Commit Graph

4867 Commits

Author SHA1 Message Date
Hugo Locurcio a6db1c758a
Improve `lerp()`, `lerp_angle()` and `inverse_lerp()` documentation
This clarifies that `lerp()` can be used both for interpolation
and extrapolation.
2022-01-04 00:41:37 +01:00
Zae d5ad76a3c8 [3.x] [Mono] Add support for file-scoped namespace declaration. 2022-01-02 18:02:00 +08:00
Raul Santos 36cd00a84b
Init `params_buffer_size` member in GDMonoMethod 2022-01-01 02:23:40 +01:00
Raul Santos 907e709f9d Fix getting properties state when reloading C#
When reloading C# classes and keep their properties values they are
retrieved and stored in a state list.
Retrieving the properties was only getting the fields of the C# class
and not inherited fields so those properties values were lost on reload.
Now we also try to find the field in the parent classes.
2021-12-28 19:14:49 +01:00
Haoyu Qiu 53af7ee482 Clear pending function states when reloading GDScript 2021-12-28 15:29:21 +08:00
Raul Santos cf98ff248a
Check a csproj exists before trying to edit it
When folders are moved/removed from the file system, the `.csproj`
may need to be edited to update the path of C# scripts or remove them.
If a C# solution has not been created, the `.csproj` file does not exist
and therefore there is no need to edit it.
2021-12-20 16:49:16 +01:00
Rémi Verschelde 14d439d868
Merge pull request #53130 from Faless/net/3.x_enet_opts 2021-12-16 10:36:01 +01:00
Fabio Alessandrelli ce98beb522
Merge pull request #54381 from mhilbrunner/rpc-error-msgs-3.x
[3.x] Websockets: Fix buffer size checks in put_packet(), silent failures/connection hangs
2021-12-15 13:48:53 +01:00
Fabio Alessandrelli 9b8db7c63a [Net] Fix WebRTC returning packets from peers too early.
Due to the async nature of WebRTC implementations, the multiplayer peer
could end up having queued packets from a given connection before it is
able to emit the "peer_added" signal.
This commit ensures that packets from peers which are not notified yet
are skipped by `get_packet` and `get_available_packet_count`.
2021-12-15 11:20:17 +01:00
Rémi Verschelde db020eae29
Merge pull request #55859 from akien-mga/3.x-gltf-module-cleanup 2021-12-13 13:46:03 +01:00
Rémi Verschelde e4c40d8e6a
glTF: Cleanup includes and defines, split PackedSceneGLTF to own file 2021-12-12 12:08:18 +01:00
David Snopek f2fe60b989 Switch WebXRInterface from using external textures to using the render targets from Godot 2021-12-11 14:37:53 -06:00
Aaron Franke 7bf7bd70ac
[3.x] Misc build system fixes 2021-12-10 12:15:16 -06:00
Rémi Verschelde eac0d90c39
Merge pull request #55560 from pycbouh/docs-overridden-cross-linked-3.x
[3.x] Make overridden properties link to parent definition
2021-12-10 12:42:09 +01:00
Francois Belair b8f2f48d86
Remove extraneous return to LSP
(cherry picked from commit ad01201f34)
2021-12-09 22:08:48 +01:00
Cory Petkovsek 3d20218dae Clears RIDs wherever they are freed by VisualServer or PhysicsServer and possibly reused. Fixes #53374 2021-12-10 02:31:30 +08:00
kobewi 6eb1c92cea Fix custom built-in script names 2021-12-08 14:04:10 +01:00
Raul Santos ffbd59572e
Various fixes to C# documentation
(cherry picked from commit 2deabd553f)
2021-12-08 11:28:12 +01:00
Francois Belair ba1d6b7532
Prevent LSP adding signal func to non GDScripts
(cherry picked from commit 66f1b4bf66)
2021-12-06 17:51:11 +01:00
Vincent d6fb13234e
AudioStreamMP3: expose loop properties to the editor
(cherry picked from commit 8263646f68)
2021-12-06 16:52:00 +01:00
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Rémi Verschelde c42e9bd589
Merge pull request #55564 from raulsntos/csharp-delegates-for-generic-class-3.x
[3.x] Fix C# `get_all_delegates` method for generic classes
2021-12-04 14:12:11 +01:00
Raul Santos 613751a742 Fix get_all_delegates method for generic classes
If the class is generic, we must get its generic type definition and use
it to retrieve the delegates.
2021-12-04 01:51:50 +01:00
kobewi f899b76747 Improve save handling for built-in scripts 2021-12-04 01:28:52 +01:00
Yuri Sizov 1cf6d21f69 Make overridden properties link to parent definition
Co-authored-by: Josh DeGraw <joshmdegraw@gmail.com>
2021-12-03 17:48:49 +03:00
Rémi Verschelde 796f875870
Revert "Expose Variant operator= to GDNative" 2021-12-02 11:45:11 +01:00
PouleyKetchoupp f29f996199
Fix shape index in multiple physics queries with Bullet
Two main changes:

- Better handling of concave shapes to make sure the queries don't
return a triangle index instead of shape index.
Note: A concave shape within a compound shape will always return a shape
index of 0 because of Bullet limitations.

- Extra check for compound shapes in some queries to avoid undefined
behavior, because the shape index can have an uninitialized value with
convex shapes in some cases.

(cherry picked from commit 02d40de30d)
2021-12-01 23:49:26 +01:00
Rémi Verschelde e154ce78cb
Merge pull request #54508 from BimDav/variant_operator_assign_gdnative 2021-12-01 17:08:39 +01:00
Vincent 8a4c583538
Fix crash when loading an invalid mp3 file
(cherry picked from commit 2d0068d1cb)
2021-12-01 16:47:30 +01:00
Rémi Verschelde c9208704de
Merge pull request #54614 from aaronfranke/3.x-math-api 2021-11-29 12:57:25 +01:00
Aaron Franke 1d8cef8236
[3.x] Backport some APIs in math structs 2021-11-27 01:19:45 -06:00
Aaron Franke 5ec0a8df5e
[3.x] Add documentation to operators for math types 2021-11-27 01:15:43 -06:00
kobewi 5caab0a8ef
Correct the doc about ease()
(cherry picked from commit 44e6655924)
2021-11-25 22:23:53 +01:00
jitspoe 734b4a46bc Fix crash when exporting gltf mesh that has no skin.
(cherry picked from commit 209ac9569c4c5180aea4b330ed7f6d2a572d5e82)
2021-11-22 22:46:53 -05:00
Marcel Admiraal 216fb38da1 Add shape data to area overlap data. 2021-11-21 07:18:49 +00:00
Rémi Verschelde 5c6e39b2a6
wslay: Sync with upstream 45d22583b
45d22583b4

Mostly style changes, a couple new methods and fixes.
Tweak file structure a bit.

(cherry picked from commit a706ef3272)
2021-11-20 11:50:59 +01:00
Rémi Verschelde 724c207005
libwebp: Sync with upstream 1.2.1
Changes: https://chromium.googlesource.com/webm/libwebp/+/1.2.1/NEWS
(cherry picked from commit 41ce417847)
2021-11-20 11:50:34 +01:00
Rémi Verschelde 31dbc59c39
tinyexr: Sync with upstream 1.0.1
Removes miniz as a bundled dependency, relies on our own zlib instead.

Includes a couple commits ahead of `v1.0.1` tag to fix MinGW builds.

