Commit Graph

592 Commits

Author SHA1 Message Date
bruvzg 82d7923c65
Improve layout direction/locale automatic selection. 2023-02-22 08:37:14 +02:00
bruvzg b3c64675cc
[macOS] Replace all `Alt/Option+Letter/Number` default shortcuts to avoid conflicts with special character input. 2023-02-20 22:02:47 +02:00
bruvzg 041f559da1
Exclude platform dependent `rendering/textures/vram_compression/import_*` default values from documentation. 2023-02-16 15:48:09 +02:00
Rémi Verschelde ddb1876cf7
Merge pull request from timothyqiu/doc-fixes
Fix a few typos in the class reference
2023-02-16 11:02:04 +01:00
Haoyu Qiu 431a0f20a4 Fix a few typos in the class reference 2023-02-16 13:26:17 +08:00
Travis Veralrud 10be2c343f
iOS: Fix memory leak on touch input
Replace incomplete iOS gesture with touch implementation.

Fixes .
2023-02-15 09:45:38 +01:00
Chris Hutchinson cb8e919243 Replaced operating system alert dialog with a warning log message,
toggled by a project setting.
Fixes 
2023-02-13 18:42:43 -05:00
Hugo Locurcio 42b7739321
Document unsupported features in Mobile and Compatibility rendering methods 2023-02-13 22:17:02 +01:00
Haoyu Qiu cc384a8228 Add missing period for sentences in classref 2023-02-12 11:39:14 +08:00
Danil Alexeev 220898a69f
GDScript: Remove `treat_warnings_as_errors` project setting 2023-02-10 10:16:33 +03:00
Yuri Sizov 13f0158e49
Merge pull request from vnen/gdscript-warning-default-error
GDScript: Add warnings that are set to error by default (take 2)
2023-02-05 16:00:26 +03:00
bitsawer d1521933bb Expose and document ProjectSettings.get_global_class_list() 2023-02-04 23:22:27 +02:00
George Marques 273bf7210f
GDScript: Add warnings that are set to error by default
- Adds a list of default levels for all warning so they can be set
  individually.
- Add warnings set by default to error for:
  - Using `get_node()` without `@onready`.
  - Using `@onready` together with `@export`.
  - Inferring a static type with a Variant value.
  - Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
  apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
  only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
  properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
  the direct super class of the script. This ensures they are always
  equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
  default argument as having a default. Now it shows for all.
2023-02-02 12:07:25 -03:00
Rémi Verschelde afe3b94ab2
Revert "GDScript: Add warnings that are set to error by default"
This reverts commit a166833bfa.

This caused multiple regressions.
Needs to be redone with more testing before merge.

