Commit Graph

1371 Commits

Author SHA1 Message Date
Rémi Verschelde
81512a3732
Style: Cleanup code using text_editor/completion/use_single_quotes 2021-08-13 21:27:57 +02:00
Aaron Franke
7094ccfbe9
Disable Node3D when compiling without 3D and fix disable_3d option 2021-08-13 08:59:48 -05:00
Rémi Verschelde
85e315d6e8
Merge pull request #51607 from aaronfranke/includes
Fix some unnecessary includes
2021-08-13 14:38:56 +02:00
Aaron Franke
eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Hugo Locurcio
7612cff432
Use the Unicode multiplication symbol where relevant 2021-08-12 21:45:33 +02:00
Rémi Verschelde
dce488d8f7
Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt
Command Palette For Godot
2021-08-10 18:55:22 +02:00
Aaron Franke
339687e04f
Organize methods in Viewport and explicitly name 3D methods with 3D 2021-08-10 09:10:34 -05:00
Aaron Franke
84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Fabio Alessandrelli
9fcf3b5a9c [Net] Basic extensible MultiplayerAPI spawn/despawn.
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
  `SPAWN_MODE_SERVER`:
  - Spawn the scene (instantiate it, add it to tree).
  - Emit signal `network_spawn`.
- Else:
  - Emit signal `network_spawn_request`.

In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.

In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
2021-08-09 16:34:40 +02:00
Bhuvan Vemula
a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
kobewi
e092a132fe Various fixes to Tween code 2021-08-06 13:07:34 +02:00
Rémi Verschelde
57a5186b08
Merge pull request #51006 from foxydevloper/drag-drop-naming
Name nodes added when drag & dropping an image by `name_casing`
2021-08-03 09:38:03 +02:00
Michael Alexsander
94a64d557e Add auto_translate toggle for automatic translation 2021-07-29 18:30:34 -03:00
foxydevloper
07a8f0fe38 Name nodes added from drag & drop by name_casing 2021-07-29 00:29:24 -04:00
Michael Alexsander
79fc188fc4 Multiple cosmetic fixes for embedded windows 2021-07-27 23:55:06 -03:00
Rémi Verschelde
fab3412139
Merge pull request #50899 from akien-mga/refref
Use Ref<T> references as iterators where relevant
2021-07-26 19:45:04 +02:00
Rémi Verschelde
92299989bd
Use Ref<T> references as iterators where relevant
And const when possible.
2021-07-26 19:27:11 +02:00
Aaron Franke
4ecb6fba80
Use doubles for time everywhere in Timer/SceneTree 2021-07-26 02:00:48 -04:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
kobewi
8793ec4564 Show tooltips even when paused or time_scale is 0 2021-07-23 17:49:30 +02:00
Michael Alexsander
a690cd9251 Make MenuButton's switch_on_hover work again 2021-07-22 14:27:30 -03:00
Hugo Locurcio
4bd5e4fd9b
Use the standard C INFINITY and NAN constants directly
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.