(cherry picked from commit 46d3effa99)
2021-11-20 11:48:49 +01:00
Marcel Admiraal 702529d63e Give each RigidBody its own DirectBodyState wrapper. 2021-11-20 08:17:04 +00:00
Marcel Admiraal 2176b694ac
Trigger RigidBodyBullet space override updates when Area properties change.
(cherry picked from commit 41d85ed5a9)
2021-11-18 20:31:41 +01:00
Marcel Admiraal 84af1d9248
Update Bullet Area overlaps when Area properties or shapes change.
(cherry picked from commit 0d3e8538ef)
2021-11-18 20:31:40 +01:00
Marcel Admiraal 14ecd66a21
Ignore Bullet collision contact points with distance = 0
(cherry picked from commit 27b52f6c46)
2021-11-18 20:27:24 +01:00
Marcel Admiraal 4d3690eba5 Remove unimplemented methods 2021-11-18 12:47:36 +00:00
David Cambré fb7c23f30b Fixes the copy paste issue in the visual script editor.
Moves copy and paste in their own functions so copy_nodes_request and paste_nodes_request are able to work.
Applies paste offset to the last mouse clicked position.
2021-11-16 16:49:15 +01:00
Rémi Verschelde 3ac2999f22
Replace Godot docs URL with `$DOCS_URL` in XML class reference 2021-11-15 17:22:47 +01:00
kobewi 175870ccc7
Show built-in script names in the debugger
(cherry picked from commit 3b320cd9fe)
2021-11-15 17:22:47 +01:00
Daniel Kolesa 5fe78a3a25
Add support for PowerPC family
(cherry picked from commit 3a84a64d2f)
2021-11-15 17:22:46 +01:00
Rémi Verschelde 5752457854
Merge pull request #54911 from akien-mga/3.x-modules-check-enabled 2021-11-12 14:49:39 +01:00
Rémi Verschelde 6f4858f184
Modules: Make sure to include `modules_enabled.gen.h` where needed
Fixes #51677.

Co-authored-by: Arkadiusz Marcin Kołek <aksoftware91@gmail.com>
2021-11-12 13:45:33 +01:00
Hugo Locurcio 4c88a82f50
Move Mono unhandled exception setting to be located within a subsection
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.

This also adds documentation for the project setting.
2021-11-10 20:57:35 +01:00
Rémi Verschelde 5defa1c167
Merge pull request #54805 from Klowner/3.4-gltf-cubic-spline-interpolate
Fix incorrect glTF cubic spline interpolation times/values size error
2021-11-10 08:04:43 +01:00
PouleyKetchoupp b93aeec4a2 Fix errors in KinematicBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
2021-11-09 15:15:40 -07:00
Rémi Verschelde b0cd38b7e3
Merge pull request #42625 from RandomShaper/fix_dict_3.2 2021-11-09 15:55:43 +01:00
Mark Riedesel 999bba6916 Fix glTF cubic spline track interpolation incorrectly reporting times/values size mismatch (3.4 specific) 2021-11-09 09:47:37 -05:00
Pedro J. Estébanez a7aad78fd0 Add recursive comparison to Array and Dictionary
...and expose it to GDScript.

Co-authored-by: Emmanuel Leblond <emmanuel.leblond@gmail.com>
2021-11-09 15:08:22 +01:00
Hugo Locurcio 63d214f04b
Remove hash symbol in front of opcode error messages in GDScript
The hash symbol creates spurious issue references on GitHub if
the message is posted outside a code block, which means some issues
have a lot more references than originally intended.
2021-11-09 12:20:51 +01:00
Rémi Verschelde 3be409aa5e
Merge pull request #54039 from nekomatata/fix-soft-body-memory-corruption-bullet-3.x 2021-11-08 23:59:05 +01:00
Rémi Verschelde 2f10793467
Merge pull request #54117 from Pineapple/dont-ignore-type-mismatch-in-setter 2021-11-08 19:26:58 +01:00
Rémi Verschelde bd828c4d81
Merge pull request #54227 from akien-mga/3.x-gdscript-multiline-indexing 2021-11-08 15:03:24 +01:00
Rémi Verschelde d0b1e3d002
Merge pull request #53942 from raulsntos/no-boxing 2021-11-08 13:15:25 +01:00
Rémi Verschelde 837f2c5f82
Merge pull request #54746 from neikeq/issue-42076
C#: Don't use ActivityThread to determine Android nativeLibraryDir
2021-11-08 10:02:48 +01:00
Ignacio Roldán Etcheverry 690bf12c4c C#: Don't use ActivityThread to determine Android nativeLibraryDir 2021-11-08 02:35:06 +01:00
Rémi Verschelde 14c366ddd7
Bump version to 3.5-beta 2021-11-05 16:10:17 +01:00
Ignacio Roldán Etcheverry e282ee0a48 C#: Fix property set call boxing value when unboxed was expected 2021-11-03 13:02:53 +01:00
Ignacio Etcheverry b775573a21 Don't box params on Native->C# calls with Variant params
Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.

Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
2021-11-03 13:02:53 +01:00
Yuri Sizov d764e1fae7 Fix maximum allowed size atlas in CPU lightmapper 2021-11-02 15:50:50 +03:00
BimDav 084b21c4a8 expose Variant operator= to GDNative 2021-11-02 12:11:27 +01:00
Rémi Verschelde e4996887ca
Merge pull request #48625 from The-O-King/compression_options 2021-11-02 08:58:22 +01:00
Lyuma e575b27b15 3.x backport glTF: Fix override materials and non-empty arrays
Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object.
Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec.
2021-11-01 23:40:12 -07:00
Omar El Sheikh 203295f17d Added Mesh Compression Import Options
Fleshed out the "Optimize Mesh" options found in the mesh import UI
Gave a checkbox to every vertex attribute that can be compressed

Surfaced option to enable/disable Octahedral compression for
normal/tangent vectors

Also surfaces the vertex position compression option which previously
inaccessible because the defaults did not compress vertex positions

Supports all current importers (obj, fbx, collada, gltf)
2021-11-01 12:54:28 -04:00
Raul Santos 21f68e7bdb
Ensure C# script properties are added to the end
Ensures that the `get_property_list` and `get_script_property_list`
methods push the script properties to the end of the given list, this
prevents the script property from appearing after the script variables.
2021-10-30 16:55:21 +02:00
Max Hilbrunner 6a92a2e92d Websockets: Fix buffer size checks in put_packet() 2021-10-29 15:43:17 +02:00
Rémi Verschelde 14ef65e49b
Merge pull request #54348 from akien-mga/3.x-clang-format-dont-align-operands 2021-10-28 15:43:15 +02:00
Rémi Verschelde 87c80f529f
clang-format: Enable `BreakBeforeTernaryOperators`
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 14:50:33 +02:00
Rémi Verschelde 1b65550ec7
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 14:50:32 +02:00
Rémi Verschelde 42d385b312
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
Rémi Verschelde 23955fc282
Merge pull request #54262 from raulsntos/csproj-globbing-3.x 2021-10-26 21:56:58 +02:00
Rémi Verschelde 5d0ec1779d
Merge pull request #54272 from pycbouh/gdscript-ignore-groups-completion-3.x 2021-10-26 20:02:01 +02:00
Yuri Sizov b3fc278dcf Ignore property groups and categories in GDScript code completion 2021-10-26 20:01:49 +03:00
Max Hilbrunner e29126914d
Save all 64 bits of get_ticks_msec() in more cases
(cherry picked from commit 5dc02eb8b0)
2021-10-26 18:23:31 +02:00
Raul Santos ced4f3519d Avoid modifying csproj globbing includes
Check if the found globbing include already matches the new path on
moving scripts to avoid modifying users' csproj files.
2021-10-26 18:21:19 +02:00
Lyuma e49f8c5823 3.x: Fix validation errors due to chunk padding and empty skins.
GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
2021-10-25 21:17:13 -07:00
Rémi Verschelde 92664f03a9
GDScript: Support multiline indexing with `[]`
Fixes #35417.
2021-10-25 15:50:59 +02:00
Raul Santos da419bbeed Keep order for C# exported members 2021-10-24 21:14:20 +02:00
Aaron Franke 5659120af3
[3.x] Add support for the RISC-V architecture
Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
2021-10-22 12:51:23 -05:00
Bartłomiej T. Listwon 5a7bd296af Don't ignore the type mismatch in setter function 2021-10-22 12:43:13 +02:00
PouleyKetchoupp 63f6d91a1a Fix SoftBody memory corruption when using invalid mesh
In case of failure the new soft body wasn't created but the previous one
wasn't destroyed, causing discrepancies with visual server updates.
2021-10-20 10:39:16 -07:00
Rémi Verschelde 89076410de
WebM: Disable SIMD optimization with YASM on Windows
It triggers a crash when playing V9 videos.

