Commit Graph

5333 Commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee
60eb3dd6ad Always have a name for gltf2 mesh, material and skins.
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-24 00:30:22 -07:00
Aaron Franke
a5324787c8
Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Rémi Verschelde
eeba8d63f8
Merge pull request #44398 from RevoluPowered/unit-tests-for-export-templates
Add unit tests for export templates
2021-03-23 00:42:29 +01:00
Rémi Verschelde
11718dbef9 Merge pull request #45562 from aaronfranke/core-modules-real_t
Use real_t in GridMap and VariantParser
2021-03-23 00:10:04 +01:00
Gordon MacPherson
6b4ff3b44b Add unit tests for export templates 2021-03-22 18:57:08 +00:00
Juan Linietsky
97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Marcel Admiraal
755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Rémi Verschelde
07f076fa4f
Merge pull request #47194 from W4RH4WK/fbx-normalize-rotations
FBX Import: Normalize rotation quaternions
2021-03-21 08:48:53 +01:00
Rémi Verschelde
fa681d04b7
Merge pull request #46937 from nekomatata/soft-body-support
SoftBody support in GodotPhysics 3D
2021-03-20 21:45:20 +01:00
Rémi Verschelde
793000c6a9
Merge pull request #47139 from nekomatata/concave-backface-collision
Disable backface collision with ConcavePolygonShape by default
2021-03-20 21:43:57 +01:00
Alex Hirsch
d03f4cefea FBX Import: Check bone map access for valid cluster target node id
fix #47184
2021-03-20 18:07:51 +01:00
Alex Hirsch
72d3bfc88c FBX Import: Normalize rotation quaternions
fix #47174
2021-03-20 17:46:25 +01:00
Aaron Franke
affe3c817a
Use real_t in GridMap and VariantParser 2021-03-19 00:56:34 -04:00
Alex Hirsch
d7ac5ba1c6 Fix missing quote in multiline GDScript string
fix #47117
2021-03-19 01:24:18 +01:00
Rémi Verschelde
47cf9985eb
Merge pull request #47128 from ArdaE/master
GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
2021-03-19 00:14:51 +01:00
ArdaE
6770a9413b GLTF import: Prevent significant numerical errors in keyframe times
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.

Fixes #47127.
2021-03-18 15:55:31 -07:00
PouleyKetchoupp
7bbd545432 Disable backface collision with ConcavePolygonShape by default
Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.

Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
2021-03-18 11:30:22 -07:00
Rémi Verschelde
2274d4eebc
Mono: Fix Android build after #46900 2021-03-18 17:58:21 +01:00
PouleyKetchoupp
d5ea4acd2d SoftBody support in GodotPhysics 3D
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-18 09:04:17 -07:00
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
George Marques
ec806c5c5b
Added static method information the generated builtin API JSON 2021-03-17 08:33:08 -03:00
George Marques
8fddab9209
Further changes in GDNative API
- Added new_copy to all types, since trivial copy won't work for all
  types.
- Added functions to convert from String to char array types, which is
  not provided by the methods bound in Variant.
- Added operator index to String.
- Added missing cstring version of some Variant functions. They existed
  in the header but didn't have the implementation and were missing from
  the gdnative_api.json file.
- Added support for static calls on Variant types.
2021-03-17 08:26:10 -03:00
Rémi Verschelde
08ca4184f4
Merge pull request #47024 from groud/navigation
Allow Navigation to be more flexible
2021-03-17 09:18:54 +01:00
K. S. Ernest (iFire) Lee
c203fbfa8c Expand bone name possibilities. 2021-03-16 15:07:30 -07:00
bruvzg
b79e8c22f0
HarfBuzz: Update to version 2.8.0 2021-03-16 19:56:52 +02:00
Rémi Verschelde
69486b1059
miniupnpc: Update to version 2.2.2 2021-03-16 10:54:38 +01:00
Fabio Alessandrelli
163fc125cd [Net] Fix miniupnpc when no interface is specified
This is a tricky one, it used to work, but it was wrong, because in such
a scenario instead of passing NULL as required by the API, it would pass
a buffer containing the `\0` terminator.
This stopped working on a specific miniupnpc version, when they fixed
some network endianess issue on Windows, to which we made a workaround,
which in turn would probably result in failures when the interface is
specified.

This commit address the issue properly, by checking the specified
interface string size, and correctly passing NULL instead of the empty
string when necessary.

Also reverts the commit that introduced the bogus workaround:
e85330231c

One of those PR when the explaination is much longer then code changes
:).
2021-03-15 17:33:26 +01:00
Gilles Roudière
ac7073f586 Allow Navigation to be more flexible 2021-03-15 15:58:59 +01:00
Ignacio Etcheverry
5b3b9cd63b C#: Fix disconnecting event signals twice
`disconnect_event_signals` can be called twice (when managed instance
is disposed and from the ScriptInstance destructor).
2021-03-15 07:08:10 +01:00
Rémi Verschelde
6edb0a75ab
Merge pull request #46936 from DavidSichma/match_temp_header
Fixed match test expression for temporaries
2021-03-14 15:46:53 +01:00
Rémi Verschelde
1066dbcecc
Merge pull request #46968 from sboronczyk/fix-editor-plugin-mono
Fix create c# script from editor after partial class type is necessary
2021-03-14 00:27:34 +01:00
Rémi Verschelde
7015027cbf
Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_calls
Replace malloc's with Godot's memalloc macro
2021-03-13 21:55:52 +01:00
sboronczyk
094981b277 Fix create c# script after partial class type 2021-03-13 17:31:47 +01:00
Rémi Verschelde
942f5f0cb2
Merge pull request #46929 from Anshul7sp1/typosAndGrammar
Fixes small typos and grammar correction
2021-03-13 14:55:05 +01:00
Ev1lbl0w
838e7d0a8d
Replace malloc's with Godot's memalloc macro 2021-03-13 11:51:45 +00:00
Rémi Verschelde
8368f53941
Merge pull request #46954 from neikeq/reggr-46307
C#: Fix StringName leak warnings after generating bindings
2021-03-13 09:13:34 +01:00
Ignacio Etcheverry
d9603b2d73 C#: Fix StringName leak warnings after generating bindings
`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
2021-03-13 01:16:31 +01:00
Ignacio Etcheverry
ee8e5146a4 C#: Fix ScriptPathAttribute generator with none or nested namespaces
The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
2021-03-13 01:04:59 +01:00
David Sichma
762bb5843b
Fixed match test expression for temporaries
Fixed that a potentially popped temporary was used for the value in
match statements.
2021-03-12 15:04:45 +01:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
jfons
809d88b925 Fix visibility toggle for baked GridMaps 2021-03-12 12:57:04 +01:00
Rémi Verschelde
fec979b850
Merge pull request #44671 from o01eg/fix-gcc-visibility
GDNative: Fix symbols visibility for GCC
2021-03-12 09:41:56 +01:00
Alex Hirsch
09bda3f140 Always dynamically allocate PropertyTable
- `Texture::~Texture` expects `props` to be dynamically allocated.