Some portions of the code were already using `INFINITY` directly.
2021-07-21 10:41:08 +02:00
Rémi Verschelde
c82daaed48
Merge pull request #38317 from verdog/get-cam-2d-4.0
add viewport.get_camera_2d()
2021-07-20 22:19:06 +02:00
Rémi Verschelde
693f9b4e20
Merge pull request #50655 from JFonS/sname_opt
Editor StringName and Viewport optimizations
2021-07-20 21:49:32 +02:00
Joan Fons
a6adb58493 Editor StringName and Viewport optimizations
* Added explicit return type to the SNAME macro.
* Add some extra SNAME usages.
* Change some ClassDB methods to use const StringName & arguments.
* Cache the Window parent in Control because it's used in
  is_layout_rtl(), which is called often.
* Only enable internal processing for viewports that need it.
* Change CanvasItem::group to be a StringName because it's only used as
  that.
2021-07-20 20:35:41 +02:00
Rémi Verschelde
394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
Rémi Verschelde
b4baec08cf
Merge pull request #50206 from groud/undoredo_increase_args_count
Increase the number of arguments accepted by UndoRedo methods
2021-07-20 09:50:01 +02:00
Rémi Verschelde
855c7c7414
Merge pull request #50566 from reduz/optimize-stringname-usage
Optimize StringName usage
2021-07-19 15:20:25 +02:00
Rémi Verschelde
95def293a6
Merge pull request #48186 from EricEzaM/PR/tooltip-improvements
Made default tooltips (non-custom ones) disappear on mouse enter.
2021-07-19 09:02:06 +02:00
Hugo Locurcio
abc38b8d66
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hugo Locurcio
523d6b2ae8
Merge pull request #47395 from sygi/shape_idx_collision
Add shape_idx to CollisionObject2D mouse_entered signal
2021-07-16 19:05:08 +02:00
Rémi Verschelde
f79e79d479
Merge pull request #38819 from EricEzaM/improve-to_string-for-nodes
Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++.
2021-07-15 15:11:21 +02:00
Eric M
3ca25ffe8a Added Node name to print() when printing Nodes. 2021-07-15 21:48:58 +10:00
Rémi Verschelde
79137a0260
Merge pull request #50299 from YeldhamDev/window_wrap_controls_fix
Fix `Window`'s `wrap_controls` not actually doing anything
2021-07-13 18:04:33 +02:00
Yuri Sizov
4ee0e6ddf5 Add type variations to Theme 2021-07-13 02:26:28 +03:00
Fabio Alessandrelli
88d68346ee [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer. 2021-07-12 16:36:34 +02:00
Fabio Alessandrelli
31142ac3ee [Net] Remove most multiplayer hooks from SceneTree.
Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
2021-07-12 15:28:01 +02:00
Hugo Locurcio
a2d5f191d8
Merge pull request #48622 from Geometror/reimplement-disableable-vsync 2021-07-10 01:02:23 +02:00
Michael Alexsander
fe5605334a Fix Window's wrap_controls not actually doing anything 2021-07-08 20:06:16 -03:00
Rémi Verschelde
48a5226829
Merge pull request #50193 from reduz/fix-command-queue-crash
Fix Command Queue Crash
2021-07-07 16:36:13 +02:00
reduz
d41e3f9aeb Fix Command Queue Crash
* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
2021-07-07 10:57:56 -03:00
Rémi Verschelde
f50a866335
Merge pull request #50215 from Calinou/improve-node-configuration-warning-display
Format node configuration warnings as a bullet point list
2021-07-06 23:07:16 +02:00
Hugo Locurcio
730ffcf65d
Format node configuration warnings as a bullet point list
This makes multiple warnings easier to distinguish from each other.
2021-07-06 19:36:40 +02:00
Gilles Roudière
2f9a0268dd Increase the number of arguments accepted by UndoRedo methods 2021-07-06 18:52:28 +02:00
Hendrik Brucker
043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
Hugo Locurcio
8f7e1b53ff
Allow using ORMMaterial3D by using BaseMaterial3D as a resource hint
Previously, only StandardMaterial3D could be defined as an alternative
to ShaderMaterial.

This also reorders the CanvasItemMaterial property hints to follow
alphabetical order (which is enforced by the inspector).
2021-07-04 17:49:36 +02:00
Josh Chandler
879f84d8f8 add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
2021-07-03 15:08:17 -04:00
reduz
6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
Rémi Verschelde
a8fb450b3c
Merge pull request #50092 from YeldhamDev/window_get_contents_expose
Expose `Window.get_contents_minimum_size()` to scripts
2021-07-02 22:12:11 +02:00
sygi
6f3e7f7cb0 Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-02 20:50:27 +01:00
Michael Alexsander
a829e88ddc Expose Window.get_contents_minimum_size() to scripts 2021-07-02 15:35:56 -03:00
Aaron Franke
2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Rémi Verschelde
915344fe76
Merge pull request #49834 from nekomatata/physics-disable-modes
Add support for controlling physics nodes' behavior when disabled
2021-06-30 20:36:36 +02:00
Rémi Verschelde
a02620f3a5
Merge pull request #50009 from reduz/fix-suffixes-and-degrees
Fix editor suffixes and degrees conversion
2021-06-30 18:47:40 +02:00
PouleyKetchoupp
5cbdc7a0ac Add support for controlling physics nodes' behavior when disabled
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing

Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
2021-06-30 09:20:44 -07:00
reduz
75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
reduz
d07f7c8d25 Fixes to 2D viewport
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
2021-06-29 17:40:45 -03:00
Rémi Verschelde
8fb7a9f023
Merge pull request #49719 from LightningAA/rename-node-is-ancestor-of
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-29 12:07:25 +02:00
kobewi
452e10ba7b Remove clips_input() method and use clip_content 2021-06-25 15:46:37 +02:00
Fabio Alessandrelli
b00c4a4360 [Net] Makes HTTPClient a custom instance class. 2021-06-23 14:10:45 +02:00
Fabio Alessandrelli
421e771012 [Net] Unify HTTPClient request and request_raw. 2021-06-23 13:53:43 +02:00
Lightning_A
899e5f8685 Rename is_a_parent_of() to is_ancestor_of() 2021-06-21 08:39:28 -06:00
Aaron Franke
0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde
9c182b0f45
Merge pull request #41794 from KoBeWi/shiny_new_tweens 2021-06-20 00:35:28 +02:00
Tomasz Chabora
900b2e0fdc Complete rewrite of Tweens
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-19 12:08:50 +02:00
Aaron Franke
8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
reduz
94d31ac327 Implement animation slice drawing in CanvasItem
* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
2021-06-17 12:42:27 -03:00
reduz
6e98c4cd50 Refactor VisibilityNotifier3D
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing

After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16 18:50:39 -03:00
reduz
38d164c74b Refactor VisibilityNotifier
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
2021-06-16 10:48:57 -03:00
Rémi Verschelde
7a85e95a4b
Merge pull request #48998 from kleonc/Node-add_child-fix
Node.add_child Check for cyclic dependency
2021-06-15 16:27:18 +02:00
Haoyu Qiu
80927b7a81 Fix Viewport crashes when not in tree 2021-06-13 12:51:26 +08:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde
896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Rémi Verschelde
aa251c310a
Merge pull request #49325 from reduz/rename-gi-classes
Rename GI Classes
2021-06-06 09:50:06 +02:00
TwistedTwigleg
8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
reduz
32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Fabio Alessandrelli
d779b5aa3e [Net] Refactor RPCs, remove RSETs
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
  (reliable/unreliable/ordered) and channel (channels are not actually
  implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
  scripts that now only needs a single `get_rpc_methods` function.
2021-06-01 17:24:21 +02:00
Fabio Alessandrelli
507a9beca1 [Net] Fix HTTPRquest store_buffer error.
HTTPRquest no longer call store_buffer/append_array when the chunk size
is 0.
2021-05-31 15:42:31 +02:00
Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
- Update Viewport MSAA property hints to match the currently
  exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
kleonc
81388db8a7 Node::add_child Check for cyclic dependency
Node Replace string addition with vformat()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-24 21:53:11 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Hugo Locurcio
bbdfb715a6
Use a non-zero default size for SubViewports
This makes viewports visible out of the box.
2021-05-18 18:51:39 +02:00
Rémi Verschelde
66dac8bda0
Merge pull request #47544 from pycbouh/control-expose-theme-type 2021-05-18 10:52:51 +02:00
Yuri Sizov
9eaa139c1f Add theme_custom_type property to Control and Window 2021-05-17 17:20:42 +03:00
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Hugo Locurcio
cf1e30a2ed
Tweak CanvasItem/material sampling property hints for readability
The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
2021-05-06 03:05:37 +02:00
Rémi Verschelde
3fea170772
Merge pull request #48182 from EricEzaM/PR/fix-viewport-not-updating-mouse-pos-on-click 2021-05-04 09:25:58 +02:00
Fabio Alessandrelli
8a2a446174 [Net] Fix rpc/rpc_id error message.
The check was updated to expect a `StringName` instead of a `String` but
the error message still reported it should be a `String`.
2021-05-03 15:45:36 +02:00
Fabio Alessandrelli
015fc2ad4f
Merge pull request #48205 from Faless/net/4.x_url_parsing
[Net] Implement String::parse_url for parsing URLs.
2021-05-03 13:55:57 +02:00
Bastiaan Olij
e0bdf40d15 Move XR flag from subviewport into viewport 2021-05-01 19:58:11 +10:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Fabio Alessandrelli
3bb40669d5 [Net] Implement String::parse_url for parsing URLs.
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).