Could likely be fixed if anyone wants to work on it, but so far nobody seems to
want to and WebM support is dropped in 4.0, so this workaround should help for
now.

Fixes #50862.
2021-10-18 15:48:45 +02:00
Rémi Verschelde fddbbf445b
SCons: Fix missing mono `.gen.cpp` sources after #53860
(cherry picked from commit d6aab5c1bf)
2021-10-16 16:47:08 +02:00
Raul Santos 977898709f Fix hint_string for C# enum arrays 2021-10-15 19:07:31 +02:00
Rémi Verschelde f04a1bec63
Merge pull request #53628 from raulsntos/fix-list-marshal-3.x 2021-10-15 17:36:00 +02:00
Rémi Verschelde b8761569f6
Merge pull request #53582 from raulsntos/mono-marshal-generics-3.x 2021-10-15 17:35:32 +02:00
Rémi Verschelde 5ff8d0e8a7
Merge pull request #53577 from raulsntos/fix-mono-to-variant-array-3.x 2021-10-15 17:35:09 +02:00
Raul Santos 059750cd0d Support marshaling generic Godot.Object
Allows using generic C# types in signals as long as they inherit
from `Godot.Object`.
2021-10-13 18:22:06 +02:00
Ev1lbl0w e57f8fd083
Fix VisualScript crash with null object 2021-10-13 12:19:29 +01:00
M. Huri 37ccfb18ff Fixed a typo in csg module 2021-10-12 11:13:29 +07:00
Yuri Sizov b6b65e08d1 Remove redundant String operation from GDScript enum exports 2021-10-11 02:12:30 +03:00
Infinixius 0f328bcbdc
Fix small typos regarding WebSocketPeer
(cherry picked from commit 547ed239c0)
2021-10-10 12:27:47 +02:00
Raul Santos fd160b642e Fix C# List<T> marshalling 2021-10-10 11:41:37 +02:00
Rémi Verschelde 302ad4e600
Merge pull request #52918 from Calinou/add-new-light-attenuation-3.x 2021-10-08 23:08:49 +02:00
Hugo Locurcio 85e080fcc0
Backport new 3D point light attenuation as an option
This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.

When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
2021-10-08 22:15:22 +02:00
Raul Santos ec2f86ec9a Support arrays of StringName, NodePath and RID in mono 2021-10-08 18:52:40 +02:00
Rémi Verschelde 07094f5253
Merge pull request #53507 from qarmin/fast_as_snail 2021-10-08 14:58:01 +02:00
Rémi Verschelde 81da3b8ba4
Use translated docs in PropertySelector
And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.

(cherry picked from commit a16031beb6)
2021-10-07 12:48:23 +02:00
Rafał Mikrut 1558f4a599 Speedup parsing big GDScript files 2021-10-07 07:39:56 +02:00
Rémi Verschelde 3f05c388a1
Merge pull request #52521 from kdiduk/52499-preload-parsing-error-when-newline-encountered 2021-10-06 10:13:19 +02:00
Kirill Diduk 835143b7bd #52499 Fix parsing 'preload': increase/decrease parenthesis count 2021-10-06 09:35:21 +02:00
Rémi Verschelde c7eb3d25e7
doc: Fix style inconsistencies for `[b]Note:[/b]` paragraphs
(cherry picked from commit 788b3aa27a)
2021-10-06 09:29:32 +02:00
Rémi Verschelde 0a1cd0c316
Merge pull request #53448 from lyuma/backport_gltf_skin_export 2021-10-06 08:26:18 +02:00
Rémi Verschelde e6cc245bf0
Merge pull request #53454 from stebulba/path_simplify_angle-fix-error-from-merge 2021-10-06 08:24:56 +02:00
Stéphane Fortin 58a4035017
Fix merging error path_simplify_angle CSGPolygon
[3.x] Quick fix on path_simplify_angle introduce here https://github.com/godotengine/godot/pull/52509#issuecomment-933331579
after merging #52509
2021-10-05 21:19:23 -04:00
Lyuma 3cdaaffb54 Backport to 3.x "gltf export: Fix export of skeletons, skins and blend shapes."
Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.

Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.

Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2021-10-05 14:14:28 -07:00
Rémi Verschelde 393166793c
Merge pull request #52952 from Calinou/cpu-lightmapper-num-threads-editor-setting 2021-10-05 19:20:29 +02:00
Hugo Locurcio 0e943939e2
Add an editor setting to configure number of threads for lightmap baking
This can be used to free some CPU cores when baking lightmaps.
When using fewer CPU cores, lightmap baking is slower but background
tasks aren't slowed down as much.
2021-10-05 17:35:20 +02:00
Rémi Verschelde f9e3bc2652
Merge pull request #51728 from lawnjelly/proj_settings_misc 2021-10-05 13:36:43 +02:00
lawnjelly 192ec963ae Create 'rendering/misc' project settings section
To prevent the project settings `rendering` section getting out of hand, this PR moves some of the smaller new settings into a `misc` category.
2021-10-05 11:47:03 +01:00
Rémi Verschelde e31a10da98
Merge pull request #52274 from aaronfranke/3.x-gltf-noregex 2021-10-05 12:40:12 +02:00
Rémi Verschelde db0370cab5
Merge pull request #51086 from aaronfranke/3.x-warn-dectime 2021-10-05 12:06:03 +02:00
Rémi Verschelde d01c660954
Merge pull request #52964 from Pineapple/WIN32_LEAN_AND_MEAN 2021-10-05 12:03:52 +02:00
Rémi Verschelde 9ffaa6c090
Merge pull request #53347 from migeran/fix_gdnative_get_current_library_path 2021-10-05 11:08:16 +02:00
Kongfa Waroros 77d5ead241
Check if the line pointer goes away from the image buffer's EOF in the BMP importer
(cherry picked from commit ac5d7abe13)
2021-10-04 15:22:16 +02:00
Hugo Locurcio 48e0212497
Add an example on iterating an array backwards
This closes https://github.com/godotengine/godot-docs/issues/3472.

(cherry picked from commit 810d8f06b7)
2021-10-04 15:15:27 +02:00
Hugo Locurcio 7e3016ebfd
Document how to set up UPnP in a non-blocking manner
(cherry picked from commit f4bebc272c)
2021-10-04 14:37:43 +02:00
jitspoe d7af7a9b3b
CSGPolygon fixes and features: Added angle simplification, UV tiling distance option, and interval type, which allows distance-based intervals (old) and subdivision-based intervals (new to 3.4). 2021-10-04 12:14:44 +02:00
Haoyu Qiu ed5a98c3c6 Fix crash when pinned SoftBody point is out of range 2021-10-04 15:47:12 +08:00
Rémi Verschelde 06e0260699
Merge pull request #53349 from LATRio/53331_1 2021-10-03 12:16:45 +02:00
LATRio 56aa9f71b6 Prevent out of bound access through 'm_nodes' in SoftBodyBullet 2021-10-03 16:36:01 +09:00
Gergely Kis 1583c89a45 Fix GDNativeLibrary::get_current_library_path()
Return a const String reference to make sure that when its address
is used as a handle in NativeScriptLanguage::init_library(),
it refers to the heap instead of a temporary object on the stack.
2021-10-03 08:24:49 +02:00
LATRio be69d26403 Fix crash at SoftBodyBullet::reset_all_node_positions when bt_soft_body isn't initialized
Update soft_body_bullet.cpp
2021-10-02 22:03:54 +09:00
Francois Belair 6be31e559d
Fix empty line hover; fix open non-res:// script
(cherry picked from commit 572979d011)
2021-10-01 21:30:39 +02:00
Francois Belair 3754759e26 Fix extends parsing breaking if it has the cursor 2021-10-01 11:31:05 -04:00
Hugo Locurcio fe2f24c47c
Improve the documentation for `ease()` and `smoothstep()`
This adds a cheatsheet for `ease()` and a comparison graph for
`smoothstep()`, among other things.