Fixes .
2023-02-01 10:54:22 +01:00
Rémi Verschelde e101305950
Merge pull request from vnen/gdscript-warning-default-error
GDScript: Add warnings that are set to error by default
2023-02-01 08:23:42 +01:00
Rémi Verschelde 6749f1f85a
Merge pull request from raulsntos/docs/dotnet-renames
Fix C# examples in documentation for 4.0
2023-02-01 07:25:26 +01:00
George Marques a166833bfa
GDScript: Add warnings that are set to error by default
- Adds a list of default levels for all warning so they can be set
  individually.
- Add warnings set by default to error for:
  - Using `get_node()` without `@onready`.
  - Using `@onready` together with `@export`.
  - Inferring a static type with a Variant value.
  - Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
  apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
  only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
  properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
  the direct super class of the script. This ensures they are always
  equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
  default argument as having a default. Now it shows for all.
2023-02-01 00:05:14 -03:00
Raul Santos 7eb8325180
Fix C# examples in documentation
- Fix documentation after C# renames.
- Add missing `partial` in C# class declarations.
- Change `delta` parameter type to `double` in C#.
- Ensure parameters match base declaration.
- Use `$` string interpolation in C#.
- Fix invalid or outdated C# code.
- Changed some examples to follow our style guide more closely.
2023-01-31 19:04:07 +01:00
smix8 0ab764e84b Add NavigationAgent Path Debug Visualization
Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
2023-01-31 18:27:35 +01:00
Rémi Verschelde 6d9c9d30b9
Merge pull request from vnen/gdscript-allow-void-return-shorthand
GDScript: Allow void functions to return calls to other void functions
2023-01-31 15:55:35 +01:00
Rémi Verschelde 361f3f1721
Merge pull request from jordigcs/gd-rename-map
Add hint for identifiers renamed from 3.x to 4.0
2023-01-31 15:55:25 +01:00
George Marques a47d4d57ca
GDScript: Allow void functions to return calls to other void functions 2023-01-31 11:37:30 -03:00
Juan Linietsky 28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Dmitrii Maganov 31e0ae2012 GDScript: Fix constant conversions 2023-01-29 00:01:53 +02:00
Yuri Sizov fab9926a95
Merge pull request from dalexeev/editor-naming
Rearrange `editor/naming/*` project settings
2023-01-24 22:26:03 +03:00
jordi bb9a00889a Add hint for identifiers renamed since Godot 3 2023-01-24 12:33:55 -06:00
Hugo Locurcio abcf0aaed2
Document changing V-Sync at runtime in the class reference 2023-01-23 19:00:22 +01:00
Rémi Verschelde 5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
Rémi Verschelde 5726bf578d
Merge pull request from vnen/gdscript-unicode-identifiers
Add support for Unicode identifiers in GDScript and Expression
2023-01-23 10:24:33 +01:00
George Marques 7548e043fc
Add support for Unicode identifiers in GDScript
This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
2023-01-21 13:39:40 -03:00
bruvzg aade5abd4f
Reorganize main and sub-window initial position properties. 2023-01-19 13:44:06 +02:00
Raul Santos 3425d43fed
C#: Move `GLOBAL_DEF`s to CSharpLanguage ctor
Also documents the .NET project settings.
2023-01-18 21:53:58 +01:00
Yuri Sizov 682ef35787
Merge pull request from reduz/button-shortcuts-no-longer-press
Button shortcuts no longer "press" the Button.
2023-01-14 00:14:51 +03:00
Juan Linietsky dd3a1b08a9 Button shortcuts no longer "press" the Button.
* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.

Fixes  and possibly others.
2023-01-13 18:43:02 +01:00
Juan Linietsky 6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes . Fixes . Fixes .
2023-01-13 15:13:56 +01:00
Danil Alexeev 8f706be6fa
Rearrange `editor/naming/*` project settings 2023-01-12 11:41:13 +03:00
bruvzg 2718a7b7d3
Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
George Marques bc739a4687
GDScript: Make using return of void function an error
Remove the `VOID_ASSIGNMENT` warning since those cases will be errors
now.
2022-12-30 13:35:38 -03:00
Marius Hanl 5aa243f9da Added the possibility to define a default value in ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.

Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-12-21 19:49:57 +01:00
Rémi Verschelde d25a64ffca
Merge pull request from Calinou/ios-remove-disable-touch-setting
Remove Disable Touch debug project setting
2022-12-17 20:56:28 +01:00
Hugo Locurcio 70f6d42c92
Remove Disable Touch debug project setting
This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.

