Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
Prevent the root node to be set to PROCESS_MODE_INHERIT, since it causes
undefined behavior.
Fix a case where the process owner node is wrongly set to the direct
parent instead of the proper node.
Add errors for all unhandled cases.
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
`SPAWN_MODE_SERVER`:
- Spawn the scene (instantiate it, add it to tree).
- Emit signal `network_spawn`.
- Else:
- Emit signal `network_spawn_request`.
In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.
In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing
Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.