(cherry picked from commit 567b6436c9)
2021-10-01 08:04:20 +02:00
Francois Belair 679ce6fd0b Fix LSP crash parsing scripts of temp size 0 2021-09-30 11:11:56 -04:00
Rémi Verschelde fba9fb2439
Merge pull request #53183 from m4nu3lf/threadsafe_bullet_3.x 2021-09-29 21:34:56 +02:00
Rémi Verschelde 585a9c2979
Merge pull request #48300 from akien-mga/3.x-bullet-3.09 2021-09-29 21:25:58 +02:00
Rémi Verschelde b7901c773c
bullet: Sync with upstream 3.17
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads
SCons into not properly rebuilding all files when headers change.

This means we also need to make sure Bullet builds without warning, and
current version fares fairly well, there were just a couple to fix (patch
included).

Increase minimum version for distro packages to 2.90 (this was never released
as the "next" version after 2.89 was 3.05... but that covers it too).
2021-09-29 16:30:34 +02:00
Rémi Verschelde 69b2f1dcc6
Merge pull request #53094 from Razoric480/fix-func-doc-_init 2021-09-29 15:47:37 +02:00
Francois Belair ae3aec1dbc Makes LSP report new() as _init; fixes docstrings 2021-09-29 08:43:32 -04:00
Manuele Finocchiaro 6f81c213a6 Compile bullet with threasafe switch on 2021-09-28 17:21:26 +01:00
Rémi Verschelde dbe0e4613a
Merge pull request #53140 from V-Sekai/gltf_naming_fix 2021-09-28 08:40:54 +02:00
Pedro J. Estébanez 6697e380d9 Fix check for freed object during cast 2021-09-27 19:46:49 +02:00
SaracenOne c6387e58e9 Fixes naming conflict in GLTF importer 2021-09-27 18:07:50 +01:00
BimDav 9de9994444
Reload kinematic shapes when changing PhysicsBody mode to Kinematic
Prevents a crash when calling test_body_motion. Call reload_kinematic_shapes
from init_kinematic_utilities as they are always called together.

(cherry picked from commits 112985c5bc
and 3540e716f9)
2021-09-27 18:10:30 +02:00
Jordan Schidlowsky 3b43dfee11 [Net] ENet poll now only service the connection once.
It used to call `enet_host_service` until all events were consumed, but
that also meant constantly polling the connection leading to potentially
unbounded processing time.

It now only service the connection once, and instead consumes all the
retrieved events via `enet_host_check_events`.
2021-09-27 10:15:41 +02:00
Jordan Schidlowsky 25636f8db7 [Net] ENet now sends fragmented packets unreliably too.
It used to always send them reliably when transfer mode was unreliable
or ordered if the packet size was more then the enet host MTU (1400
bytes by default).

This commit also adds a warning when debug is enabled to explain the
effects of sending fragmented packets unreliably.
2021-09-27 10:15:34 +02:00
Aaron Franke 674cb947ea
[3.x] Fix GLTF light import 2021-09-26 21:57:03 -05:00
Francois Belair 885d905b0d Make LSP send applyEdit to connect editor signals 2021-09-25 15:22:28 -04:00
Rémi Verschelde 6e39566344
Merge pull request #52883 from Germanrc/script_reload_fix
C# scripts reload in editor fixed
2021-09-24 08:33:49 +02:00
Bartłomiej T. Listwon f463e612a1 Add missing WIN32_LEAN_AND_MEAN 2021-09-23 10:36:31 +02:00
Germanrc 84a218d346 C# script reload fixed
Co-authored-by: Michael Bickel <mib@developium.net>
2021-09-21 23:03:45 +02:00
Haoyu Qiu acd15e4cd2
Don't update CSG Shape when not inside tree
(cherry picked from commit 07042b4044)
2021-09-21 17:14:59 +02:00
David Cambré d6f131904b
Update VisualScriptCustomNode.xml
(cherry picked from commit 080125660a)
2021-09-21 17:14:59 +02:00
Aaron Franke a5543bc35e
[3.x] Warn when using the dectime method
dectime has been removed in the master branch (what will be Godot 4.0)
2021-09-21 10:03:42 -05:00
Rémi Verschelde 22aab6be1c
Merge pull request #51796 from RandomShaper/dangling_obj_release_3.x
[3.x] Promote object validity checks to release builds
2021-09-21 11:48:11 +02:00
Pedro J. Estébanez 26edc6cd41 Promote object validity checks to release builds
Extra:
- Optimized the debug-only check about why the object is null to determine if it's because it has been deleted (the RC is enough; no need to check the ObjectDB).
- Because of the previous point. the debugger being attached is not required anymore for giving the "Object was deleted" error; from now, it only matters that it's a debug build.
- `is_instance_valid()` is now trustworthy. It will return `true` if, and only if, the last object assigned to a `Variant` is still alive (and not if a new object happened to be created at the same memory address of the old one).
- Replacements of `instance_validate()` are used where possible `Variant::is_invalid_object()` is introduced to help with that. (GDScript's `is_instance_valid()` is good.)
2021-09-21 10:39:04 +02:00
Rémi Verschelde b37776fa2f
Merge pull request #52591 from timothyqiu/error-macros
[3.x] Remove do{ } while(0) wrapper around error macros
2021-09-21 10:38:34 +02:00
John J. Donna II 91482a00bb
LSP: Add support for custom host setting
You can now configure host in the `language_server` settings in the editor
settings.

(cherry picked from commit be6da39b8a)
2021-09-20 13:55:28 +02:00
bruvzg 92377f4b20
[macOS] Request camera permission before session init.
(cherry picked from commit e6801a098e)
2021-09-19 11:31:14 +02:00
Hugo Locurcio 59eafe4cd3
Remove `#ifdefs` for handling compilation with Visual Studio < 2015
Godot 3.3 and later require Visual Studio 2017 to be compiled.

(cherry picked from commit fc0bfbb33b)
2021-09-19 11:30:22 +02:00
Aaron Franke 298e29c772
[3.x] Some more C# formatting and style fixes 2021-09-18 12:11:03 -05:00
Rémi Verschelde bb2772d2f2
Merge pull request #52762 from magian1127/3.xTemp1 2021-09-18 14:51:07 +02:00
Magian 0263a87c8b C#, replace the current Xform method with a * operator. 2021-09-18 20:40:08 +08:00
Rémi Verschelde 316b5dad2d
Merge pull request #52390 from raulsntos/csharp-docs-3.x
[3.x] Add documentation to GodotSharp
2021-09-18 01:00:03 +02:00
Rémi Verschelde 4b50cd9b56
Merge pull request #52763 from magian1127/3.xtemp2 2021-09-17 12:26:36 +02:00
Magian 58e742e2c0 C# Array<String> Export Support Enum(String) 2021-09-17 14:03:27 +08:00
Rémi Verschelde ae58f94323
Merge pull request #52445 from nekomatata/fix-mono-nodepath-default-arg-3.x 2021-09-16 15:20:17 +02:00
Aaron Franke 85eb6b6352
[3.x] Make the GLTF module not depend on the RegEx module 2021-09-15 09:19:06 -05:00
Rémi Verschelde 187b1ec61e
Merge pull request #51095 from RandomShaper/error_cast_freed_object_3.x
[3.x] Complain if casting a freed object in a debug session
2021-09-14 22:40:17 +02:00
Pedro J. Estébanez 123d3ef935 Complain if casting a freed object in a debug session
The idea is to give the user a chance to realize a mistake that will cause a crash in a release build (or with no debugger attached).
2021-09-14 21:05:47 +02:00
Rémi Verschelde 154cca3d5d
Merge pull request #52595 from lewiji/mono-build-solution-shortcut
[3.x] Add editor keyboard shortcut for Mono Build solution button
2021-09-14 16:00:10 +02:00
Lewis James 48a6264a87 Add editor keyboard shortcut for Mono Build solution button
Update GodotSharpEditor.cs & csharp_script.cpp with better casing and localisation for HintTooltip on Build button