- `GetPropertyTable` returned a pointer to an existing `PropertyTable`
  but is expected to return a newly, dynamically allocated one.

- `PropertyTable::PropertyTable()` suggests that an empty `element`
  property is valid.

fix #46876
fix #45573
2021-03-10 19:12:23 +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
geekrelief
58fa4973f6 fixes #46839, ensure library_classes is cleared and free funcs are called
Co-authored-by: toasteater <48371905+toasteater@users.noreply.github.com>
Co-authored-by: Jan Haller <bromeon@gmail.com>
2021-03-09 14:32:46 -08:00
Rémi Verschelde
83b1acdc60
Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
Relaxes node name sanitization in gltf documents.
2021-03-09 14:54:33 +01:00
Rémi Verschelde
26d1b30d35
Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-event
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08 13:26:47 +01:00
Ilya Kuznetsov
6061ff7ba1 Added mono_unhandled_exception call to unhandled_exception hook 2021-03-08 12:57:50 +01:00
Rémi Verschelde
9a33c1b6a6
Merge pull request #46782 from bruvzg/fix_def_theme_size
Improve bitmap font scaling. Fix default theme font size.
2021-03-08 10:03:12 +01:00
bruvzg
43c7c279d5
Improve bitmap font scaling. Fix default theme font size. 2021-03-08 09:56:40 +02:00
Rémi Verschelde
15bd2bf03f
Merge pull request #46713 from neikeq/csharp-source-generators-init
Add C# source generator for ScriptPathAttribute
2021-03-07 01:04:47 +01:00
Ignacio Etcheverry
e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00
Duddino
c47070e165 Added some checks to prevent accessing a null collider
Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651
2021-03-06 12:07:27 +01:00
Johannes
982a0ac348
Fix GDScript Tokenizer being very strict about the number of underscores
You can use multiple underscores in one number, just not two of them
together.
2021-03-06 01:57:37 +01:00
Rémi Verschelde
338fa05acc
Merge pull request #43768 from sjml/mac-mono-export-fix
Mono/macOS: Separate data dir into frameworks and resources for codesigning
2021-03-03 22:42:44 +01:00
Shane Liesegang
42eb09ddcc Mono/macOS: Separate data dir into frameworks and resources for codesigning
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2021-03-03 13:54:34 +01:00
David Sichma
66a5002750
Fixed match for expression pattern
equality comparison now writes to right target address
2021-03-02 19:18:29 +01:00
George Marques
16e88f99e2
Merge pull request #42029 from ThakeeNathees/export-type-infer-bug-fix
GDScript export array/dictionary type infer bug fix
2021-03-02 12:14:57 -03:00
Rémi Verschelde
d86369b590
Merge pull request #46559 from asmaloney/fix-code-completion
Script editor: Fix two special cases not being checked in code completion
2021-03-02 15:39:13 +01:00
Rémi Verschelde
75bfb016f2
Merge pull request #41897 from strank/not-in-conditional-done
Add a "not in" operator to GDScript.
2021-03-02 15:16:52 +01:00
Andy Maloney
4e89cb330b [script editor] Fix two special cases not being checked in code completion
When this code was changed for 4.0, a "break" statement inside a for loop in 3.x was changed to "return".

This means that the two special cases (autoloads and input actions) are never checked.

Removing the return lets these work properly in the editor.

