Commit Graph

984 Commits

Author SHA1 Message Date
Emmanuel Leblond
0e4abcb77f
Fix Godot returned status code on unexpected error 2021-02-25 18:01:37 +01:00
Rémi Verschelde
f01e95eb55
Merge pull request #46416 from nekomatata/draw-collision-outline-option
Added option in project settings to draw Shape2D outlines
2021-02-25 17:15:22 +01:00
PouleyKetchoupp
c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00
Delf Neumärker
eaa04c1a22
Fix crash during drag if user freed the drag preview 2021-02-24 20:59:17 +01:00
abaire
61cc1c8624 Relaxes Node naming constraints in glTF documents to match the Editor. 2021-02-24 08:22:27 -08:00
reduz
d6a9cff8b7 Add preview Sun and Environment
* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-22 16:56:29 -03:00
Rémi Verschelde
8c5d4770e9
Merge pull request #46243 from Calinou/improve-get-node-error-message
Improve the `get_node()` error message to be more descriptive
2021-02-22 13:02:48 +01:00
Hugo Locurcio
e6abdc943d
Improve the get_node() error message to be more descriptive
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.

See #46214.
2021-02-22 12:19:23 +01:00
hilfazer
442e550114 Prevent selecting hidden nodes in 3D and Canvas Item editors 2021-02-21 11:58:31 +01:00
Hugo Locurcio
23a1f616fd
Draw an outline for 2D debug collision shapes
This makes them easier to distinguish, especially when used
in a TileMap.

The default color's opacity has been slightly decreased to account
for the new outline.
2021-02-20 00:00:03 +01:00
Aaron Franke
78de8a762b
Update documentation for the new ProcessMode 2021-02-19 10:22:09 -05:00
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
Rémi Verschelde
04cb7e638c
Merge pull request #46191 from reduz/refactor-process-mode
Refactor Process Mode
2021-02-19 13:46:50 +01:00
Eric M
3db45ff198 New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
2021-02-19 19:36:42 +10:00
reduz
083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
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
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
bruvzg
d78336c65e
[CTL] Add missing font outline drawing routines and theme constants. 2021-02-14 14:11:44 +02:00
Rémi Verschelde
e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
kobewi
36494e8526 Duplicate resources pasted to other scenes 2021-02-12 22:38:38 +01:00
MarvinFF
4c528e76e7 Fix Node::rpc_config return error
Fix StringName type checks in other `_rpc*_bind` methods.
2021-02-11 11:52:52 +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
Rémi Verschelde
e8f73124a7
Merge pull request #45845 from qarmin/cppcheck_scene_2
Initialize class variables with default values in scene/ [2/2]
2021-02-10 20:06:12 +01:00
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
PouleyKetchoupp
e5e9be8355 Fix contact points debug for 3D Physics
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.

Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
2021-02-09 18:36:38 -07:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Pedro J. Estébanez
a63996ac95 Implement pause-aware picking
This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-07 00:50:16 +01:00
nemerle
022c2952fc Node::replace_by was not copying node properties - removed the dead code.
The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
2021-02-01 16:47:27 +01:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
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
univeous
f5b506763e allow input echo when changing ui focus 2021-01-27 11:47:56 +08:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
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
kobewi
05f29b16b6 Change how editable children data is stored
Co-authored-by: hilfazer <az13337@gmail.com>
2021-01-17 23:37:40 +01:00
Eric M
edc91f71f8 Fixed popup not calculating size correctly before adjusting its rect. 2021-01-15 10:37:45 +10:00
AberrantWolf
cff0352b3d Make tooltips appear on the same display as the editor
The `current_screen` field was never being set on tooptip windows, leading to scenarios where, if the editor wasn't on screen 0, tooltips may not appear in the right place, especially when your screens have different resolutions.
2021-01-07 12:16:55 +03:00
reduz
cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
Rémi Verschelde
a4af94068a
Tooltips: Fix unassigned strip_edges() call on text
Fixes #43940, was a regression from #43280.
2021-01-05 15:14:27 +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
Rémi Verschelde
a6b869988f
Merge pull request #44276 from YeldhamDev/tooltip_position_embedded_fix
Fix tooltip position in main embedded window
2021-01-01 16:28:59 +01:00
Rémi Verschelde
e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Marcel Admiraal
d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
Rémi Verschelde
153c132a7e
Merge pull request #44300 from KoBeWi/🧹🧹
Move initialization of some classes to headers
2020-12-21 00:24:36 +01:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Daniel Ting
aea7fde241 Rename neighbour in Control to neighbor
This keeps things consistent with the rest of Godot, which uses the
American English spelling of Color.
2020-12-15 16:42:21 -06:00
Tomasz Chabora
31cb04fbdd Move initialization of some classes to headers 2020-12-11 18:20:03 +01:00
Michael Alexsander
48027448bf Fix tooltip position in embedded window 2020-12-10 16:11:57 -03:00
Marcel Admiraal
284642be01 Rename Viewport::ClearMode::CLEAR_MODE_ONLY_NEXT_FRAME to CLEAR_MODE_ONCE 2020-12-10 12:24:49 +00:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +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
Marcel Admiraal
43302837eb Rename CanvasItem's hide signal to hidden 2020-12-08 12:14:15 +00:00
Yuri Roubinsky
4a3588a51a
Merge pull request #43828 from Chaosus/restore_line_antialiasing
Restored antialiased lines by emulation using triangle strips
2020-11-28 11:32:16 +03:00
Rémi Verschelde
a09846e015
Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-rework
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-28 09:04:25 +01:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
Yuri Roubinsky
3ec972fc95 Restored antialiased lines by emulation using triangle strips 2020-11-27 20:45:59 +03:00
reduz
1bcf3c305b Implement signed distance fields for 2D shaders 2020-11-26 10:49:50 -03:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Eric M
efe5c250d5 Implement new shortcuts system.
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-23 21:14:26 +10:00
Andrii Doroshenko (Xrayez)
afcb6f38db Do not start Timer upon manual switching of internal process
Prevents `Timer` to prematurely start and timeout immediately if internal
processing is enabled manually with `Timer.set_process_internal(true)` or
`Timer.set_physics_process_internal(true)`.

Even if the internal processing is enabled manually, the user still has to
actually start the timer with `start()` method explicitly.
2020-11-20 01:28:40 +02:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Hugo Locurcio
5770e08c2a
Remove property groups for Pause Mode and Script
Each of those only grouped 1 property, making them useless.

This closes https://github.com/godotengine/godot-proposals/issues/1840.
2020-11-15 16:01:10 +01:00
reduz
221a2a1742 Refactored variant constructor logic 2020-11-09 08:54:43 -03:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Rémi Verschelde
afef8e30ea
Merge pull request #39635 from Meriipu/master_nodrop
do not drop mouseover on WM_MOUSE_EXIT
2020-11-03 20:28:11 +01:00
Rémi Verschelde
c5d8dafec4
Tooltips: Improve code clarity and docs
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.

Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.

Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.

Fixes #39677.
2020-11-03 09:19:03 +01:00
reduz
0e6664539d Refactor pixel snapping.
-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful

Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
2020-10-30 08:57:32 -03:00
reduz
8ab9b39707 Implement CanvasGroup and CanvasItem clipping
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Gilles Roudière
131a7b58c8 Fixes setting top_level not updating the global position 2020-10-27 13:44:35 +01:00
Hugo Locurcio
4dd5a17636
Fix uninitialized Viewport::use_debanding member variable 2020-10-26 21:37:33 +01:00
Rémi Verschelde
2de498d438
Merge pull request #42969 from Klowner/fixes/42967-popup-position
include parent display location in popup location calculation
2020-10-26 09:26:00 +01:00
reduz
84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Mark Riedesel
5a507df255 include parent display location in popup location calculation 2020-10-21 12:58:39 -04:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
PouleyKetchoupp
4686200f0e Fix Popup crash in single window mode
focus_target->exclusive_child could be invalidated during the call to
focus_target->grab_focus(), now using the same logic with safe accesses
to focus_target.
2020-10-09 11:20:38 +02:00
Duroxxigar
4834e14493 Updated getters and setters names for toplevel 2020-10-02 19:09:01 -04:00
Rémi Verschelde
19f72beebb
Merge pull request #42451 from Duroxxigar/rename-toplevel
Renamed toplevel to be top_level
2020-10-02 10:57:23 +02:00
Rémi Verschelde
12091b39d2
Merge pull request #38743 from arrowinaknee/node-config-warnings
Update all get_configuration_warning() to retrieve warnings from the parent
2020-10-01 14:03:29 +02:00
Duroxxigar
b687ace7f9 Renamed toplevel to be top_level 2020-10-01 03:17:33 -04:00
Duroxxigar
85a8dbb7b6 Made toplevel a property for Node3D and CanvasItem 2020-10-01 02:43:30 -04:00
Rémi Verschelde
c217498aa6
Merge pull request #41895 from 11thPenguin/master
Fix minor typo, gui_hid -> gui_hide
2020-09-29 10:35:12 +02:00
Meriipu
e8804b9978 Make the currently hovered control get updated on mouse-release
Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.

This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.
2020-09-28 16:04:01 +02:00
Rémi Verschelde
7f24914b9e
Merge pull request #36374 from kuruk-mm/tilemap_filter_set_and_update
TileMap: Set texture_filter and texture_repeat to generated CanvasItems...
2020-09-15 17:15:09 +02:00
Rémi Verschelde
6f0fa8519f
Merge pull request #41776 from EricEzaM/PR/tooltip-bugfixes
Tooltip flickering and targeting fixes.
2020-09-15 10:24:17 +02:00
Eric M
07cb95bbda Tooltip flickering and targeting fixes. 2020-09-15 17:34:29 +10:00
Mateo Dev .59
bb7db2138b TileMap: Set texture_filter and texture_repeat to generated CanvasItems and update when it changes 2020-09-12 11:49:38 -03:00
Rémi Verschelde
a2a78a8066
doc: Sync classref with current source
Bind missing enums.
2020-09-11 12:22:10 +02:00
Yetizone
d12ddf6567 scene_tree.h: Update header guard 2020-09-10 17:20:50 +03:00
Jonah Stich
f6b14238c7 Fixed minor typo, gui_hid -> gui_hide. 2020-09-08 18:08:21 -07:00
Fabio Alessandrelli
2cb6b2ac6f
Merge pull request #38944 from Wavesonics/http-gzip
HttpRequest now handles gzipping response bodies
2020-09-07 17:03:19 +02:00
Meriipu
44657db3e2 If the mouse is held on notification_wm_mouse_exit, do not drop focus
This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.

The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.

This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.

Closes bug #39634
2020-09-07 04:11:27 +02:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Rémi Verschelde
2a8531cc56
Merge pull request #41456 from nekomatata/x11-fix-popups
Popup fixes for X11 display server
2020-09-03 00:09:19 +02:00
Adam Brown
6584db1538 HTTPRequest now accepts gzip
Added request_raw to HttpRequest
Added decompress_dynamic to Compression class
Added decompress_dynamic to BytePoolArray

Merge doc fix

revert
2020-09-02 12:59:59 -07:00
SekoiaTree
bdf614d3d7 Made get_child support negative indexes, with documentation 2020-09-01 11:34:36 +02:00
PouleyKetchoupp
bb306750ce Fix WINDOW_EVENT_FOCUS_IN for popups on Windows
On Windows, WINDOW_EVENT_FOCUS_IN was never sent by the display server
for popups, because WM_ACTIVATE events are received during the call to
_update_window_style, which happened before the callbacks were set.

This was causing some issues with the way Popup is now handling closing on
parent focus.

Now _update_window_style is only called during show_window, after Window
initialized callbacks.
2020-08-26 18:14:36 +02:00