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-09-14 13:24:03 +01:00
Haoyu Qiu 25bd0c3f72
Try other resolved IPs if one fails to connect
(cherry picked from commit fd52e18d19)
2021-09-14 14:18:18 +02:00
Raul Santos 6a7ca43297
Expose `String.SimplifyPath` in C#
(cherry picked from commit 126b1ea149)
2021-09-14 13:41:26 +02:00
Paul Joannon e2b71de38b
Improve C# method listing
- implement CSharpInstance::get_method_list
- loop through parent classes in CSharpInstance::get_method_list and CSharpScript::get_script_method_list (#46408)

(cherry picked from commit 19f25b6847)
2021-09-14 13:41:26 +02:00
Vincent ea13ff860d
implement individual mesh transform for meshlibrary items
(cherry picked from commit 70108fd850)
2021-09-14 13:41:22 +02:00
Rémi Verschelde bd7394a105
Merge pull request #52219 from Gallilus/Fix-VisualScriptPropertySet-value-property-hint-3x
[3.x] Fix VisualScriptPropertySet value hint
2021-09-14 12:49:43 +02:00
Haoyu Qiu 70853fd669 Remove do{ } while(0) wrapper around error macros 2021-09-12 15:04:53 +08:00
PouleyKetchoupp 781b979292 Fix NodePath default argument in mono bindings
Backport from master, mono was generating "" as default argument
instead of (NodePath)"".
2021-09-06 10:46:33 -07:00
Camille Mohr-Daurat 8608ece42f
Merge pull request #50405 from nekomatata/clean-convex-hull-decomposition-3.x
[3.x] Clean convex hull decomposition code
2021-09-06 09:34:50 -07:00
Raul Santos cacf3e28fd Add documentation to GodotSharp
- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
2021-09-04 20:15:53 +02:00
Raul Santos d76562ceb9 Fix constant tag documentation in C# bindings generator 2021-09-03 23:02:14 +02:00
Fabio Alessandrelli 25f33999af [Net] Silence ENetMultiplayerPeer close_connection.
Used to print an error when it was not active, now it just returns
immediately as per the documentation.
2021-09-02 15:26:23 +02:00
David Cambré 0c9947cb2f Fix VisualScriptPropertySet value hint 2021-08-29 15:42:04 +02:00
Hugo Locurcio c2945365d8
Document that ENet compression mode must match between client and server 2021-08-23 17:35:42 +02:00
David Cambré be7718c96c Revert sequence port VisualScriptPropertySet basic type
Revert a part of #50709.
Adding a sequence port to basic type set breaks backwards compatibility
2021-08-20 15:43:47 +02:00
Lyuma 79b016adad Assign the min values in gltf accessors 2021-08-19 09:30:05 +01:00
Rémi Verschelde 85e13a4e02
Merge pull request #51858 from nekomatata/bullet-test-body-motion-depth-3.x
[3.x] Add collision depth and safe/unsafe fraction to Bullet body_test_motion
2021-08-18 22:45:54 +02:00
PouleyKetchoupp 02adb0e361 Add collision depth and safe/unsafe fraction to Bullet body_test_motion
It was only implemented for godot physics before.
2021-08-18 13:09:27 -07:00
PouleyKetchoupp db47b670f6 Fix crash in body_test_motion when used with RigidBody3D in Bullet
Kinematic utilities are now initialized for a rigid body if needed for a
call to body_test_motion.
2021-08-18 13:07:21 -07:00
Rémi Verschelde ddfaf20f62
Merge pull request #50483 from akien-mga/3.x-ci-emscripten-2.0.25 2021-08-18 11:56:39 +02:00
Rémi Verschelde 1de8f31448
CI: Upgrade Emscripten to 2.0.25
That's the version used by current containers for Godot 3.4.

Fixes a couple stray warnings that new Emscripten/LLVM catches.
2021-08-18 11:13:34 +02:00
Jihyun Yu 5c66891048 Auto-reload scripts with external editor 2021-08-18 16:52:14 +09:00
Rémi Verschelde 632844e464
Merge pull request #51320 from pycbouh/docs-extract-theme-items-3.x
[3.x] Add theme item descriptions to the online documentation
2021-08-13 22:39:09 +02:00
Rémi Verschelde f0b37b1519
doc: Point URLs to 3.4 version of the online docs 2021-08-12 17:08:10 +02:00
Rémi Verschelde ba8551451f
Resource: Remove unused `_use_builtin_script()` virtual method
And another piece of dead code found while searching for "use_builtin".

(cherry picked from commit 6e9439198c)
2021-08-12 16:45:48 +02:00
K. S. Ernest (iFire) Lee beb3a6859d
Continue when glTF2 lights fail to parse.
(cherry picked from commit 0c79a8fa22)
2021-08-12 16:42:16 +02:00
Rémi Verschelde 0142a378c6
HTML5: Fix a couple warnings
Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.

(cherry picked from commit c44ebb020d)
2021-08-12 16:37:38 +02:00
Marcel Admiraal 2449b581dd Fix multiple issues with CSGPolygon 2021-08-12 09:55:18 +01:00
Hugo Locurcio d0508e5155
Enable range coder compression by default in NetworkedMultiplayerENet
From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.

Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.

Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
2021-08-11 21:05:37 +02:00
Haoyu Qiu f4a6737eed Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:27 +08:00
PouleyKetchoupp da159cd258 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 18:55:49 -07:00
Rémi Verschelde 0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp f101349225 Fix applied rotation from moving platforms in move_and_slide
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:04:57 -07:00
Fabio Alessandrelli ef43d95897 [Net] Add "dtls_hostname" property to ENet.
Used to specify the expected "CN" in the server certificate if different
from the server address.
2021-08-09 15:50:52 +02:00
Rémi Verschelde a418d09617
Merge pull request #51166 from RandomShaper/fix_can_reset_3.x 2021-08-09 09:19:25 +02:00
Rémi Verschelde 030bdc5a41
Merge pull request #51325 from raulsntos/fix-msbuild-exception-3.x
[3.x] Ensure MSBuildPanel buttons are instantiated
2021-08-07 12:19:43 +02:00
Raul Santos dd9c07ee46 Ensure MSBuildPanel buttons are instantiated 2021-08-06 22:32:54 +02:00
Francois Belair 6db17a523e Fix LSP completion crashing on sceneless scripts 2021-08-06 15:31:04 -04:00
Yuri Sizov fcbe5a3fde Add theme item descriptions to the online documentation 2021-08-06 18:20:51 +03:00
31 659b89c615
Fix 'script_class' null access when reloading a deleted C# script
(cherry picked from commit 6fd2edddc0)
2021-08-06 13:03:03 +02:00
Rémi Verschelde 70784f983b
Mono: Remove diagnostics incompatible with 3.x codebase 2021-08-06 12:59:17 +02:00
Francois Belair 1f0fa16a15
Fix LSP parsing get_node only from the scene root
(cherry picked from commit 03f8fa9f62)
2021-08-06 11:45:08 +02:00
Raul Santos 332e31260e
Reduce C# Dictionary internal calls
- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls
to get the `key` and the `value` in one call.
- Caches the `DictionaryEntry` to reuse properties without repeating
internal calls.

