Commit Graph

1119 Commits

Author SHA1 Message Date
Tomasz Chabora 497c3f97b2 Call randomize() automatically 2021-04-22 21:13:43 +02:00
Nathan Franke 2a8c59c171
Use Array for node configuration warnings
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-04-11 23:25:38 -05:00
Rémi Verschelde 0283bc8fd5
Merge pull request #44456 from univeous/allow_input_echo_in_ui_focus
allow input echo when changing ui focus
2021-04-08 13:28:43 +02:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's `modernize-use-nullptr` 2021-04-05 14:05:07 +02:00
Rafał Mikrut 504bc5cc67 Fix crashes in *_input functions 2021-04-05 08:52:21 +02:00
Rémi Verschelde 4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Rémi Verschelde 6fa24729ae
Merge pull request #45571 from aaronfranke/node2d-real_t
Use real_t in 2D nodes
2021-03-23 00:10:53 +01:00
Rémi Verschelde 4bacb86f56
Merge pull request #46735 from fabriceci/fix-dialog-translation
Fix translations update in window & Dialogs (AcceptDialog/ConfirmationDialog/FileDialog) (Fix 39320, 39258 &  45887)
2021-03-23 00:03:31 +01:00
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
Nathan Franke 3c921ba801
Add Root Null Check 2021-03-20 18:48:41 -05:00
Aaron Franke 6811a45b59
Use real_t in non-physics 2D nodes 2021-03-19 13:04:45 -04:00
Gilles Roudière ac7073f586 Allow Navigation to be more flexible 2021-03-15 15:58:59 +01:00
fabriceci 697c594cd8 fix translation not updating in ConfirmationDialog (and Window by inheritance) 2021-03-12 17:51:33 +01:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rémi Verschelde 27dea9366f
Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0
Support for duplication of nested instanced scenes
2021-03-11 21:39:43 +01:00
hilfazer 72134a7f2a Support for duplication of nested instanced scenes 2021-03-11 19:26:15 +01:00
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 c487f1e854
Merge pull request #46643 from YeldhamDev/hide_all_the_things
Hide more options of disabled properties
2021-03-07 15:12:15 +01:00
Rémi Verschelde bc6713ef50
Merge pull request #46516 from HaSa1002/scrollcontainer-embed
Fix Window returning `INVALID_WINDOW_ID` when being embedded
2021-03-05 13:46:44 +01:00
Michael Alexsander 4be282a269 Hide more options of disabled properties 2021-03-03 20:51:35 -03:00
Rémi Verschelde 5895cd4c4f
Merge pull request #36202 from YeldhamDev/sprite_region_hide
Hide extra options from various nodes if they're not enabled
2021-03-02 14:15:25 +01:00
Michael Alexsander 70304f8633 Hide extra options from various nodes if they're not enabled 2021-03-02 09:25:09 -03:00
Fabio Alessandrelli 9dd28a2953
Merge pull request #35246 from zaksnet/disconnect-while-downloading
Disconnect while downloading
2021-03-02 12:42:52 +01:00
Zak Stam bc8fe786b2 Update scene/main/http_request.cpp
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-03-02 11:58:09 +01:00
Johannes a97db7fad6
Fix Window.get_window_id() returning -1 when embedded 2021-03-01 00:12:20 +01:00
Oliver Dick 0559fc58d1 SceneTreeDock: Changed "Save Branch as Scene" to make use of Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
2021-02-28 17:19:01 +01:00
Rémi Verschelde a6ec6521fa
Merge pull request #45201 from EricEzaM/PR/popup-menu-fix
Fixed popup not calculating size correctly before adjusting its rect.
2021-02-28 13:34:06 +01:00
Fabio Alessandrelli d61cd469f1 [Net] Better EOF handling in HTTPRequest.
This fix request_completed being emitted two times, the first with the
result, the second as a failure when retrieving responses served with
read-until-EOF.
2021-02-27 21:51:07 +01:00
Rémi Verschelde 7b685a1558
Merge pull request #46452 from hilfazer/click_mesh_instance_crash_40
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 21:00:12 +01:00
hilfazer 1810654369 Prevent crash when clicking Mesh in MeshInstance when is scene root 2021-02-26 19:28:09 +01:00
Emmanuel Leblond 60d2c1fd47
Remove GDScript bindings for OS.get/set_exit_code, SceneTree.quit(<exit_code>) should be used instead 2021-02-25 18:34:50 +01:00
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
PouleyKetchoupp 2b49cb0b73 Re-apply "Fixes for windows in X11 tiling WMs"
From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.

Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
2020-08-22 18:42:42 +02:00
Juan Linietsky 9c5c1635b2
Revert "Fixes for windows in X11 tiling WMs" 2020-08-19 12:37:59 -03:00
Hugo Locurcio 8891579068
Add a debanding property to Viewport
It can be enabled in the Project Settings
(`rendering/quality/screen_filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
It will also slightly brighten the scene's dark areas.

As a result, it should be enabled only when banding is noticeable enough.

This closes #17006.
2020-08-14 23:12:33 +02:00
Tomasz Chabora 677796a2c3 Expose NOTIFICATION_POST_ENTER_TREE 2020-08-12 13:31:32 +02:00
George Marques b8671b61fc
Fix _input being mistakenly called twice on script
Instead it calls both the script and the native method.
2020-08-03 08:40:08 -03:00
opl- 48d55e46d0 Fix window max_size acting as min_size 2020-07-31 17:38:34 +02:00
George Marques 5cbd032309
Fix input after removing multilevel calls 2020-07-27 15:23:57 -03:00
Rémi Verschelde d7e00a20a6
Merge pull request #40724 from KoBeWi/weird_condition_🤔
Fix ultra long node names
2020-07-26 21:58:06 +02:00
Rémi Verschelde 3842e8c465
Merge pull request #38727 from Riteo/tiling-wm-issues-tests
Fixes for windows in X11 tiling WMs
2020-07-26 17:41:28 +02:00
Tomasz Chabora d3f2062d86 Fix ultra long node names 2020-07-26 15:29:50 +02:00
George Marques 2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Lorenzo Cerqua d670a49612 DisplayServer: separate window showing into another function
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.

This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.