It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
2022-12-17 18:47:29 +01:00
Hugo Locurcio a3eac5fc7c
Move transparent background project setting to a subsection
This prevents the project setting from being located directly within
a root category, which is confusing from an UX perspective in the
project settings editor.
2022-12-17 18:45:21 +01:00
clayjohn 5b5cd2b98b Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
Bastiaan Olij 484cd90d29 Make submitting depth buffer in OpenXR optional 2022-12-06 22:37:33 +11:00
Rémi Verschelde f4faa507d4
Merge pull request from Calinou/projectsettings-vrs-texture-allow-more-formats
Allow all lossless image formats to be used for VRS texture project setting
2022-11-28 08:38:08 +01:00
Rémi Verschelde ad20007970
Merge pull request from KoBeWi/eeny_meeny_miny_moe
Fill random docs
2022-11-22 21:37:05 +01:00
kobewi a23f6d0aa6 Fill random docs 2022-11-22 17:59:45 +01:00
Rémi Verschelde 4abbb2d684
GDScript: Don't warn about RETURN_VALUE_DISCARDED by default
This happens too often with normal usage of the API.
The warning can still be useful to find actual bugs where discarding the return
value wasn't intentional, but this should stay enabled manually, at least until
we either improve the API to remove false positives, or improve the warning (e.g.
to only warn about unused return value on const functions).
2022-11-22 15:01:24 +01:00
Hugo Locurcio 4b13093251
Allow all lossless image formats to be used for VRS texture project setting
WebP can also be lossy, but the class reference now warns about the
requirement to use a lossless format for the VRS texture to work correctly.
2022-11-18 22:21:28 +01:00
Rémi Verschelde d0025a1f02
Merge pull request from Calinou/tweak-audiostreamplayer2d3d-default-panning
Decrease default AudioStreamPlayer2D/3D panning strength
2022-11-15 22:29:23 +01:00
Rémi Verschelde 4935493f72
Merge pull request from DeeJayLSP/split_webp
Overhaul WebP packer and split compression options
2022-11-15 16:25:40 +01:00
Rémi Verschelde 94e9860b82
Merge pull request from Calinou/add-max-physics-steps-per-frame-setting
Implement adjusting the maximum number of physics steps per rendered frame
2022-11-15 16:24:56 +01:00
DeeJayLSP da132f3266 Overhaul WebP packer and split compression options 2022-11-15 11:52:22 -03:00
Rémi Verschelde cbe9c134d8
Merge pull request from KoBeWi/coostom_ooser_deer
Fix documentation about custom user dir
2022-11-15 13:21:32 +01:00
Hana b6b6c5107a fix "unknown document" classref links 2022-11-14 21:36:28 +01:00
Bastiaan Olij 7658dc6e7e Add optional UV2 logic for lightmapping to primitive shapes 2022-11-13 19:28:10 +11:00
kobewi d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
Hugo Locurcio a19e389f4f
Hide Antialiasing import option on DynamicFonts with MSDF enabled
Antialiasing cannot be adjusted on fonts rendered with MSDF.
Internally, Godot always uses grayscale antialiasing for those fonts.

This also tweaks property hints for consistency, and renames
uses of "sub-pixel" to the more commonly used "subpixel".
2022-11-03 18:40:44 +01:00
Rémi Verschelde f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00
Alfred Reinold Baudisch a862583d05 Unified shortcut to clear carets and selections
Refactors`ui_text_remove_secondary_carets` from https://github.com/godotengine/godot/pull/68089 as `ui_text_clear_carets_and_selection`, with extra behaviour:

- If there's only one active caret active with a selection, clears the selection.
- In case there's more than one caret active, removes the secondary carets and clears selections.

With this change, `TextEdit` then imitates the behaviour of VSCode for clearing carets and selections.
2022-11-02 18:23:24 +01:00
Rémi Verschelde e6751549cf
Merge pull request from alfredbaudisch/remove-secondary-carets
Shortcut and Bind to Remove Secondary Carets
2022-11-01 08:25:06 +01:00
Alfred Reinold Baudisch fcff978763 Shortcut and Bind to Remove Secondary Carets
Adds the bind `ui_text_remove_secondary_carets` to TextEdit, with ESC as the default shortcut.

When the bind is performed, if the TextEdit has multiple carets, `remove_secondary_carets` is called and secondary carets are removed.

This is useful when multiple selects are performed with `add_select_for_next_occurrence`  or when multiple multiple carets are manually added, then it's possible to go back to a single caret with a shortcut.