(cherry picked from commit 2deefd938f)
2021-08-06 11:10:04 +02:00
Raul Santos ca32c18458
Add documentation to Dictionary in C#
Adds documentation to `Godot.Collections.Dictionary` in C#.

(cherry picked from commit 0669ffcd15)
2021-08-06 11:09:56 +02:00
Raul Santos 5c206c38f9
Simplify C# print methods
- Extracts the parameters logic to a single method
- Simplify the handling of null parameters

(cherry picked from commit ad460cde79)
2021-08-05 16:35:55 +02:00
Rémi Verschelde 63047093c9
Merge pull request #48616 from Razoric480/lsp-3x-rename
Implement LSP didSave notify and rename request [3.x]
2021-08-04 20:28:16 +02:00
Yuri Sizov 3857fd5ceb Fix the editor theme application for the Mono build log 2021-08-03 22:11:33 +03:00
Rémi Verschelde d38180b20f
Merge pull request #51208 from Chaosus/vs_cleanup_warnings_3.x
[3.x] Prevents some warnings from appearing in visual scripts
2021-08-03 11:08:00 +02:00
Yuri Roubinsky 96f957f93b [3.x] Prevents some warnings from appearing in visual scripts 2021-08-03 11:27:45 +03:00
Rémi Verschelde f5836b40d4
doc: Use self-closing tags for `return` and `argument`
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.

(cherry picked from commit 7adf4cc9b5)
2021-08-03 10:20:19 +02:00
Haoyu Qiu 812076baf6
Validates VisualScript.add_node input node
(cherry picked from commit 0ca38ffe76)
2021-08-03 09:33:25 +02:00
Haoyu Qiu f4208ad1e8
Do nothing when dragging CSGBox handle perpendicular to the camera
(cherry picked from commit 0f1e107ede)
2021-08-03 09:33:24 +02:00
K. S. Ernest (iFire) Lee 8f592d50c3
glTF2 fallback load PNG and JPG
(cherry picked from commit ddff1c10c3)
2021-08-03 09:15:34 +02:00
K. S. Ernest (iFire) Lee 6ba37005d1
In glTF2 animations, log spam less when running.
(cherry picked from commit 882f7d9bdf)
2021-08-03 09:15:34 +02:00
K. S. Ernest (iFire) Lee 42ad091738
Make curve interpolate crash less.
(cherry picked from commit d67c5afa95)
2021-08-03 09:15:33 +02:00
Raul Santos ecb973ab02
Use `allowEmpty` parameter in Split
(cherry picked from commit b7a66a820b)
2021-08-03 09:15:33 +02:00
Haoyu Qiu ac04032e95 Fix NetworkedMultiplayerENet client memory leak
The host is not destroyed in some error conditions.
2021-08-03 10:14:14 +08:00
Pedro J. Estébanez d272464e6e Implement inherits_script() for NativeScript and PluginScript
(cherry picked from commit 2dcd064056)
2021-08-02 17:58:04 +02:00
Ignacio Roldán Etchevery e72fdc4b95 C#+iOS: Cache AOT compilater output
Implemented some basic caching to avoid unnecessary AOT compilation
of unchanged assemblies that were already compiled previously.
This reduces iOS export times considerably for subsequent builds
since many dependencies never change, such as framework assemblies
and the Godot bindings.

The AOT compiler asm output and object files are now placed in
`res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a
temporary directory.
2021-08-02 17:27:47 +02:00
Ignacio Etcheverry 417a69c643 Implement CSharpScript::inherits_script()
(cherry picked from commit 840255a04b)
2021-08-02 15:30:13 +02:00
Pedro J. Estébanez 7426b3fa91 Add Script::inherits_script()
Partial cherry-pick of 5d4dc2d45c.

Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2021-08-02 15:18:30 +02:00
Rémi Verschelde 02967a9c5e
Merge pull request #51037 from winterpixelgames/ws-fix
3.x WebsocketPeer outbound buffer fixes and buffer size query
2021-08-01 11:14:03 +02:00
Jordan Schidlowsky 023548c0a5 Websocket peer outbound buffer fixes. Expose outbound buffered amount. 2021-07-31 19:50:05 -06:00
Haoyu Qiu a3b221e99f Make action names translatable 2021-07-31 22:19:47 +08:00
Rémi Verschelde 9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
lawnjelly e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
Aaron Franke 48308a5e0a
Fix CSGSphere3D mesh creation
(cherry picked from commit b2156b22ea)
2021-07-28 15:34:00 +02:00
Rémi Verschelde bcc5250cde
Merge pull request #50914 from Razoric480/3x-lsp-symbolkind-fix
[3.x] Fix LSP reporting wrong types
2021-07-27 13:32:46 +02:00
Raul Santos 9fd201c7a4
Ignore paths with invalid chars in PathWhich
(cherry picked from commit d636ebbfe9)
2021-07-27 12:17:14 +02:00
Raul Santos 2d60a64260
Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.

(cherry picked from commit accd05f4ad)
2021-07-27 12:17:09 +02:00
Rémi Verschelde 6a6b6fa5cb
Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
Gallilus 9342457bcd
Change "Add Preload Node" action to "Add Node(s)"
The action might also drop Custom Nodes

(cherry picked from commit 70a6ff0a71)
2021-07-26 13:36:07 +02:00
Aaron Franke 1180256090
Add documentation to Array in C#
(cherry picked from commit 080f44a3b7)
2021-07-26 13:35:52 +02:00
Raul Santos 6ea8334012
Fix documentation in StringExtensions
(cherry picked from commit ba99387bf3)
2021-07-26 13:35:12 +02:00
Hugo Locurcio 974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
Aaron Franke 17551fe29e
[3.x] Add a simple C# .editorconfig 2021-07-24 16:27:57 -04:00
Francois Belair 02bc1bf355 Fix LSP SymbolKind reporting wrong types
Classes were properties, functions interfaces, etc.
2021-07-24 16:25:47 -04:00
Hugo Locurcio 069281d58f
Improve documentation for GDScript constants
(cherry picked from commit 8ff8c1e5f8)
2021-07-24 00:59:35 +02:00
Rémi Verschelde 48d80b31b1
Merge pull request #50709 from DavidCambre/Improve-and-stramline-VisualScriptFuncNodes-Call-Set-Get
[3.x] Improve and streamline VisualScriptFuncNodes Call Set Get
2021-07-23 13:00:24 +02:00
David Cambré af1ea1800d Improve and streamline VisualScriptFuncNodes Call Set Get
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
port 'pass' not backported to 3.x to keep script backwards compatibility
2021-07-22 21:13:37 +02:00
Rémi Verschelde ca8e4889eb
Merge pull request #50706 from dsnopek/webrtc-gdnative-version-3.x
Update GDNative API version for changes from #50659 (Godot 3.x)
2021-07-22 12:47:24 +02:00
Rémi Verschelde 5ca46ee1fd
Merge pull request #50696 from DavidCambre/Allow-dropping-custom-node-scripts-in-VisualScript-editor
[3.x] Allow dropping custom node scripts in VisualScript editor
2021-07-22 12:42:06 +02:00
Rémi Verschelde 9178e24d30 Expose visual script custom node type hints 2021-07-21 19:33:10 +02:00
David Snopek a27f4de2ef Update GDNative API version for changes from #50659 2021-07-21 10:30:31 -05:00
David Cambré 968dd73141 Allow dropping custom node scripts in VisualScript editor 2021-07-21 15:01:07 +02:00
David Snopek 5b2dcc5f6b Add get_buffered_amount() to WebRTCDataChannel 2021-07-20 16:52:33 -05:00
David Snopek 1899a3b1ea
Fix "IDHandler.get_prop is not a function" error when calling some methods on WebRTCDataChannel
(cherry picked from commit 756ed308ee)
2021-07-20 13:05:11 +02:00
Rémi Verschelde f8264abb46
Mono: Remove info dialog discouraging use in production
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.