(Also reorder conditionals to short-circuit and avoid expensive methods.)
2021-03-01 09:39:03 -05:00
Rémi Verschelde
21609c3bfd
Merge pull request #46470 from Faless/net/4.x_enet_timeout
Add set_peer_timeout to NetworkedMultiplayerENet.
2021-02-27 16:45:29 +01:00
Fabian
1b54de3039 Add set_peer_timeout to NetworkedMultiplayerENet. 2021-02-27 12:52:12 +01:00
Aaron Franke
3f50954ced
Add generic support to PackedScene.Instance 2021-02-25 20:49:22 -05:00
Rémi Verschelde
b7b70004bc
Merge pull request #46379 from ThakeeNathees/signal-idf-not-found-fix
GDScript: False positive "Identifier not found" error on signals fixed
2021-02-25 22:30:22 +01:00
Hugo Locurcio
2e8e6e26a8 Document seamless noise having a lower contrast than non-seamless noise
See #41787.
2021-02-25 18:33:11 +01:00
Rémi Verschelde
ee5ea64e83
Merge pull request #40276 from Taywee/master
remove invalid codeLensProvider value from lsp
2021-02-25 17:26:26 +01:00
Jack Linhart
03fd2b4c86 Added GridMap description to get_bake_meshes() 2021-02-25 15:42:49 +01:00
Aaron Franke
4b4721f5bd
Fix C# bindings generator for default value types 2021-02-25 08:30:48 -05:00
abaire
61cc1c8624 Relaxes Node naming constraints in glTF documents to match the Editor. 2021-02-24 08:22:27 -08:00
Thakee Nathees
9869522e6a false positive "Identifier not found" error or signals fixed 2021-02-24 19:34:01 +05:30
Rémi Verschelde
a527c6856b
Merge pull request #46045 from bruvzg/text_server_bmp_create
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24 12:55:36 +01:00
Rémi Verschelde
88ee248db0
Merge pull request #46307 from RandomShaper/fix_crash_mono_glue
Make glue generation shutdown more graceful
2021-02-22 21:39:01 +01:00
Pedro J. Estébanez
23907e6f19 Make glue generation shutdown more graceful 2021-02-22 11:06:33 +01:00
Marcel Admiraal
92e0a84a4c Add missing semicolons to webxr.eterns.js 2021-02-21 16:10:26 +00:00
Rémi Verschelde
ed8333f6bc
Merge pull request #45158 from aaronfranke/cs-packedarray
Add C# array features from core PackedArrays
2021-02-20 09:42:30 +01:00
Rémi Verschelde
bc395c2549
Merge pull request #46221 from akien-mga/doc-sync-classref
doc: Sync classref with current source
2021-02-19 15:06:50 +01:00
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
2d66f364d9
Make FreeType optional for export templates. 2021-02-19 15:01:46 +02:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
Eric M
49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde
8eaea1db53
Merge pull request #45032 from neikeq/classdb-tests-for-44856
Add ClassDB tests to look for core API deps on editor API
2021-02-18 15:16:52 +01:00
Vignesh1-art
a5d931033e
Fixed Invalid function bindings #46135
Fixed  GDScriptLanguageProtocol::notify_client - have 3 arguments, but only 2 are binded
2021-02-18 11:12:54 +05:30
Rémi Verschelde
99fc96e7b3
Merge pull request #45955 from angad-k/fix-set-joint-i-to-name
fix set_joint_i_to_name to use the provided argument
2021-02-17 13:25:31 +01:00
Angad Kambli
f038dd0761 glTF: Fix set_joint_i_to_name not using its argument
Fixes #45371.
2021-02-17 13:08:35 +01:00
Aaron Franke
614299aedb
Add C# array features from core PackedArrays 2021-02-16 15:24:44 -05:00
JestemStefan
2c71ff1119
Added signed_angle_to for Vector3 2021-02-16 05:07:33 -05:00
Rémi Verschelde
b196e62709
Merge pull request #46083 from ellenhp/mono_ogg_fix
Fix mono->stereo conversion for oggs
2021-02-16 10:50:10 +01:00
Rémi Verschelde
c1dc38679f
Merge pull request #46039 from ellenhp/fix-empty-mp3-crash
Warn and return when attempting to load invalid MP3s
2021-02-16 09:27:42 +01:00
Ellen Poe
f993d2eeee Fix mono->stereo conversion for oggs (see #40630) 2021-02-15 20:42:45 -08:00
Ellen Poe
936767deca Fail mp3 loading when attempting to load invalid mp3s
This also adds a warning for unspecified MP3 loading error codes
2021-02-15 10:02:19 -08:00
bruvzg
bee718f1af
[Text Server] Restores bitmap font dynamic construction functions. 2021-02-15 10:46:49 +02:00
bruvzg
f4d095cdd3
[TextServer] Restore character and space extra spacing support. 2021-02-15 10:46:23 +02:00
bruvzg
2f391bd9c3
[CTL] Fix scaling of the underline position and size. 2021-02-14 14:11:48 +02:00
Rémi Verschelde
b9aa2d0dfb
Merge pull request #45953 from BastiaanOlij/no_unload_non_reloadable
Only unload the library if the reloadable flag is true
2021-02-14 12:17:14 +01:00
Rémi Verschelde
4eae532921
Merge pull request #46009 from qarmin/xatlas_leak
Fix memory leak in Xatlas module
2021-02-14 12:16:46 +01:00
Rafał Mikrut
e57b8d79ec Fix memory leak in Xatlas module 2021-02-14 11:59:57 +01:00
Bastiaan Olij
ae7675065a Only unload the library when no NativeScript objects exist if the reloadable flag is true. If it is false it is likely the library does other things and can't be unloaded 2021-02-14 15:47:49 +11:00
Xartorx
8e1da2e0e5 Fix Mono build after resource load cache changes 2021-02-13 22:13:45 +03:00
reduz
28537d8c84 Fix LineEdit minimum width
-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12 17:04:38 +01:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Henry Conklin
6575e4c1ba Fix broken gdnative variant test 2021-02-11 07:14:28 -06:00
Rémi Verschelde
94cba993bf
Merge pull request #45847 from vnen/gdnative-bindings
Improve GDNative API and JSON generation further
2021-02-11 11:11:29 +01:00
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
George Marques
0b3819d213
Improve GDNative api.json generator
- Add indexed type to the builtin types output, which is useful for
  bindings implementing array-like access.
- Use getter type instead of hint for property types, as the hint can be
  unreliable and include multiple comma-separated possible types.
2021-02-09 11:37:15 -03:00
George Marques
66ed69edb3
Further changes to GDNative API
- Moved Variant struct definition to its own file so it can be used
  without include cycles (like on Dictionary).
- Add `index` operator function so bindings like C++ can implement the
  operator[] overload (which needs a reference to the actual value).
- Added missing new/destroy functions to Vector3i array.
- Added print error/warning functions as helpers so bindings can print
  messages in the same manner as Godot itself does.
2021-02-09 11:33:35 -03:00
Rafał Mikrut
f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
jfons
99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
Kanabenki
07fb7f9888 Snap VisualScript comment to grid when resizing 2021-02-06 21:39:35 +01:00
Rémi Verschelde
3723d71de4
Merge pull request #45667 from Calinou/doc-gridmap-no-visual-layers
Document that GridMap doesn't support visual layers or cull masks
2021-02-05 10:25:04 +01:00
bruvzg
e304f716c7
[Mono] Use the same search logic for both MSBuild and dotnet, add custom search paths on macOS. 2021-02-04 22:39:38 +02:00
Hein-Pieter van Braam-Stewart
403e4fd08b Fix a crash in the TGA loader with malformed input 2021-02-04 13:09:21 +01:00
Hugo Locurcio
95fda7e881
Document that GridMap doesn't support visual layers or cull masks
See #40245.
2021-02-02 19:30:55 +01:00
Miguel de Icaza
f02252e37d C conformance: Include stdbool.h to define bool
`bool` is otherwise not defined in C.
2021-02-02 18:11:00 +01:00
Aaron Franke
f55445079a
Replace ColorN and from HTML with a string constructor 2021-02-01 17:27:19 -05:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
0db77315fe
Merge pull request #45608 from bruvzg/font_int_coords
Use integer coordinates for the font glyphs rendering.
2021-02-01 20:42:52 +01:00
zaevi
baac70c27e
Fix C# string.Hash() 2021-02-01 04:12:00 -05:00
bruvzg
c75923498e
Use integer coordinates for the font glyphs rendering. 2021-01-31 20:10:50 +02:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Hugo Locurcio
3434074933
Fix WebXRInterface code sample in the class reference
This also fixes the code sample's indentation to look correct in the
editor help.
2021-01-30 23:59:52 +01:00
Rémi Verschelde
46de553473
Merge pull request #45519 from aaronfranke/physics-real_t
Use real_t in physics code
2021-01-29 16:31:47 +01:00
George Marques
8a8dbd76b1
Add GDNative JSON generator for the builtin API
Which can be used by language bindings to generate code statically. This
is generated as a different file from the class API because it has
different requirements (the builtin types have constructors and don't
have signals), so bindings can better make use of each JSON file without
extra parsing.

This also cleans up a bit the old API generator, mainly initializing
structs and renaming "instanciable" to the more correct "instantiable".

