Commit Graph

162 Commits

Author SHA1 Message Date
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Andrii Doroshenko (Xrayez) fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde a16be762ed Fix arguments/default values in CanvasItem bindings 2020-02-18 11:28:26 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Juan Linietsky 8bbbb97336 Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Gilles Roudière b5251eb00f Don't compile editor-only function when tools=no 2020-01-09 22:15:48 +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
Rémi Verschelde 9e1be8f8aa
Merge pull request #32934 from ajweeks/fix-scale-origin
Fix 2D scale gizmo placement
2019-10-30 12:04:10 +01:00
Rémi Verschelde 3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
Fix draw_rect
2019-10-26 23:09:24 +02:00
AJ Weeks fb7a4ce63e Fix canvas scale gizmo placement 2019-10-22 18:17:54 +01:00
AJ Weeks 59d2c71227 Add arcs to indicate angle being measured by ruler 2019-10-19 19:45:56 +01:00
Paul Trojahn bdaedb601c Fix draw_rect
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Hugo Locurcio 8c8dc6f026
Call some CanvasItem property setters only if needed
The CanvasItem property setters `set_modulate`, `set_self_modulate`
and `set_light_mask` have some side effects that don't need to be run
if the value hasn't changed.

This closes #31777.
2019-08-31 21:53:02 +02:00
Tomasz Chabora af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
Rémi Verschelde 9496e29326
Merge pull request #30451 from raphael10241024/fix_outline
Fix DynamicFont outline does not draw using draw_char
2019-07-10 13:38:20 +02:00
Hugo Locurcio 2491c87f86
Add `width` and `antialiased` parameters to CanvasItem `draw_rect()`
This also removes some duplicated editor code which is now obsoleted
by the new parameters in `draw_rect()`.
2019-07-09 20:30:18 +02:00
RaphaelHunter e57d0c8e60 Fix DynamaicFont outline does not draw using draw_char 2019-07-09 12:42:59 +08:00
Furkan Türkal 7d8d337b2c fix some crashes 2019-07-01 14:28:29 +03:00
Juan Linietsky 04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
JFonS 4d933b1530 Fix canvas particle material for old GLSL versions 2019-02-11 14:56:23 +01:00
JFonS a7a21bd9fe Fix particles animation on GLES2 2019-02-06 16:00:22 +01:00
Juan Linietsky d0b736f7e5 Ability to get the current canvas item being drawn from stylebox. 2019-01-24 10:22:41 -03:00
Juan Linietsky e0336996ce Add some checks to avoid disaster when making a node the scene root. Fixes #24484 2019-01-17 15:26:38 -03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 3f9c054163
Merge pull request #23887 from ibrahn/dirty-material-list-lifetime
Moved dirty material lists from static to lifetime controlled by main.
2018-12-11 18:05:19 +01:00
MrCdK 3f7ae10843 Fixed CanvasItem.draw_multimesh() binding. 2018-12-05 01:29:21 +01:00
Ibrahn Sahir c1f5233217 Moved dirty material lists from static to lifetime controlled by main.
As with 7d82bed4f4,
The list is now destroyed before the OS object, so can print errors if
there are unfreed materials.
2018-11-21 15:51:50 +00:00
Juan Linietsky 0afdc5c559 Avoid duplicate visility changed notification, fixes #18160 2018-11-16 19:47:13 -03:00
JFonS 1267f92740 Fix Particles2D animation regression from #23702 2018-11-15 09:22:11 +01:00
JFonS cbfb7bd613 Make 2D particles work OOTB (again) 2018-11-13 23:25:05 +01:00
Juan Linietsky f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Juan Linietsky daa1686772
Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers
Fix picking in CanvasLayer
2018-11-07 17:51:27 -03:00
JFonS 85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +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
Juan Linietsky 74359a1d1e Add a function to force transform update, fixes #17628 2018-09-06 20:38:16 -03:00
Pedro J. Estébanez 6d0f4a4ad7 Fix picking in CanvasLayer
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-25 00:03:26 +02:00
Pedro J. Estébanez 20dc63054f Optimize CanvasLayer::get_global_transform_with_canvas
So it takes advantage of the `get_global_transform` cached data.
2018-08-21 20:10:15 +02:00
Pedro J. Estébanez 49d0af3c8e Fix CanvasItem search for a CanvasLayer
This fixes the situation where a `CanvasItem` descendant of a `Viewport` which in turn is a descendant of a `CanvasLayer` prefers the more outer `CanvasLayer` rather than the `Vierport`'s.

Because of that, `CanvasItem`s inside a `Viewport` inside a `CanvasLayer` were being rendered to the main `Viewport` instead of the render target of the innermost one.
2018-07-18 20:34:21 +02:00
groud 4d78e16bc1 Fixes the bad calculation of margin & anchors when child of Node2D 2018-06-07 21:25:15 +02:00
Rémi Verschelde 2935cd8a58
Revert "Prevent visibility notification from being called twice in object creation" 2018-06-05 12:05:02 +02:00
Rémi Verschelde 44b0146953 Revert "Revert "Prevent visibility notification been called twice in object creation""
This reverts commit 4d277b96ad.

Woops, this wasn't meant to be committed. I just reverted it locally
to test something, nothing wrong with the original commit :)
2018-05-31 15:50:02 +02:00
Rémi Verschelde 4d277b96ad Revert "Prevent visibility notification been called twice in object creation"
This reverts commit d42b17607e.
2018-05-31 12:03:40 +02:00
Bastiaan Olij 6103c8d7a3 Add no-blend canvas item render_mode 2018-05-07 22:41:12 +10:00
Rémi Verschelde 3b1ea51e40
Merge pull request #18172 from Chaosus/fix_notification
Prevent visibility notification from being called twice in object creation
2018-04-18 16:35:38 +02:00
Juan Linietsky 1d15c5d726
Merge pull request #17502 from groud/2Deditor_rect
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
2018-04-13 10:21:44 -03:00