Commit Graph

43 Commits

Author SHA1 Message Date
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Pedro J. Estébanez
817ffc01e1
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16 17:52:31 +02:00
Rémi Verschelde
140350d767
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
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Hugo Locurcio
f0d1bedc74
Print a warning when trying to seek in VideoPlayer
Seeking isn't implemented in built-in video formats and can only
be supported in GDNative-provided video formats.

(cherry picked from commit ea46639e22)
2021-04-20 20:16:42 +02:00
Rémi Verschelde
49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
ac63e5d613 Workaround WebM playback bug after AudioServer latency fixes
af9bb0ea15 fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.

While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.

As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.

This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.

Fixes #35760.

(cherry picked from commit da411d1625)
2020-02-14 16:02:34 +01:00
Rémi Verschelde
bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +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
7dda9309f9 Memory leak and crash fixes 2019-11-10 09:49:13 +01:00
SeleckyErik
61bda112bd Refactor VideoPlayer and VideoStream
VideoStream:
- Fix const correctenss

VideoPlayer:
- Remove unused member variable last_frame
- Move _mix_audios function definition to source file
- Fix function parameter naming to match p_ convention
- Fix const correctness
- Add null checking
2019-10-24 01:35:47 +01:00
Robin Hübner
8aeade74db Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
qarmin
8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
Rémi Verschelde
9da3d736ad Fix sign-compare error from #26051 2019-04-30 14:12:46 +02:00
Rémi Verschelde
12cc760538
Merge pull request #26051 from 20kdc/videofix
webm/theora/yuv2rgb/libsimplewebm: Fix colour issues I could find.
2019-04-30 13:38:44 +02:00
Juan Linietsky
af9bb0ea15 Clean up latency related functions 2019-04-27 12:23:05 -03:00
20kdc
b1f5cee7d9 webm/theora/yuv2rgb: Fix YUV conversion issues and add BGRP WEBM handling. (Now clang-format friendly.)
This should fix the various issues with colours in Ogg Theora and WEBM playback.
(A reference project is attached to PR #26051, which this commit should be part of.)

This version of the commit, rather than moving x->RGBA handling into libsimplewebm, uses a colourspace field added to libsimplewebm by a PR there.
Thus, the commit that precedes this should be the synchronization & cleanup commit for that.

Also, this version is now clang-format friendly. I hope.
2019-02-21 22:33:43 +00:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Marc Gilleron
c1bba054e6 Don't delete FileAccess when it is null 2018-10-05 20:24:28 +01:00
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
Rémi Verschelde
6dc20adadd Fix loading and exporting of Theora and WebM video streams
Theora and WebM video streams were mistakenly imported with a ResourceImporter,
but those imported ogvstr and webmstr were simply links to the local resource.
While that works fine in the editor, it no longer works when exporting a game
as the "source" ogv and webm files are ommitted and only the ogvstr and webmstr
references were exported.

As discussed with @reduz, it doesn't make sense to import videos, as we only
intend to play them back and not modify them/access their raw data. As such we
use a ResourceFormatLoader instead of an importer, to load the file on the fly.
ogv and webm files linked to this loader are now considered as resources, and
thus exported.

Note: The Theora and WebM loaders lack any kind of validity check beyond the
existence of the target file, but it was already the case with the importer.
Better checks and error reports could be added, but those loaders will eventually
be obsoleted by GDNative plugins anyway.

Fixes #14954.
2018-07-03 20:21:46 +02:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Matt Hughes
3edd3cd377 Fix video playback
This adds support to

- VideoPlayer
- VideoStreamWebm
- VideoStreamTheora
2017-10-14 23:20:39 +09:00
Marcelo Fernandez
46af050e93 Rename get_position => get_playback_position and seek_pos => seek on audio classes 2017-09-23 16:55:00 +02:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Poommetee Ketson
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Rémi Verschelde
d4029aa51a Move other lone thirdparty files to thirdparty/misc
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
2017-04-28 21:19:25 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Juan Linietsky
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Błażej Szczygieł
d710b265f8 Add WebM module
Use already existing libraries: libvorbis and libopus. Also use newly
added libraries: libvpx, libwebm, libsimplewebm.
2016-10-23 02:46:06 +02:00