The argument description in help text was updated to better reflect how
it should be used. The <path> argument is mandatory.
2021-01-29 11:40:37 -03:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
David Snopek
f6e8da3661 Remove reference to CanvasLayer in WebXR example, because it can cause rendering issues in AR. 2021-01-28 19:24:27 -06:00
Aaron Franke
cb9fc117d1
Use real_t in physics code 2021-01-28 18:15:42 -05:00
Rémi Verschelde
329d4796ae
Merge pull request #45525 from van800/rider-line
Navigating to error line number in Rider from Godot editor debugger console is off-by-one.
2021-01-28 23:39:52 +01:00
Ivan Shakhov
deef9a73a5 Fix off by one error navigating to line number in Rider
Fixes https://github.com/JetBrains/godot-support/issues/61
2021-01-28 22:41:12 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
David Snopek
a23fc126eb Prevent fatal error in WebXR when 'immersize-ar' loses and regains tracking 2021-01-27 20:48:11 -06:00
Rémi Verschelde
9d3a9b3e7d
Merge pull request #45444 from dsnopek/webxr-master-mono
Support mono devices in WebXR
2021-01-27 21:11:31 +01:00
Gordon MacPherson
86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
George Marques
fa498f6105
Merge pull request #45373 from aaronfranke/gdnative-sizeof
Define GDNative sizes using sizeof(godot_real) and sizeof(int32_t)
2021-01-26 14:00:32 -03:00
Danil Alexeev
a97f1a3dc6 Rename color constants (alternative)
Named color constants renamed to UPPERCASE. Unlike #41019, this PR
is complete and implements these changes in the simplest way possible.

Co-authored-by: Shivam Mukherjee <mshivam98@gmail.com>
2021-01-26 19:07:00 +03:00
Juan Linietsky
cc4388d0f3
Merge pull request #45466 from reduz/reorganize-rendering-device-layers
Reorganize RenderingDevice barriers
2021-01-26 12:34:46 -03:00
Rémi Verschelde
0991c63fba
Merge pull request #45479 from lucasvanmol/highlight-patch
Fix highlight color for class attributes that are also keywords
2021-01-26 15:56:13 +01:00
Rémi Verschelde
f7dd6975fb
Merge pull request #44617 from geekrelief/gdnative_unload
free library when no nativescripts reference it
2021-01-26 15:52:33 +01:00
Rémi Verschelde
9f6a2aa321
Merge pull request #45029 from neikeq/issue-40023
C#: Fix System.Collections.Generic.List marshalling
2021-01-26 15:30:44 +01:00
Lucas Van Mol
749d0c708c Fix highlight color for class attributes that are also keywords 2021-01-26 15:17:18 +01:00
Rémi Verschelde
de9c9007c2
Merge pull request #45252 from naithar/feature/plugins-migration
[4.0] [iOS] iOS Plugins Migration
2021-01-26 14:53:06 +01:00
reduz
280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
Rémi Verschelde
7f863df67e
Merge pull request #45435 from fire/gltf-node-anim-export
Restore gltf node animation export.
2021-01-26 10:01:32 +01:00
Marcel Admiraal
8b983bddfb Remove Quat set methods in favour of constructors 2021-01-26 06:52:04 +00:00
Rémi Verschelde
78661d1a43
Merge pull request #45375 from aaronfranke/gltf-csg-gridmap
Make GLTF not depend on CSG or GridMap
2021-01-26 00:08:45 +01:00
Aaron Franke
6c197cf259
Define GDNative sizes using sizeof(godot_real_t) and sizeof(int32_t) 2021-01-25 16:42:14 -05:00
Rémi Verschelde
7f0b5a373a
Merge pull request #44989 from vnen/gdnative-new-api
New API for GDNative
2021-01-25 21:26:07 +01:00
Rémi Verschelde
d7aea6ff6c
Merge pull request #45447 from pycbouh/graphedit-minimap-active-invisible
Fix minimap capturing events and improve its theme and editor settings
2021-01-25 20:32:46 +01:00
Yuri Sizov
9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
David Snopek
39e022e01c Support mono devices in WebXR 2021-01-25 08:39:50 -06:00
George Marques
29e5dd06c7
GDNative: Remove print functions
Those are now utilities so the function pointer can be fetched when
needed.
2021-01-25 09:28:32 -03:00
George Marques
030d1d6a17
GDNative: New core API
This API now uses the discovery functions present in Variant instead of
wrapping every built-in function. Users now need to query for function
pointers and use those.
2021-01-25 09:28:02 -03:00
bruvzg
eeced6d6f2
[CTL] Do not break line on the span (e.g. RTL BBCode tag) edges. 2021-01-25 09:45:29 +02:00
K. S. Ernest (iFire) Lee
294c2996e3 Restore gltf node animation export.
Misc style changes.
2021-01-24 19:02:57 -08:00
Aaron Franke
abd06567a7
Make GLTF not depend on CSG or GridMap 2021-01-22 17:20:07 -05:00
Rémi Verschelde
8a6d4dd5ed
Merge pull request #45023 from reduz/optimize-shader-vgpr1
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-20 00:10:21 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
magian1127
da234cdbc6 C # mono supports Unicode code 2021-01-19 21:44:07 +08:00
Sergey Minakov
13a6a83b44 [iOS] Remove plugins from modules. 2021-01-17 14:33:39 +03:00
Fabio Alessandrelli
9a2f848855
Merge pull request #45171 from Calinou/doc-enet-udp-only
Mention that NetworkedMultiplayerENet uses UDP only
2021-01-15 15:52:29 +01:00
Rémi Verschelde
011d201046
Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
2021-01-14 20:44:19 +01:00
Fabian Stiewitz
934277bad2 fix gltf not importing files w/o bufferViews or accessors 2021-01-14 19:13:47 +01:00
Hugo Locurcio
7b33498995
Mention that NetworkedMultiplayerENet uses UDP only
This is important to clarify for those doing port forwarding.
2021-01-14 17:15:20 +01:00
Rémi Verschelde
8d4698db36
Merge pull request #45159 from madmiraal/fix-45145
Only remove Bullet's body constraints when removing body from space
2021-01-13 17:15:45 +01:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Marcel Admiraal
797a7fc6cc Only remove Bullet's body constraints when removing body from space 2021-01-13 13:32:46 +00:00
Marcel Admiraal
3ee860e3d1 Update Mono module to use new execute method. 2021-01-13 09:34:14 +00:00
Aaron Franke
ddd6fb37e8
Update PolyPartition / Triangulator library 2021-01-12 13:46:16 -05:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
K. S. Ernest (iFire) Lee
59b61a1f64 Scale error in mesh optimizer so it uses absolute scale.
Switch to simplify sloppy for another try.

Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
2021-01-11 06:07:54 -08:00
Rémi Verschelde
51992250e6
Merge pull request #43176 from mateosss/crash-uninit-const
Fix crash by adding nullcheck for uninitialized constants
2021-01-11 14:00:54 +01:00
Rémi Verschelde
6d48943768
Merge pull request #43980 from gvekan/fix-missing-function-hints
Fix missing function hints
2021-01-11 13:54:22 +01:00
Rémi Verschelde
c17413f159
Merge pull request #44104 from nekomatata/coroutine-await-fix
Fix error when calling coroutine with await in _ready
2021-01-11 13:54:04 +01:00
Rémi Verschelde
813bdb4941
Merge pull request #44005 from RandomShaper/gds_needless_check
Remove useless check in GDScript
2021-01-11 13:53:52 +01:00
Rémi Verschelde
3e9a40cdc0
Merge pull request #44604 from lyuma/gdscript_dictionary_crash
GDScript: Fix crash when iterating through empty dictionary.
2021-01-11 13:53:12 +01:00
Rémi Verschelde
8363c44265
Merge pull request #44719 from ThakeeNathees/assert-argument-bug-fixed
GDScript assert message parsing bug fixed
2021-01-11 13:51:44 +01:00
Rémi Verschelde
a2021588ca
Merge pull request #44672 from ThakeeNathees/array-dict-const-fold-bug-fix
Array/Dictionary marked as not safe to const fold
2021-01-11 13:51:31 +01:00
Rémi Verschelde
bcfb698fb4
Merge pull request #44818 from ThakeeNathees/const-crash-fix
GDScript crash at incomplete const bug fix
2021-01-11 13:51:18 +01:00
Rémi Verschelde
aaf6725150
Merge pull request #44889 from ThakeeNathees/builtin-invalid-call-crash-fix
GDScript invalid method call on built-in crash fix
2021-01-11 13:51:07 +01:00
Rémi Verschelde
0dba21a4d1
Merge pull request #45076 from ThakeeNathees/gdscript-operator-precedence-bug-fix
GDScript operator `+` `-` precedence bug fix
2021-01-11 13:50:00 +01:00
Rémi Verschelde
29db5bd25e
Merge pull request #45075 from VedatGunel/reserved-keyword
Change reserved keyword in Regex documentation code
2021-01-11 12:01:54 +01:00
Rémi Verschelde
c3b23f0203
Merge pull request #45054 from dsnopek/webxr-yaxis-master
Invert the Y-axis on thumbsticks and trackpads in WebXR
2021-01-10 20:25:14 +01:00
Thakee Nathees
0889f14af9 GDScript operator + - precedence bug fix
Fix: #43265
2021-01-10 18:33:05 +05:30
Vedat Günel
446a3f8ff2 Change reserved keyword in Regex documentation code 2021-01-10 15:56:51 +03:00
Fabio Alessandrelli
eb5304842a Fix WebXR module.
Some functions and enums were renamed in 4.0 but not updated in the
WebXR code.
2021-01-10 12:04:09 +01:00
David Snopek
7a0d4275a2 Invert the Y-axis on thumbsticks and trackpads in WebXR 2021-01-09 15:02:22 -06:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Ignacio Etcheverry
fafdc0b0c1 Add ClassDB tests to look for core API deps on editor API
The ClassDB tests will detect when the core API has dependencies on
the editor API, which is not allowed.

This should prevent or warn early about issues like #44856
2021-01-09 00:18:03 +01:00
Ignacio Etcheverry
da90364adf C#: Fix System.Collections.Generic.List marshalling 2021-01-08 21:51:25 +01:00
NutmegStudio
fba23f5475 make EditorSceneImporterGLTF and GLTFMesh APIType::API_EDITOR 2021-01-08 12:01:53 +07:00
Rémi Verschelde
efdca23f87
Merge pull request #44918 from Chaosus/vs_assign_default_value
Auto-assign default value for variable in visual script on type changing
2021-01-07 16:51:01 +01:00
Rémi Verschelde
cf4c58838f
Merge pull request #44986 from aaronfranke/audiostream
Descriptive error message when using AudioStream(OGG/MP3) incorrectly
2021-01-07 11:42:40 +01:00
Rémi Verschelde
55e876777c
Merge pull request #44832 from nathansmith339/opensimplex-optimization
OpenSimplex data optimization
2021-01-07 10:51:30 +01:00
Aaron Franke
193564d83e
Descriptive error message when using AudioStream(OGG/MP3) incorrectly 2021-01-07 03:24:30 -05:00
nevarek
041fe20f64 Optimize data format for OpenSimplex images
The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.

The Docs have been updated to reflect the format changes.
2021-01-06 19:01:21 -08:00
Rémi Verschelde
a3b76e26f3
doc: Sync classref with current source 2021-01-06 15:23:58 +01:00
Gordon MacPherson
74a72cf85e Preliminary Blender FBX support [4.0]
limitations:
- always has to use generated normal's.
- some animations won't be compatible (yet)

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-01-05 21:58:58 +00:00
Rémi Verschelde
7f98e663d1
Merge pull request #44939 from akien-mga/gltf-external-images
glTF: Fix loading external images as buffer
2021-01-05 20:45:27 +01:00
reduz
446618cf94 Change the light attenuation formulas.
-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
Rémi Verschelde
e268a8e523
glTF: Fix loading external images as buffer
We should first attempt loading as external files, thus creating a dependency.
Loading as a buffer should only be used as fallback to support manually loading
as PNG or JPEG depending on the defined mimeType.

Fixes #44309, was a regression from #42504.
2021-01-05 16:26:48 +01:00
zero13cool
9f3d7d9709 Changed type to make it work on x32 architecture. 2021-01-05 01:44:52 +00:00
Rémi Verschelde
c13bb0b541
Merge pull request #44154 from dsnopek/webxr-master
Add WebXR support (for Godot 4.0)
2021-01-05 00:19:50 +01:00
David Snopek
a54a2d65e1 Add support for WebXR 2021-01-04 17:02:37 -06:00
Rémi Verschelde
0b49e5de12
Merge pull request #44914 from swarnimarun/master-visualscript-refactor
Fix doc for the VisualScript class after #39649 PR
2021-01-04 21:19:00 +01:00
Swarnim Arun
35b8fc2d85 Fix doc for the VisualScript class. 2021-01-05 00:15:53 +05:30
Yuri Roubinsky
8d240f467d Auto-assign default value for variable in visual script on type changing 2021-01-04 21:10:04 +03:00
Rémi Verschelde
add3a825f0
Merge pull request #39649 from swarnimarun/master-visualscript-refactor
Visual Script Refactor
2021-01-04 15:02:23 +01:00
Rémi Verschelde
215d18814e
doc: Sync classref with current source 2021-01-04 14:33:44 +01:00
Thakee Nathees
01c11ec29b GDScript builtin invalid function call crash fix
Fix: #44852
2021-01-03 18:44:01 +05:30
Rémi Verschelde
3e10962dbb
Merge pull request #44862 from Calinou/opensimplex-no-max-octaves-define
Use `static const int` instead of `#define` for OpenSimplexNoise octaves
2021-01-01 22:26:50 +01:00
Hugo Locurcio
7a65375b7a
Use static const int instead of #define for OpenSimplexNoise octaves
This closes #44860.
2021-01-01 21:32:50 +01:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Swarnim Arun
c6771358aa Refactoring Visual Script
* for bloat from hacks for default function
* for ease of development nodes becoming detached from functions
2021-01-01 22:50:33 +05:30
Marcel Admiraal
026aa4381d Add signal to inform joint that body has exited tree 2020-12-31 16:19:57 +00:00
Thakee Nathees
18f30dda63 GDScript crash at incomplete const bug fix 2020-12-30 23:27:46 +05:30
K. S. Ernest (iFire) Lee
dff1d8d7b0 Expose gltf2 eight weights. 2020-12-29 05:28:00 -08:00
Rémi Verschelde
1dd75f41e5
FBX: Clarify outdated format error
See #44780.
2020-12-29 12:14:30 +01:00
Rémi Verschelde
2086acfacc
Merge pull request #44614 from madmiraal/rename-normalmap-normal_map
Consistently use normal_map
2020-12-29 10:39:56 +01:00
Rémi Verschelde
09212fba1e
Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Marcel Admiraal
b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
44357ddc28
Editor: Fix invalid use of Node::get_viewport() after rename of EditorNode::get_viewport()
Fixes #44761, was a regression from #44524.