Closes 
2022-10-31 17:44:47 +01:00
Zach Coleman 601c42be66 Add ProMotion Support to iOS Exports 2022-10-31 09:33:39 -04:00
Rémi Verschelde 273410ba5a
Merge pull request from PucklaMotzer09/insert_caret_at_carets
Add Caret Insert Below and Above shortcuts to TextEdit
2022-10-31 10:32:07 +01:00
Max Hilbrunner f3e2f78b21
Merge pull request from Calinou/doc-displayserver
Document the DisplayServer class
2022-10-30 00:08:50 +02:00
Clay John 0486810697
Merge pull request from alfredbaudisch/add-selection-next-occurrence
Add Selection and Caret for Next Occurrence of Selection
2022-10-27 17:21:49 -07:00
Hugo Locurcio 0fce78355d
Document the DisplayServer class
This also adds a link to the Command line tutorial on pages
that reference command line arguments, as the page covers some
general usage tips for CLI arguments (especially on macOS).
2022-10-27 18:24:55 +02:00
kobewi 499797b2ce Fix documentation about custom user dir 2022-10-26 14:14:39 +02:00
Hugo Locurcio 8777f38089
Document debanding only affecting 3D rendering by default 2022-10-24 16:18:59 +02:00
Alfred Reinold Baudisch 7d15ecc3af Add Selection and Caret for Next Occurrence of Selection
Adds the bind `add_selection_for_next_occurrence` to TextEdit, with CTRL+D as the default shortcut.

When the bind is performed, ff a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.

If no selection is currently active with the last caret in text fields, selects the word currently under the caret.

The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets. The viewport is adjusted to the latest newly added caret.

The bind and the behaviour is similar to VS Code's "Add Selection to Next Find Match" and JetBrains' "Add Selection for Next Occurrence". It takes advantage of the multi-caret API.

The default shortcut for `select_word_under_caret` has been changed to ALT+G, in order to give priority to CTRL+D for `add_selection_for_next_occurrence` to better align with popular IDEs and editors.
2022-10-21 08:26:53 +02:00
PucklaMotzer09 e5354cacd0 Add Caret Insert Below and Above shortcuts to TextEdit 2022-10-18 10:38:53 +02:00
Rémi Verschelde 235c5c60f8 Merge pull request from ztc0611/add-ios-ui-options
Add iOS UI Options
2022-10-17 17:30:55 +02:00
clayjohn 0a51bb4ca5 Add STATIC_CALLED_ON_INSTANCE warning to highlight
when static functions are called directly from objects
2022-10-14 10:43:42 -07:00
Zach Coleman d78051c92c Add iOS UI Options 2022-10-12 15:22:54 -04:00
Rémi Verschelde e413d1c9c3 Merge pull request from Calinou/add-viewport-transparent-project-setting
Add a project setting to make the root viewport transparent
2022-10-11 09:28:43 +02:00
Rémi Verschelde 3306ffefd1 Merge pull request from RandomShaper/split_render_further
Polish rendering driver refactor further
2022-10-11 09:23:32 +02:00
Hugo Locurcio 66f7c48e39
Implement adjusting the maximum number of physics steps per rendered frame
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.

This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
2022-10-09 23:00:09 +02:00
Hugo Locurcio bab8497fa2
Add a project setting to make the root viewport transparent
This allows recording videos with a transparent background without
having to create a script.
2022-10-09 00:16:07 +02:00
Pedro J. Estébanez 24ff292999 Polish rendering driver refactor further
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06 21:08:54 +02:00
clayjohn 154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
Rémi Verschelde d1552fd38c Merge pull request from jtnicholl/proj_docs
Update several ProjectSettings docs
2022-10-04 16:45:42 +02:00
Hugo Locurcio 1c6c72caf1
Rename `Engine.target_fps` and associated project setting to `max_fps`
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
Jonathan Nicholl f1a930f973 Update several ProjectSettings docs 2022-10-03 11:04:39 -04:00
clayjohn a09bb9037e Use mobile as the default rendering method on mobile when vulkan is supported 2022-09-30 09:57:00 +02:00
Rémi Verschelde 0b06f8b0bd Merge pull request from bruvzg/proj_settings_missing_flags
Add missing initial window flags and window mode to the project settings.
2022-09-21 18:56:31 +02:00
Rémi Verschelde 7da532275b Merge pull request from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Rémi Verschelde 4ebf7d14ac Merge pull request from Zylann/project_settings_restart
Expose ProjectSettings.set_restart_if_changed(name, restart)
2022-09-19 15:33:11 +02:00
Marc Gilleron 2a8aeddc93 Expose ProjectSettings.set_restart_if_changed(name, restart) 2022-09-19 13:57:07 +01:00
bruvzg d104a4cdbd
Add missing initial window flags and window mode to the project settings. 2022-09-19 12:30:10 +03:00
Rémi Verschelde d52dfebf75 Merge pull request from Calinou/doc-volumetric-fog
Improve volumetric fog and FogVolume documentation
2022-09-16 09:20:20 +02:00
Hugo Locurcio ca9ba968d8
Improve volumetric fog and FogVolume documentation 2022-09-15 02:19:22 +02:00
Rémi Verschelde 1513d76cb9 Fix some errors affecting the Web editor
- Don't warn about minimized/maximized modes not being available.
- Blender and FBX export both depend on running thirdparty applications,
  which can't be done (easily at least) for Web and Android editors.
- Editor theme complained about not being able to retrieve texture data
  for an icon. It was only used once so instead of flipping at runtime,
  let's just add a flipped icon.

