some missing
opportunities for checking the VCS state again on from UI inputs

VCS: Fix script contents not being updated on merge conflict

VCS: Add branch creation VCS interface calls

VCS: Add VCS remote creation and remote selection menus

VCS: Show more commit information + Fix truncated commit offsets

VCS: Make VCS less noisy + Fix diff view refreshes

VCS: Fix mismatched argument names in VCS helpers

VCS: Add SSH transport support for remote operations

Also, moves the editor's VCS settings registrations to
project_settings.cpp and editor_settings.cpp

VCS: Change TTR() to vformat() for branch and remote removal text

VCS: Add VCS branch icon instead of using Tree node icon

Co-authored-by: @ChronicallySerious
2021-12-01 22:52:07 +05:30
kobewi 420c351592
Ignore override.cfg when in editor
(cherry picked from commit 7dc97d6558)
2021-11-25 22:48:20 +01:00
Pedro J. Estébanez b6f04dfd21 Add ProjectSettings::set_hide_from_editor() 2021-11-09 12:19:12 +01:00
Fredia Huya-Kouadio 2b6678c851 Restrict the project data directory configuration. 2021-10-13 13:56:01 -07:00
Fredia Huya-Kouadio d1808f0a7f Make the project data directory customizable. 2021-10-11 14:42:40 -07:00
Yuri Sizov b02c61ddb1 Ignore OS specific values (constants, project settings, properties)
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-10-10 23:40:32 +03:00
Rémi Verschelde df69945f1f
Merge pull request #52714 from m4gr3d/provide_getter_for_project_data_dir_3x 2021-10-05 21:02:41 +02:00
Ricardo Subtil 723ad5ef61
Fix path with multiple slashes not being corrected on templates
(cherry picked from commit eef0327d1e)
2021-09-20 13:01:13 +02:00
Fredia Huya-Kouadio c8b022c165 Provide a getter for the project data directory. 2021-09-15 13:00:25 -07:00
Rémi Verschelde 7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
Aaron Franke 7dc2edc430
[3.x] Allow reading shaders from .gdshader files 2021-07-19 23:34:23 -04:00
Hugo Locurcio a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Haoyu Qiu 95c60b76a4
Save binary ProjectSettings key length properly
(cherry picked from commit 06c0a5f9f2)
2021-06-17 12:47:55 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
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 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Fredia Huya-Kouadio 0eb220eedc
Fix bug causing `project.godot` to be ignored when `project.binary` is missing
(cherry picked from commit 862e2df1a4)
2021-03-17 15:17:02 +01:00
lawnjelly 20f7037edb Add GLOBAL_DEF_ALIAS and alias for rename of pixel_snap
Having to rename project settings is rare, but when it does occur it can cause user confusion. In order to make compatibility more seamless this PR introduces two new GLOBAL_DEF functions,

GLOBAL_DEF_ALIAS(new_name, old_name, default)
GLOBAL_DEF_ALIAS_RST(new_name, old_name, default)

These are the same as the existing GLOBAL_DEF functions except that if the new setting is not found, it attempts to load from the old setting name. If the old setting is found, it stores it into the new setting, and then calls the regular GLOBAL_DEF functions.
2021-03-09 15:16:24 +00:00
kobewi e9e0cac3f5 Allow to save override.cfg with ProjectSettings
(cherry picked from commit 156c402f2b)
2021-03-08 17:40:22 +01:00
kobewi e7ee561ca0 Detect external modification of scenes 2021-02-11 01:08:49 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
bruvzg cc86b11858
Fix .pck lookup for extensionless binary in macOS resources.
(cherry picked from commit 7be8759991)
2020-12-02 16:08:29 +01:00
Tomasz Chabora c2a7df79ce
Favor project.binary over project.godot
(cherry picked from commit 37d515e99c)
2020-10-28 14:05:40 +01:00
Yilin Ma d571de5f81
added load resource pack with offset feature
(cherry picked from commit c524d50444)
2020-09-24 14:43:09 +02:00
Andrii Doroshenko (Xrayez) 813fab55d8 Fix overriding compression related settings
(cherry picked from commit 1f73469b50)
2020-07-13 15:15:40 +02:00
Rémi Verschelde 77aa8c0095 Improve documentation of ProjectSettings::setup
Subsequent PRs adding and fixing support for bundled PCKs
did not update the documentation /o\

(cherry picked from commit 0183bfbb0f)
2020-06-04 11:07:54 +02:00
HaSa1002 caadd761f2 Priorize Embedded PCKs on loading
If existing, embedded PCKs are loaded before the pcks the engine might
find next to it.

Fixes #37568

(cherry picked from commit fba98950c7)
2020-05-05 13:41:29 +02:00
Rémi Verschelde faf858fe41 Revert "Made possible to specify where to dump the contents when loading a ".pck" file"
This reverts commit ffcfd9c8ea.

This was not so useful as is due to the way dependency paths are stored
in scenes and resources.
2020-04-20 13:48:02 +02:00
Michael Alexsander ffcfd9c8ea Made possible to specify where to dump the contents when loading a ".pck" file
(cherry picked from commit 3c261e0dfa)
2020-04-17 13:00:52 +02:00
bruvzg d07cdc594f
[macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
Rémi Verschelde eadf04e1dd
Merge pull request #34476 from volzhs/no-slash-localize_path
Make sure no additional slash being added with localize_path
2020-01-02 19:11:18 +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