Commit Graph

126 Commits

Author SHA1 Message Date
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
855c7c7414
Merge pull request #50566 from reduz/optimize-stringname-usage
Optimize StringName usage
2021-07-19 15:20:25 +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
Yuri Roubinsky
88088f351a Prevents some warnings from appearing in visual scripts 2021-07-18 19:41:51 +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
Dipal M Zambare
a0b0f7c4ee Fixes Visual script nodes operator mismatch issue #49943 2021-06-29 15:01:34 +05:30
Martin
2e217a724e Fix logic operators mislabeled #49412 2021-06-23 12:04:55 +02:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
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
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
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
reduz
f2397809a8 Refactored Variant Operators.
-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06 12:45:50 -03:00
Jacob Edie
d76457a7f3 added temp variable because *p_inputs[2] is the same as *p_outputs[0] 2020-10-06 22:12:47 -04:00
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
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
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
Swarnim Arun
1ab7d1cb71 Deconstruct VSNodes for new Variant types 2020-04-02 23:24:18 +05:30
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
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
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +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
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
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
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
Yuri Roubinsky
386d0fe988 Fix VisualScriptClassConstant to be updated properly 2020-02-10 10:55:27 +03:00
Yuri Roubinsky
c19933eec4 Fix GlobalConstant/BasicTypeConstant return type in visual scripts 2020-01-30 20:20:33 +03:00
Ignacio Etcheverry
a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Hugo Locurcio
08b4671e03
Use the Unicode "multiply" sign for the "A x B" visual script node 2019-11-15 19:06:53 +01:00
Swarnim Arun
cf4d476d6e
Deconstruct node for Visualscript
Adds deconstruct nodes for the built-in types and adds default text to function rename_input_box for the visualscript.
2019-09-29 23:00:08 +05:30
Rémi Verschelde
d0e45e78a4 doc: Sync classref with current source
And various fixes to bindings, hyperlinks and an uninitialized variable.
2019-09-27 22:16:42 +02:00
Swarnim Arun
59738e3fa3
Visualscript editor graph unification & refactoring
Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
2019-09-26 01:53:58 +05:30
Yuri Roubinski
33e9fce1bb Plugin support for visual shaders 2019-08-14 15:52:27 +03:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
K. S. Ernest (iFire) Lee
47b42787e3 Make visualscript search better.
* There were spaces unequally inside the function definitions.
* camelcase_to_underscore() should also work for numbers inside of the camel case.
* Removed the builtin concept
* Capitalize descriptions from methods too.
* Match the visual script functions by removing the empty arguments "( )"
* Add some test cases
2018-10-11 14:22:40 -07:00
Aaron Franke
4f7b33cdcf Remove redundant "== false" code
Some of this code has been re-organized.
f
2018-10-06 16:20:41 -04:00
Fabio Alessandrelli
1e9b46d687 Clearly deprecate sync too in favor of remotesync.
NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
2018-09-15 00:06:03 +02:00
Fabio Alessandrelli
d6b31daec6 Rename slave keyword to puppet
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
2018-09-15 00:06:03 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Bernhard Liebl
ba974b8d1e Allow some non-integer built-in constants in gdscript 2018-07-31 17:56:48 +02:00
K. S. Ernest (iFire) Lee
2650b87102 Carry property hint and hint string through to Visualscript virtual functions. 2018-07-27 13:12:34 -07:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00