Part of .
2022-09-12 16:29:45 +02:00
Rémi Verschelde a51dc70dfb Merge pull request from Faless/net/4.x_ssl_to_tls_more
[Net] Rename "ssl" references to "tls" in methods and members.
2022-09-08 09:20:19 +02:00
Fabio Alessandrelli a95d792420 [Net] Rename "ssl" references to "tls" in methods and members. 2022-09-08 03:24:23 +02:00
smix8 d7f75fab60 Remove / Replace old Navigation Debug Visualization
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-07 18:30:35 +02:00
bruvzg 57829b7cc4
Re-enable per-pixel transparency support on Linux, macOS, and Windows (for Vulkan and OpenGL rendering drivers). 2022-09-03 19:16:03 +03:00
Hugo Locurcio 09ee0b8ae8
Improve documentation related to audio input permissions 2022-09-02 19:22:34 +02:00
Rémi Verschelde 2e0cffdb6f Merge pull request from DarkKilauea/nav-link 2022-09-01 23:44:22 +02:00
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde 02d510bd07
Merge pull request from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Josh Jones 3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Rémi Verschelde 4808d01b2b
Merge pull request from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
Rémi Verschelde 7013c68619
Merge pull request from bruvzg/make_fonts_unbearably_ugly_2.0 2022-08-26 11:59:07 +02:00
Hugo Locurcio 45bc1a3790
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
This improves texture sharpness when TAA and/or FXAA are enabled,
without requiring manual user intervention.
2022-08-25 19:38:18 +02:00
Rémi Verschelde b1f392c25e Remove VisualScript module for 4.0
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.

The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.

So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).

The current module has been moved to a dedicated repository (with full Git
history extracted with `git filter-branch`):

https://github.com/godotengine/godot-visual-script

It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
2022-08-24 12:08:17 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Hugo Locurcio bedcaac2ba
Improve documentation related to anisotropic filtering 2022-08-22 18:36:11 +02:00
Ignacio Roldán Etcheverry f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Yuri Sizov 7895a66cf2
Merge pull request from YuriSizov/core-bind-property-revert-methods
Make `property_*_revert` methods multilevel and expose them for scripting
2022-08-19 20:41:41 +03:00
Yuri Sizov 72e25f794c
Merge pull request from Calinou/tweak-default-window-size
Increase the default project window size for better usability
2022-08-18 23:43:01 +03:00
Clay John 1811a4d784
Merge pull request from Calinou/editor-hide-dummy-text-driver
Hide Dummy text driver in the Project Settings as it makes editor unusable
2022-08-18 14:38:38 -06:00
Hugo Locurcio e559dcb8f5
Increase the default project window size for better usability
The new default window size is tuned to:

- Have a 16:9 aspect ratio,
- Have both dimensions divisible by 8 to better play along with
  video recording,
- Be displayable correctly in windowed mode on a 1366×768 display
  (tested on Windows 10 with default settings).

This breaks compatibility with projects that didn't change the
window size from the default value (or that kept one of the values
to its default).
2022-08-18 21:22:18 +02:00
Andy Maloney 28e66882e5 [doc] Fix grammar in class docs: amount vs. number
Number is used for things that can be counted (discrete items - think "integer" in this context).