The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
2020-12-28 19:51:39 +01:00
Rémi Verschelde
a04b9669e8
Merge pull request #42881 from madmiraal/fix-39767
Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
2020-12-28 16:16:33 +01:00
Rémi Verschelde
4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Rémi Verschelde
9addcb7603
Merge pull request #44751 from madmiraal/rename-rect-grow_margin
Rename Rect2 and Rect2i grow_margin() to grow_side()
2020-12-28 15:56:14 +01:00
Marcel Admiraal
01d0360580 Fix GLTF after camera near and far rename merge 2020-12-28 14:26:19 +00:00
Rémi Verschelde
feb4e5ed2c
Merge pull request #44569 from madmiraal/rename-unselect-deselect
Rename unselect to deselect
2020-12-28 14:53:43 +01:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal
b628912af0 Rename Rect2 and Rect2i grow_margin() to grow_side() 2020-12-28 12:47:33 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Adam Scott
4771004664 Add missing "normalized" accessor property to glTF document 2020-12-28 03:09:19 -05:00
Rémi Verschelde
4425f7c2c1
Merge pull request #44515 from eddsanity/master
Fixed #42149: bug where the default C# script template would sometimes produce an invalid class name
2020-12-27 21:40:30 +01:00
Rémi Verschelde
bf9db22352
Merge pull request #44582 from nathanfranke/document-rect-intersection
Update Rect intersection documentation, and rename method on Mono
2020-12-27 20:23:00 +01:00
Rémi Verschelde
d55e335026
Merge pull request #44718 from hoontee/fix-44713
Properly handle empty CSGShapes
2020-12-27 11:37:36 +01:00
Thakee Nathees
ebade0e454 GDScript assert message parsing bug fixed
Fix: #43540
2020-12-27 13:13:50 +05:30
hoontee
24a6aac472 Properly handle empty CSGShapes 2020-12-27 01:10:58 -06:00
Nathan Franke
3fda53c256
Update Rect intersection documentation, and rename method on Mono 2020-12-26 22:16:57 -06:00
Rémi Verschelde
f2968f59e1
Merge pull request #44682 from madmiraal/fix-etc-quality
Fix ETC quality setting
2020-12-26 10:23:06 +01:00
Marcel Admiraal
072b8a1894 Fix ETC quality setting 2020-12-26 07:21:17 +00:00
Marcel Admiraal
709aa8ae2c Ensure flags are applied to CVTT options 2020-12-25 11:28:29 +00:00
Thakee Nathees
16bb01adfb Array/Dictionary marked as not safe to const fold
Fix: #44459
2020-12-25 12:33:55 +05:30
O01eg
1393ededfd
Fix visibility for GCC 2020-12-25 09:56:00 +03:00
Rémi Verschelde
c4c211c3b7
Merge pull request #44605 from madmiraal/rename-control-margin
Rename Control margin to offset
2020-12-23 18:24:00 +01:00
K. S. Ernest (iFire) Lee
58a00b4f3c Update FBX because of changes in the core api. 2020-12-23 08:52:52 -08:00
Rémi Verschelde
35a8ebaa10
Merge pull request #44499 from RevoluPowered/fbx_plugin_port_4.0
[fbx] Port FBX module from 3.2 branch
2020-12-23 17:14:56 +01:00
geekrelief
cc5d8bb5ad Removes the gdnative library when no script (gdns) references it any longer. This enables hot reload for gdnative. 2020-12-23 06:36:01 -08:00
Lyuma
4c4a405887 Fix mistake in GLTFMesh.mesh property 2020-12-23 02:11:13 -08:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
K. S. Ernest (iFire) Lee
4b4efd2674 Add exporting glTF2.
* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
2020-12-22 16:56:28 -08:00
Gordon MacPherson
6607fc7da9 Port FBX module from commit 68013d2393
Ports FBX module from 3.2 branch to 4.0

This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.

Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
2020-12-23 00:45:03 +00:00
Rémi Verschelde
8ad0ff8ae5
Merge pull request #44487 from bruvzg/ctl_fixes_2
[CTL] Fix RTL scrolling and tabs selection.
2020-12-23 01:15:29 +01:00
Gordon MacPherson
5b5fdb0adf remove assimp pending fbx upgrade 2020-12-22 21:31:06 +00:00
Lyuma
0d4b750051 Fix crash when iterating through empty dictionary. 2020-12-21 20:15:29 -08:00
Marcel Admiraal
7b293eddfb Rename unselect to deselect 2020-12-21 10:26:41 +00:00
Marcel Admiraal
fdf92ca298 Rename XRPositionalTracker methods
Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
2020-12-21 06:32:53 +00:00
bruvzg
1adea98d07
Use integer text position in scroll container, TextEdit and canvas editor, to ensure sharp text rendering.
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
2020-12-21 07:49:27 +02:00
Rémi Verschelde
bccbd4be90
Merge pull request #44261 from madmiraal/rename-trackerhand-enums
Rename TrackerHand enums
2020-12-21 00:26:44 +01:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
Eyad
be1c161b0b Fixes #42149 and fixes indentation errors to pass clang-format 2020-12-19 13:47:16 +02:00
Rémi Verschelde
33ad8c5048
Merge pull request #43898 from madmiraal/fix-43852
Remove any constraints connected to a Bullet body when removing it
2020-12-19 09:29:45 +01:00
Rémi Verschelde
d54d958a3e
Merge pull request #44493 from Chaosus/vs_fix_init
Fix broken members panel in visual script editor
2020-12-18 13:42:57 +01:00
Yuri Roubinsky
d6bdd042bc Fix broken members panel in visual script editor 2020-12-18 14:16:12 +03:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
PouleyKetchoupp
2e4ee06b7a Fix error when calling coroutine with await in _ready
The code paths for calling async functions seemed to be missing in some
cases, causing a debug break and false positive error.
2020-12-17 09:01:39 -07:00
Rémi Verschelde
b07a3f503b
Merge pull request #44105 from neikeq/mono-wasm-m2n-hook
Mono: Make Godot provide its own WASM m2n trampolines
2020-12-17 09:58:24 +01:00
Rémi Verschelde
f6820306e0
Merge pull request #44374 from neikeq/mono-wasm-extra-framework-asms
Mono: Add extra WASM framework assemblies on game export
2020-12-17 09:56:46 +01:00
Rémi Verschelde
9e49dbda2a
Merge pull request #44360 from bruvzg/ctl_punct_word_break
Add word breaks on punctuation characters.
2020-12-17 09:02:01 +01:00
Rémi Verschelde
88b8c3ec00
Merge pull request #44424 from briansemrau/gdscript-fix-and
Fix gdscript `and` operator
2020-12-16 14:42:56 +01:00
Brian Semrau
61ac640aa0 Fix gdscript and operator 2020-12-16 07:41:10 -05:00
Jordan Schidlowsky
7d07e20bda fixes crash in disassemlber for opcode OPCODE_ASSIGN_TYPED_NATIVE 2020-12-15 21:44:52 -06:00
Rémi Verschelde
94b15bfb89
Merge pull request #44275 from vnen/variant-function-arg-pointers
Use pointer parameters in Variant function pointers
2020-12-15 20:52:03 +01:00
Rémi Verschelde
abfc528439
Merge pull request #43890 from vnen/gdscript-builtin-functions-refactor
GDScript: Refactor builtin functions
2020-12-15 20:51:38 +01:00
Rémi Verschelde
0415a2d913
Merge pull request #44391 from madmiraal/fix-42285
Remove Generic6DOFJoint precision property
2020-12-15 19:06:25 +01:00
Marcel Admiraal
9bc62bf449 Remove Generic6DOFJoint precision property 2020-12-15 10:14:48 +00:00
Ignacio Etcheverry
2af8a72663 Mono: Don't use -rdynamic when compiling for WASM
`-rdynamic` was causing the emsdk linker to silently fail to
generate the output `.wasm` file (even though exit code was 0).
2020-12-14 21:16:09 +01:00
Ignacio Etcheverry
7439b5595d Mono: Make Godot provide its own WASM m2n trampolines
This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd
2020-12-14 21:16:01 +01:00
Ignacio Etcheverry
b98e8b11e6 Mono: Add extra WASM framework assemblies on game export
This is needed with newer Mono versions, at least with Mono 6.12+

Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174
2020-12-14 20:55:29 +01:00
Marcel Admiraal
8509c8c8fc Rename AcceptDialog get_ok() to get_ok_button()
Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-14 18:43:52 +00:00
bruvzg
06ae77a320
Add word breaks on punctuation characters. 2020-12-14 11:36:13 +02:00
Rémi Verschelde
a511a26ad8
Merge pull request #44353 from skyace65/PowFix
Pow method doc fix
2020-12-14 07:38:08 +01:00
reduz
77a045e902 Rework Mesh handling on scene importing.
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
2020-12-13 21:29:51 -03:00
skyace65
4fd20015f3 Pow method doc fix 2020-12-13 17:53:30 -05:00
bruvzg
c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
Rémi Verschelde
2760f5d0b4
Merge pull request #44315 from madmiraal/fix-handles-baseexception
Don't handle BaseException in build scripts
2020-12-12 12:23:07 +01:00
Marcel Admiraal
8ef5e3201c Don't handle BaseException in build scripts 2020-12-12 10:05:42 +00:00
Rémi Verschelde
9263f8eb4b
Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.

The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10 23:14:04 +01:00
George Marques
e4e9231420
Use pointer parameters in Variant function pointers
Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
2020-12-10 18:18:47 -03:00
Rémi Verschelde
1a31274855
PVRTC: Move compress func to modules/pvr, drop obsolete PVRTexTool code
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.

Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.

There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).