The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.

(cherry picked from commit 671467b888)
2021-07-20 13:05:04 +02:00
Francois Belair 802bb9c01f Implement LSP didSave notify and rename request 2021-07-17 11:50:17 -04:00
Tomasz Chabora 6021ab5b01
Document remaining Visual Script classes
(cherry picked from commit 1054956461)
2021-07-15 10:46:04 +02:00
Andrea Catania 74e6adda57
Add env.Depends to modules_enabled.gen.h generator
Sometimes scons doesn't detects that a new module is being added. This commit fix it.

(cherry picked from commit b667e72adf)
2021-07-14 23:46:44 +02:00
Rémi Verschelde 875045adde
Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.

(cherry picked from commit f3726ee994)
2021-07-14 23:36:38 +02:00
Rémi Verschelde cbbea6084d
SCons: Generate header with info on which modules are enabled
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.

Now this is defined in a single header which can be included in the
files that need this information.

(cherry picked from commit b7297fb39c)
2021-07-14 23:09:47 +02:00
Rémi Verschelde 6cff43e093
Merge pull request #50150 from Valeryn4/3.x-fix_lightmap_cpu 2021-07-14 12:19:53 +02:00
Rémi Verschelde aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
Rémi Verschelde b0b2b7df31
Merge pull request #50257 from Calinou/physicsserver3d-add-set-iterations-3.x
Add a method to set the number of physics solver iterations in 3D (3.x)
2021-07-14 07:56:57 +02:00
PouleyKetchoupp 788db5cf47 Clean convex hull decomposition code
Remove unnecessary conversion between triangle data and vertex data
whenever possible.
2021-07-13 11:13:25 -07:00
Rémi Verschelde 9a04e2afeb
Revert "Fix gdnative api generation for methods that return enums"
This reverts commit aaacc753a7.
2021-07-13 17:02:59 +02:00
Francois Belair 5774098a91
Implement didClose notification in LSP
(cherry picked from commit 10429019ad)
2021-07-13 10:20:02 +02:00
Rémi Verschelde 9d2cbe2c02
Merge pull request #50328 from nekomatata/convex-hull-simplification-3.x
[3.x] Options to clean/simplify convex hull generated from mesh
2021-07-12 22:34:22 +02:00
Hugo Locurcio 9259b4adc4
Add a method to set the number of physics solver iterations in 3D
This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
2021-07-10 16:29:41 +02:00
PouleyKetchoupp 240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
JestemStefan 9513354f68 Added signed_angle_to for Vector3
Added signed_angle_to method for Vector3

Added signed_angle_to for Vector3

formatting fix...
2021-07-09 12:49:12 +02:00
Hugo Locurcio 4a140294fe
Fix typo in Bullet method name: "collisin" -> "collision"
This method is not exposed to scripting, so compatibility with
existing projects should be preserved.
2021-07-07 22:07:32 +02:00
Hugo Locurcio 37ff524d8c
Improve error reporting in WebSocketServer
This should make troubleshooting easier.

(cherry picked from commit 58455b18b5)
2021-07-06 13:38:54 +02:00
Ranie Jade Ramiso aaacc753a7
Fix gdnative api generation for methods that return enums
(cherry picked from commit 78f55698f2)
2021-07-06 13:36:07 +02:00
Hugo Locurcio 3b11b1022d
Remove unused code related to Travis CI
(cherry picked from commit 257a8a337e)
2021-07-06 11:19:56 +02:00
Fabio Alessandrelli 32e91b232c
[Crypto] Delete mbedtls ctx in deconstructor.
Would cause memory leak when the context was `start`ed but not
`finish`ed.

(cherry picked from commit a28d25c441)
2021-07-06 11:10:47 +02:00
Pitanov V.V d3dab1d06c
Fix GridMap erase Octans
(cherry picked from commit 4da4514b71)
2021-07-06 11:10:45 +02:00
JFonS a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Питанов Валера 47b9afa3e9 fix lightmap cpu crashes 2021-07-06 01:45:04 +10:00
Rémi Verschelde e3d48d7e2c
Merge pull request #49999 from kleonc/visual_script_editor-fix-position-when-zooming
[3.x] VisualScriptEditor Fix in graph position calculation (do not skip zoom)
2021-06-29 16:31:27 +02:00
kleonc 3336453dff VisualScriptEditor Fix in graph position calculation (do not skip zoom) 2021-06-29 15:32:16 +02:00
Fabio Alessandrelli 63f6b29f51
[Net] Add WebSocketServer handshake_timeout property.
Allows customization of the maximum time a client is allowed to stay in
the the "pending" state (i.e. awaiting HTTP handshake).

This used to be 1 second by before, the new default is 3 seconds.

(cherry picked from commit 458437edef)
2021-06-29 14:02:23 +02:00
Fabio Alessandrelli 4994b3a99e
[Net] Fix WebSocketClient path parsing.
Recent changes to parse_url caused the client to make invalid HTTP
requests if no path was specified.

(cherry picked from commit d244dda597)
2021-06-29 14:02:23 +02:00
Paweł Fertyk 2676d815ab
Validate image formats, check if resize_to_po2 failed
(cherry picked from commit 3dae9993ac)
2021-06-29 14:02:23 +02:00
Francois Belair 59d72279ae
Translate file path to URI on LSP symbol requests
(cherry picked from commit a56c2e459b)
2021-06-29 13:12:15 +02:00
Umang Kalra 71da90f5bb
Fixes missing descriptions in search window of visualscript
(cherry picked from commit 5e8d31ef0e)
2021-06-29 13:11:47 +02:00
Rafał Mikrut cb5faca39a
Prevent setting too big or too small Collision Mask and Layer 2021-06-27 17:40:07 +02:00
Aaron Franke 85a0345d57
[3.x] Add Quat angle_to method 2021-06-18 11:00:44 -04:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Aaron Franke b3ac1669c0
[3.x] Fix C# bindings generator for default value types 2021-06-18 01:07:28 -04:00
kobewi dac54b6db3
Fix GridMap still drawing when Alt+Tabbing
(cherry picked from commit 9fbef6f7db)
2021-06-17 12:47:55 +02:00
Fabio Alessandrelli e05a7a4a4b
[Net] ENet non-relaying server now process broadcasts.
Setting `server_relay = false` prevents the server from letting clients
communicate with each other, but without this fix, the server would also
ignore broadcast packets.
With this change, the server still does not relay messages to other
clients, but will correctly process broadcast messages (and "exclusive"
messages) as if they were directed to just the server.

(cherry picked from commit fc255bde29)
2021-06-17 12:47:55 +02:00
Pedro J. Estébanez 2d1943b8d1
Fix slow load/save of scenes with many instances of the same script
(cherry picked from commit 2ca6b9c610)
2021-06-17 12:47:54 +02:00
Rémi Verschelde 465ab36ddf
Merge pull request #49653 from madmiraal/remove-err_prints-3.x
[3.x] Remove duplicate ERR_PRINTS macro
2021-06-16 17:33:22 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
bruvzg d86ccf8309 Fix loading RLE compressed TGA files.
Fix memory reads outside of input buffer when loading invalid TGA files.
2021-06-14 18:51:09 +03:00
Rémi Verschelde c45ce768b1
Merge pull request #47854 from mortarroad/3.x-lossless-webp
[3.x] Implement lossless WebP encoding
2021-06-11 19:35:47 +02:00
Morris Tabor 5de08ef1d6 Implement lossless WebP encoding 2021-06-11 18:48:04 +02:00
Rémi Verschelde 80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
Ignacio Roldán Etchevery a3722a73aa C#+iOS: Fix crash at exit for passing NULL domain to mono_jit_cleanup 2021-06-02 01:34:00 +02:00
Ignacio Roldán Etchevery 4838e609ee C#+iOS: Fixes for games exported with `Use Interpreter` disabled
Added `SystemConfiguration.framework` to the Xcode project to fix
undefined symbols errors building without the interpreter, like:
`_SCNetworkReachabilityScheduleWithRunLoop`.