Also fixes a couple of awkward phrases.
2022-08-17 19:51:17 -04:00
Yuri Sizov 980f5f32f4 Make `property_*_revert` methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
Hugo Locurcio f6417a4ead
Hide Dummy text driver in the Project Settings as it makes editor unusable
This also improves documentation related to driver project settings.
2022-08-13 19:05:46 +02:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
Yuri Sizov 29492f9084
Merge pull request from asmaloney/doc-params-4
[doc] Use "param" instead of "code" to refer to parameters (4)
2022-08-12 15:59:11 +03:00
Andy Maloney 1df86ecea5 [doc] Use "param" instead of "code" to refer to parameters (4) 2022-08-11 13:52:19 -04:00
Hugo Locurcio b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
Hugo Locurcio 160d10dc7b
Decrease default AudioStreamPlayer2D/3D panning strength
The default panning strength is now more in line with how other
engines play positional sound.
2022-08-09 18:46:52 +02:00
Yuri Sizov c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
RedMser c939f336d6 Only define `keep_screen_on` project setting once 2022-08-06 22:10:24 +02:00
Hugo Locurcio d2271eb300
Improve error message when the requested V-Sync mode cannot be used 2022-08-04 00:15:09 +02:00
Hugo Locurcio d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Rémi Verschelde 8b454f8b41
Merge pull request from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8 c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Hugo Locurcio e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
reduz 67a260d63f Implement a Worker ThreadPool
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:

* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.

After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
2022-07-22 11:46:48 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Hugo Locurcio 21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Yuri Sizov 42537daeb1
Merge pull request from dalexeev/splash_delay
Add boot splash minimum display time setting
2022-07-12 15:58:15 +03:00
bruvzg 344ba0ffaf
Refactor Font configuration and import UI, and Font resources. 2022-07-06 14:12:36 +03:00
Rémi Verschelde a7e589df38
Merge pull request from smix8/path_debug_options_4.x
Add Path2D/3D debug options
2022-06-29 20:36:43 +02:00
Danil Alexeev dad9683d11
Add boot splash display time setting
Implements .
2022-06-28 18:54:51 +03:00
Hugo Locurcio bdb40c6478
Add property hints to MovieWriter settings
- Rename audio mix rate setting as the suffix is now part of the
  property hint. This is also more consistent with existing mix rate
  project settings.
- Improve the MovieWriter class reference.
- Tweak warning message about audio possibly going out of sync.
2022-06-25 20:08:56 +02:00
Hugo Locurcio 661808a84e
Document the MovieWriter class and associated project settings 2022-06-23 00:31:31 +02:00
Rémi Verschelde 40c360b870
Merge pull request from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz 5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
smix8 e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
Juan Linietsky 15837ec191
Revert "Disable VRAM compression by default for small textures in Detect 3D" 2022-06-20 15:30:19 +02:00
Rémi Verschelde 0daa868ab4
Merge pull request from Calinou/detect-3d-small-textures-no-vram-compress
Disable VRAM compression by default for small textures in Detect 3D
2022-06-17 21:07:04 +02:00
Ellen Poe d384d84f45 Audio: Expose 2D/3D panning strength parameters 2022-06-17 13:08:48 +02:00
Rémi Verschelde 941575b7b8
Merge pull request from Calinou/crash-handler-message-tweak-exported-project 2022-06-16 09:59:47 +02:00
Hugo Locurcio 04d5626bc0
Disable VRAM compression by default for small textures in Detect 3D
This is done to prevent reducing texture quality when it doesn't save
much video memory, especially for pixel art.

The size threshold can be adjusted in the project settings.
To get the previous behavior where textures detected to be used in 3D
had their compression mode always set to VRAM, set this to the lowest value
(16).
2022-06-14 13:08:20 +02:00
Hugo Locurcio 60029e9eb8
Document LightmapGI, LightmapGIData and LightmapProbe
This documents those 3 classes with 100% completion, while also
documenting the relevant project settings.
2022-06-13 15:46:15 +02:00
Hugo Locurcio c850ccb7c0
Tweak default crash handler message in exported projects
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.

Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
2022-06-10 18:35:40 +02:00
Rémi Verschelde 07029e94f4
Merge pull request from smix8/navigation_map_cell_defaults_4.x 2022-06-08 15:56:22 +02:00