Use that function in both HTTPRequest and WebSocketClient.
2021-04-26 09:55:24 +02:00
EricEzaM
5346bb043a Made default tooltips (non-custom ones) disappear on mouse enter.
Matches 3.X behaviour, but does not break custom tooltips where mouse interaction is needed.
2021-04-26 00:55:12 +10:00
EricEzaM
7c9bd81578 Fix viewport not updating mouse pos on click.
Closes #47594. See further discussion there. Thanks to @Bhu1-V for the investigation which led to this fix.
2021-04-25 22:44:10 +10:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
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
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
96e654335a
Merge pull request #37481 from ThakeeNathees/bind-method-typo
some typo in method binds fixed
2020-04-01 12:57:26 +02:00
Thakee Nathees
cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Rémi Verschelde
e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
307b1b3a58
Merge pull request #37340 from reduz/rename-3d-nodes
Make 2D and 3D node names more explicit
2020-03-27 13:47:15 -03:00
Rémi Verschelde
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Rémi Verschelde
c3a760c507 Fix build with disable_3d=yes, remove dependency on WorldEnvironment 2020-03-27 14:55:14 +01:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
bruvzg
21c2116744
Fix default editor font.
Fix popup_centered_clamped definition typo.
2020-03-27 14:13:01 +02:00
bruvzg
15a9f94346 Add macOS DisplayServer implementation.
Change global menu to use Callable, add support for check items and submenus.
2020-03-26 16:24:05 +01:00
Juan Linietsky
197cb4e771 Fixes to X11, still pretty broken 2020-03-26 15:50:00 +01:00
Mateo Kuruk Miccino
f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Juan Linietsky
9a5d15a2dc Implemented drag and drop across windows, both OS and embedded. 2020-03-26 15:49:46 +01:00
Juan Linietsky
047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
Juan Linietsky
b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky
f51fdc6eef Support for transient windows 2020-03-26 15:49:39 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rasmus Vermeulen
760095e28d Clarify the Viewport size warning message 2020-03-17 22:47:20 +01:00
Rasmus Vermeulen
855f4dc193 Add size warning to Viewport Node 2020-03-17 21:33:39 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Hugo Locurcio
393a3c3122
Improve the Node.add_child_below_node() documentation
This closes https://github.com/godotengine/godot-docs/issues/2730.
2020-02-27 18:41:18 +01:00
Zak
70c39737db Disconnect while downloading
Previously if a disconnect occured while downloading a non recoverable error was displayed. This PR attempts to fix this by making sure `request_completed` signal is emitted with an `STATUS_CONNECTION_ERROR` response code.
2020-02-26 08:55:39 +02:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Andrii Doroshenko (Xrayez)
fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde
49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Andrea Catania
eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Juan Linietsky
2049dec79e Added normalmap guided roughness mipmap generator, and a global roughness limiter. 2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky
bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00