Added explicit static constructors to the generated `NativeCalls`
class to avoid a `TypeInitializationException` at startup when
Godot attempts to read the static fields (like `godot_api_hash`)
from this class.
This seems to be an issue with Mono's AOT compiler and classes
with the `beforefieldinit` attribute. Not sure if it only happens
when the fields are only accessed via reflection as was our case.
Explicitly declaring the static constructor makes the C# compiler
not add the `beforefieldinit` attribute to the class.
2021-06-02 01:34:00 +02:00
Ignacio Roldán Etchevery 21a739e3b1 C#+iOS: Fix P/Invoke symbols being stripped by the linker
We use `Mono.Cecil` to search for P/Invoke methods in assemblies in
order to collect symbols that we must prevent from being stripped.

We could pass the symbols as `-u` linker arguments (`-Wl,-u,symbol`)
for the native target (not for the project), but it was simpler to
generate referencing code and avoid changes to Godot's iOS exporter.
2021-06-02 01:34:00 +02:00
Ignacio Roldán Etchevery c9047de455 C#+iOS: Fix simulator builds
Replaced obsolete preprocessor check for simulator/device in C code.
Architecture can no longer be used to determine this with Apple Silicon.
The new code uses `TARGET_OS_SIMULATOR` from `TargetConditionals.h`.

We have some mono libs which can only be used in devide builds.
We were adding them as static libs. Previously it was only causing
warnings because missing arch for the simulator, but now this
is treated as an error.

To fix this we turn them into xcframeworks with dummy static libs
for the simulator and the actual ones for devices.
2021-06-02 01:34:00 +02:00
Ignacio Roldán Etchevery 7569f2dccb Fix copying Mono shared libs on macOS 2021-06-02 01:33:55 +02:00
bruvzg 683f96df35 Add separate `simulator` flag for iOS build, change main library to `xcframework`.
Build and export iOS Mono libs as `.xcframework`s, for Apple Silicon iOS simulator support.
2021-06-02 01:09:03 +02:00
Paweł Fertyk 6e67b7a93e
Check for _language in PluginScript.instance_has
(cherry picked from commit 4b25892501)
2021-06-01 12:53:31 +02:00
David Cambré 72bb6dd2be
The built in function math/seed was missing the sequenceport.
(cherry picked from commit d7205ef1d0)
2021-06-01 12:52:18 +02:00
Casey Foote ecf8d99d37
Add support for generating noise images with an offset.
(cherry picked from commit 97c8d9f348)
2021-06-01 12:52:18 +02:00
RaphaelHunter 68f92e6785
Fix OpenSimplexNoise get_image() swap axes
(cherry picked from commit 00cac6e9b6)
2021-06-01 12:52:18 +02:00
Lyuma d699600ec7 gltf: Fix mesh nodes which are also bones.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
2021-05-31 13:18:10 -07:00
K. S. Ernest (iFire) Lee 6ec9468e75 Backport gltf2 module from master. 2021-05-31 13:18:06 -07:00
Marcel Admiraal a2204f3cb3 Fix UV mapping on CSGSphere 2021-05-29 19:13:57 +01:00
Hugo Locurcio a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Rémi Verschelde 65ddfd95ee
Merge pull request #48967 from akien-mga/3.x-embree-3.13.0
[3.x] Upgrade Embree to the latest official release.
2021-05-24 17:03:04 +02:00
Rémi Verschelde b94b09cd19
Merge pull request #46860 from bruvzg/symlinks_and_macos_gdn_framework_export 2021-05-24 15:15:10 +02:00
bruvzg 53f05c9167
Add GDNative Framework loading and export support. 2021-05-24 12:50:18 +03:00
Rémi Verschelde ac3417005d
Merge pull request #48533 from mortarroad/3.x-convex-hull-ported
[3.x] Port Bullet's convex hull computer to replace of QuickHull
2021-05-22 23:23:15 +02:00
jfons a69cc9f13d
Upgrade Embree to the latest official release.
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.

`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.

(cherry picked from commit 767e374dce)
2021-05-22 15:14:07 +02:00
Morris Tabor ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
Rémi Verschelde 2660fafcc0
Merge pull request #48869 from tavurth/feature/hmac-port
Backport HMACContext to 3.x
2021-05-21 19:06:18 +02:00
Rémi Verschelde eb78f80f03
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 12:56:56 +02:00
Will Whitty 3f606263d5 Backport HMac crypto to 3.x
Fix headers

Fix docs formatting

Changes for PR

Fix tests
2021-05-20 13:29:38 +03:00
Rémi Verschelde 6355877c0d
Merge pull request #47863 from mphe/same_line_warning_ignore
Allow warning-ignore in the same line as the respective warning
2021-05-18 15:08:00 +02:00
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 c7182512dd
VisualScript: Fix wrongly setting default value on property hint change
PR #45096 put the backported code in the wrong case, it should be for `type`
and not for `hint`.

Also synced `hint` enum values with `Object.PropertyHint`.

Fixes #48698.
2021-05-13 22:37:31 +02:00
Morris Tabor 9caee3b930
fix misaligned loads in bmp loader
(cherry picked from commit 89a8bbda0a)
2021-05-11 10:44:21 +02:00
Rémi Verschelde 4185a22ca8
Merge pull request #48131 from LightningAA/fix-48113-3.x
[3.x] Fix Array.max() navigating to @GDScript.max()
2021-05-06 20:42:23 +02:00
Rémi Verschelde 48d7eff3e3
Merge pull request #48485 from JFonS/3.x_embree_aarch64
Add checks for __SSE2__ in the lightmap raycaster
2021-05-05 18:35:04 +02:00
JFonS 20717990fd Add checks for __SSE2__ in the lightmap raycaster 2021-05-05 18:24:13 +02:00
Rémi Verschelde e53422c8f9
SCons: Disable embree-based modules on x86 (32-bit)
Fixes #48482.
2021-05-05 18:01:45 +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 b8d198eeed
Merge pull request #48455 from JFonS/3.x_embree_aarch64
[3.x] Switch to embree-aarch64
2021-05-05 15:01:18 +02:00
JFonS 73e2ccd603 Switch to embree-aarch64 2021-05-04 18:59:00 +02:00
Rémi Verschelde 0c8b5b5c4d
Style: Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2021-05-04 16:40:33 +02:00
Rémi Verschelde b4af1eba0a
Style: Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2021-05-04 16:39:13 +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
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 7e61be3cb0
Style: Remove executable bit from non-runnable files 2021-05-04 14:45:07 +02:00
Rémi Verschelde 2660f24160
Merge pull request #48429 from kleonc/posmod-change-int-to-int64
[3.x] Make posmod use int64_t instead of int
2021-05-04 12:31:01 +02:00
Rémi Verschelde 62bea72601
doc: Sync classref with Mono build 2021-05-03 22:34:11 +02:00
kleonc f04a964627 Make posmod use int64_t instead of int 2021-05-03 22:03:16 +02:00
MaxStgs 1fc0fb7a5e
Add WebSocketMultiplayerPeer _incoming_packets check bound
(cherry picked from commit 05ad08941b)
2021-05-03 21:39:43 +02:00
Fabio Alessandrelli 77e3514315
[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.

(cherry picked from commit 3bb40669d5)
2021-05-03 21:39:43 +02:00
Rémi Verschelde e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00