Fixes #28669.
2020-12-10 22:08:01 +01:00
Marcel Admiraal
e40ab06599 Rename TrackerHand enums
Renames:
TRACKER_LEFT_HAND -> TRACKER_HAND_LEFT
TRACKER_RIGHT_HAND -> TRACKER_HAND_RIGHT
2020-12-10 10:30:45 +00:00
Rémi Verschelde
cf62289d24
LSP: Fix iterator in enum API dump 2020-12-09 13:34:29 +01:00
bruvzg
644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde
90bdba576a
Merge pull request #43742 from qarmin/editor_modules_default_values
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00
Rémi Verschelde
edb3686ee2
Merge pull request #44190 from touilleMan/constify-ScriptLanguage.can_inherit_from_file
Constify ScriptLanguage.can_inherit_from_file
2020-12-08 13:59:46 +01:00
Rémi Verschelde
360cfeedac
Merge pull request #44176 from touilleMan/global_class_naming-for-pluginscript
Add PluginScript support for global class naming/icon path
2020-12-08 13:51:06 +01:00
Emmanuel Leblond
c4c18a2c58
Add PluginScript support for global class naming/icon path 2020-12-08 13:17:22 +01:00
Emmanuel Leblond
a211812932
Constify ScriptLanguage.can_inherit_from_file 2020-12-08 13:06:15 +01:00
Marcel Admiraal
4da4feed18 Use Vector3 instead of 3 floats for CSGBox3D dimensions 2020-12-08 11:58:30 +00:00
Marcel Admiraal
43c9106806 Use box size instead of extents for Shape dimensions 2020-12-08 11:58:21 +00:00
Rémi Verschelde
d94de32579
Merge pull request #44177 from touilleMan/pluginscript-allow-custom-can_inherit_from_file
Allow PluginScript to customize language's can_inherit_from_file attribute
2020-12-08 12:46:02 +01:00
Rémi Verschelde
d94bf9f7b6
Merge pull request #44136 from neikeq/scons-mono-bcl-option
Mono: Add mono_bcl SCons option for a custom BCL location
2020-12-08 09:43:50 +01:00
Rémi Verschelde
a834055c63
Merge pull request #44148 from Calinou/tweak-log-file-names
Tweak log file names for consistency between Mono and non-Mono logs
2020-12-08 09:42:54 +01:00
Emmanuel Leblond
014efeb272
Allow PluginScript to customize language's can_inherit_from_file attribute 2020-12-08 00:56:01 +01:00
Rémi Verschelde
e20011b0da
Merge pull request #44076 from Faless/js/4.x_gdnative
[HTML5] Optional GDNative Support
2020-12-07 15:34:33 +01:00
Rémi Verschelde
44a88244de
Merge pull request #44162 from aaronfranke/arg
Improve some argument names for core types
2020-12-07 13:35:25 +01:00
Rémi Verschelde
d32878bfa8
Merge pull request #43007 from DeleteSystem32/mp3-support
Add MP3 import and playback support
2020-12-07 11:36:03 +01:00
Rémi Verschelde
3c9c2cbb23
Merge pull request #44093 from nekomatata/gdscript-base-class-init
Fix base script not initialized properly in some cases
2020-12-07 11:29:45 +01:00
Rémi Verschelde
93e9c9c470
Merge pull request #43981 from bruvzg/ctl_font_spacing
[Complex Text Layouts] Adds missing Font::SPACING_* to the controls, align glyphs to pixel grid.
2020-12-07 11:08:34 +01:00
Aaron Franke
5465e604bb
Improve argument names for core types 2020-12-07 05:01:33 -05:00
Rémi Verschelde
73eb8d5a20
Merge pull request #44117 from bruvzg/mem_fonts
Load dynamic fonts to memory on all platforms, to avoid locked files.
2020-12-07 10:43:49 +01:00
bruvzg
29e5b900d0
Load dynamic fonts to memory on all platforms, to avoid locked files. 2020-12-07 10:53:15 +02:00
bruvzg
0ef483e9a9
[Complex Text Layouts] Performance optimizations. 2020-12-07 08:53:02 +02:00
Hugo Locurcio
4d81776fc9
Tweak log file names for consistency between Mono and non-Mono logs
- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
2020-12-06 20:17:02 +01:00
bruvzg
384211af4b
[Complex Text Layouts] Fix bitmap font memory leak. 2020-12-06 20:31:00 +02:00
bruvzg
c3cc9d82b4
[Complex Text Layouts] Align glyph offsets and advances to the pixel grid. 2020-12-06 20:31:00 +02:00
bruvzg
a458e90179
[Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, TextEdit, TextLine and TextParagraph.
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
2020-12-06 20:30:59 +02:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
PouleyKetchoupp
87d73faa66 Fix base script not initialized properly in some cases
Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.

Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.
2020-12-06 08:20:33 -07:00
Rémi Verschelde
d834789f47
Merge pull request #44106 from neikeq/mono-invoke-no-params-boxing
Don't box params on Native->C# calls with Variant params
2020-12-06 09:41:03 +01:00
Ignacio Etcheverry
a946f84e3d Don't box params on Native->C# calls with Variant params
Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.

Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
2020-12-06 01:36:20 +01:00
Ignacio Etcheverry
dd5ace219d Mono: Add mono_bcl SCons option for a custom BCL location
Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
2020-12-06 01:15:20 +01:00
Aaron Franke
1b348b3c17
Remove connect *_compat methods 2020-12-05 17:56:47 -05:00
Rémi Verschelde
c574b4d086
Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh
Rename CubeMesh to BoxMesh
2020-12-05 16:48:15 +01:00
Rémi Verschelde
83cdc9d7b7
Merge pull request #44109 from neikeq/fix-await-to-signal-many-at-once
C#: Fix multiple awaits to same signal result in connect error
2020-12-05 16:42:19 +01:00
Rémi Verschelde
45ecb21901
Merge pull request #44108 from neikeq/editor-fix-unhandled-exception-rethrown
Fix unhandled exception re-thrown in the editor
2020-12-05 16:41:47 +01:00
Rémi Verschelde
af61ad5e36
Merge pull request #44107 from neikeq/fix-slow-build-log-update
C#: Fix very slow build log update in the editor
2020-12-05 16:41:24 +01:00
Marcel Admiraal
df6b061dbb Rename CubeMesh BoxMesh 2020-12-05 11:48:26 +00:00
Aaron Franke
5ef62e546f
Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name" 2020-12-04 19:34:50 -05:00
Aaron Franke
5dddf4377a
Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
19bdd01438
Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
40b81339d0
Rebind Mesh/ArrayMesh enums 2020-12-04 19:34:50 -05:00
Fabio Alessandrelli
dd9503dc19 [HTML5] Make GDNative support feature-based.
This is suboptimal as it requires adding an extra compile flag, but
rewriting how feature tags work is beyond the scope of this work.
2020-12-05 01:12:52 +01:00
Fabio Alessandrelli
ca34b5e57a [HTML5] GDNative support via SIDE_MODULE.
Working with emscripten >= 2.0.10
2020-12-05 00:52:43 +01:00
Ignacio Etcheverry
b0eb9061e4 C#: Fix very slow build log update in the editor 2020-12-05 00:43:24 +01:00
Ignacio Etcheverry
bbaf854956 Fix unhandled exception re-thrown in the editor 2020-12-05 00:40:31 +01:00
Ignacio Etcheverry
e2f7037824 C#: Fix multiple awaits to same signal result in connect error
Multiple calls to the same `await ToSignal` were resulting in
"signal already connected to slot" error because the custom
callable comparer was wrong. Comparing only the signal awaiter
handle is the correct way (it's unique for the target).
2020-12-05 00:32:57 +01:00
Fabio Alessandrelli
1167ab96e9 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:21:33 +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
1287ea63c1
Merge pull request #44084 from vnen/float-is-real
Rename TYPE_REAL to TYPE_FLOAT
2020-12-04 14:26:22 +01:00
George Marques
02f60812ed
Rename TYPE_REAL to TYPE_FLOAT
To be consistent with the naming everywhere else.
2020-12-04 09:47:26 -03:00
Sacha Waked
7e2b88a7eb Updated open-simplex to have const noise functions
"open-simplex-noise-in-c" now updated to master and "opensimplex" module refactored accordingly
2020-12-04 11:26:05 +01:00
Vincent
704d6de84c add mp3 import and playback support 2020-12-03 17:51:43 +01:00
Rémi Verschelde
ea7dd1be36
Merge pull request #43328 from gvekan/better-keyword-completion
Add bracket or space to some keyword completions
2020-12-03 17:14:32 +01:00
Rémi Verschelde
9c30c83aee
Merge pull request #44011 from KoBeWi/red_roses_minus_blue_violets
Fix subtracting colors and quats
2020-12-03 14:44:52 +01:00