Fixes #37930
2020-07-23 07:58:10 +02:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
bruvzg 9ffc1c19ad
Fix exclusive child focus grab, when there are more than two child windows. 2020-07-09 11:18:56 +03:00
bruvzg df968d577a
[macOS] Implement seamless display scaling. 2020-07-04 10:36:33 +03:00
Rémi Verschelde eeb61ec896
Merge pull request #40071 from reduz/fix-content-scale
Fix content scale mode, closes #37941
2020-07-03 07:50:50 +02:00
Juan Linietsky ac7e9479ce Fix content scale mode, closes #37941 2020-07-02 17:16:13 -03:00
Juan Linietsky d3adc53ad9 Ensure cursor shape changes when exiting window, fixes #37724 2020-07-02 14:17:46 -03:00
Rémi Verschelde afe03e872b
Merge pull request #34926 from Xrayez/draw-transform-defaults
Provide `draw_set_transform` defaults for rotation and scale
2020-07-02 09:06:06 +02:00
Rémi Verschelde 0636e2a877
Merge pull request #40020 from reduz/fix-tree-edit-focus
Fix doubleclick on tree item, restore input focus on previous windows.
2020-07-02 07:26:13 +02:00
Juan Linietsky 39a77735bd Add ability to clamp embedded subwindows to parent, fixes #37792 2020-07-01 12:49:35 -03:00
Juan Linietsky 058166fb6c Fix doubleclick on tree item, restore input focus on previous windows.
Closes #37335
2020-07-01 12:46:39 -03:00
Andrii Doroshenko (Xrayez) 851c1050b2 Provide `draw_set_transform` defaults for rotation and scale 2020-07-01 18:09:11 +03:00
Juan Linietsky 239942cfef Ensure embedded mode works again
Also implemented application in/out notifications in X11.
2020-07-01 09:27:43 -03:00
Juan Linietsky b19ab945ac Make dialogs exclusive by default, fixes #37732
Also fix on set_visible, not creating exclusive children as it should.
2020-06-30 14:02:37 -03:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Juan Linietsky 201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Rémi Verschelde 35414f1dec
Merge pull request #39053 from timoschwarzer/static-assert-variant-arg-max
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5
2020-06-19 23:51:22 +02:00
Nathan Franke dc1ca8fbd0
Change "ParentNode" to "Inherit" in Texture Options 2020-06-14 16:02:00 -05:00
Maganty Rushyendra a2392039af Fix signal duplication bug when duplicating node with instanced children
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
2020-06-09 21:24:05 +08:00
Timo Schwarzer 05b32fc01d
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5 2020-05-25 21:55:03 +02:00
Rémi Verschelde 4c8832701b
Merge pull request #38695 from dreamsComeTrue/node-swap-order-arguments
Replace 'add_child_below_node' with 'add_sibling' in Node
2020-05-17 11:36:05 +02:00
unknown 634e9460b9 Fix popup window size calculation in popup_centered_ratio by using Rect2 2020-05-17 03:06:42 +05:30
ArrowInAKnee 9fc2b0fddc Update all get_configuration_warning to retrieve warnings from the parent 2020-05-16 16:07:42 +03:00
bruvzg 08e80ccd99
Fix popup positions on multiple screens (with same scaling only). 2020-05-16 14:11:43 +03:00
Dominik 'dreamsComeTrue' Jasiński 7f5c81c32f Replace 'add_child_below_node' with 'add_sibling' in Node
Fixes: #19642
2020-05-15 22:02:00 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1a8167867b Modernize remaining uses of 0/NULL instead of nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde 03b13e0c69 Style: Add missing copyright headers 2020-05-10 13:12:16 +02:00
Hugo Locurcio 3a11baaeac
Turn the anisotropic filtering setting into an enum
Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.

This also improves property hints for MSAA and FXAA.
2020-05-08 12:07:35 +02:00
Rémi Verschelde f7ca1c805b doc: Sync classref with current source 2020-05-04 16:55:01 +02:00
Rémi Verschelde 878adb22b7
Merge pull request #37717 from qarmin/world_fix
Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Juan Linietsky 5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Rémi Verschelde b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
Rémi Verschelde 088c2a0870
Merge pull request #37947 from clayjohn/DOCS-rendering-update
Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
qarmin 559bc3ca87 Change non-existent World to World3D 2020-04-18 11:00:51 +02:00
clayjohn b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
Juan Linietsky 0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
Juan Linietsky 5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Juan Linietsky a57dc398db Implement MSAA 2020-04-12 15:33:57 -03:00
Juan Linietsky 16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
Bastiaan Olij afc8c6391c Renaming all ARVR nodes to XR 2020-04-09 15:33:01 +10:00
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
Rémi Verschelde 026ec44b02
Merge pull request #37551 from KoBeWi/found_your_screen
Add the missing argument in files_dropped signal
2020-04-07 09:18:38 +02:00
Rémi Verschelde 6b07c72d76
Merge pull request #37556 from KoBeWi/kill_get_index
Remove Node.get_position_in_parent()
2020-04-06 09:44:38 +02:00
Tomasz Chabora c1023157eb Remove Node.get_position_in_parent() 2020-04-06 01:19:20 +02:00
Michael Alexsander a9e43ac73c Re-expose a simplified version of the stretch properties in SubViewport 2020-04-03 14:11:22 -03:00
Tomasz Chabora 16cbfcf0de Add the missing argument in files_dropped signal 2020-04-03 17:33:53 +02:00
Rémi Verschelde ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00