Commit Graph

483 Commits

Author SHA1 Message Date
Jonas Bernemann 4d61118f64 Add project setting to hide home indicator on iOS
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
2019-12-13 11:00:18 +01:00
TerminalJack e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
PouleyKetchoupp 85a955fc56 Flush remaining messages before quitting the game when loading fails
This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
2019-11-29 14:01:56 +01:00
Pawel Lampe 9feb9aef42 godot exit code improvement for --script --check-only, fixes #33895
this commit causes godot executable to return non-zero exit code
once invalid script is passed via --script during --check-only
2019-11-26 10:53:42 +01:00
Marcel Admiraal 83069a3c0f Remove ERR_EXPLAIN macros and the scaffolding they needed. 2019-11-11 10:57:00 +01:00
Rémi Verschelde 621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Hugo Locurcio 8ca0f1a71c
Remove unused `editor/active` project setting
This closes #33322.
2019-11-04 14:35:46 +01:00
Rafał Mikrut 9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Erik 8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
qarmin 616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
Michael Alexsander d12a8940cb Make possible to use just one "size/test_*" value in the settings 2019-10-04 10:27:11 -03:00
Hugo Locurcio ca268dfecd
Validate audio/video driver command-line arguments
This will exit early if the audio/video driver specified doesn't exist.
2019-09-27 15:11:56 +02:00
Andrii Doroshenko (Xrayez) 752debe204 SCons: do not build tests with tools=no
This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
2019-09-26 16:12:07 +03:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
iwek7 617797c47c Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00
Hugo Locurcio 1c1928774c
Mark the V-Sync project setting to require an editor restart
The V-Sync project setting also applies to the editor, but
it will only take effect when the editor is restarted.
2019-08-27 23:16:55 +02:00
Rémi Verschelde 4b53fdb25d
Merge pull request #31481 from Calinou/generate-gdnative-use-gles2
Always use the GLES2 backend when generating the GDNative API JSON
2019-08-26 14:05:20 +02:00
Hugo Locurcio 3d61ca5696
Register as an editor instance when generating the GDNative API JSON
This enables the automatic GLES2 fallback if the hardware
doesn't support the GLES3 backend.

This closes #27768.
2019-08-24 00:09:52 +02:00
Fabio Alessandrelli ce5a3f56a6 Rewrite StreamPeerSSL with SSLContext helper class
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
2019-08-21 16:59:38 +02:00
Rémi Verschelde 0743a07447
Revert "Add Min/Max Window Size Setting" 2019-08-17 16:19:18 +02:00
Emmanuel Barroga a7bf643a7b Add Min/Max Window Size Setting
Add project settings to easily set the minimum and maximum window size.
2019-08-15 12:19:09 -07:00
Michael Alexsander Silva Dias 5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
Hugo Locurcio 47c615caf3
Cap the number of warnings/errors per second rather than per frame
This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.

This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.

This closes #21896.
2019-07-31 17:29:26 +02:00
Rémi Verschelde 20a3bb9c48
Merge pull request #30226 from lawnjelly/interpolate
Add access to interpolation fraction for fixed timestep interpolation
2019-07-18 15:44:14 +02:00
lawnjelly bf6c301b9c Add access to interpolation fraction for fixed timestep interpolation
Addresses #30068

This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.

The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
2019-07-11 08:25:26 +01:00
Hugo Locurcio a84124fd1d
Make `--doctool` create directories if they don't exist
This prevents errors due to missing directories when generating
engine documentation.

This closes #17297.
2019-07-04 17:01:07 +02:00
Rémi Verschelde 98e7ec1e26
Revert "Add godot version in backtrace message" 2019-07-01 13:58:57 +02:00
Rémi Verschelde d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
Rémi Verschelde 336010d676
Merge pull request #28572 from lupoDharkael/trace-info
Add godot version in backtrace message
2019-07-01 09:44:53 +02:00
Rémi Verschelde b0809046be
Merge pull request #30154 from bojidar-bg/30149-export-flag-editor
Ensure --export implies --editor
2019-06-29 18:16:43 +02:00
Bojidar Marinov 9ebc146383
Ensure --export implies --editor
Fixes #30149
2019-06-28 15:34:09 +03:00
Bojidar Marinov 0c4c36d823
Add default values to the editor help, docs, and generated RST
Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
2019-06-27 18:29:35 +03:00
Rémi Verschelde eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Nils ANDRÉ-CHANG d2833d4f4d Replace ` + "/" + ` with `String::file_add()` 2019-06-23 13:33:50 +01:00
Luka Dornhecker ad504b926f Add option to toggle console window on Windows
This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.

Does not impact exported games, which will still run without
console in release and with console in debug mode.

A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.

Fixes #17889.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-20 16:55:52 +02:00
Rémi Verschelde d2f38dbb28
Merge pull request #29470 from KoBeWi/_
Add a separator in debug output for readability
2019-06-19 00:19:14 +02:00
Rémi Verschelde 6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio 786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
Emmanuel Barroga 2cce5699ea Limit Physics Process FPS above 0
Resolves: #19734
2019-06-13 08:53:48 -07:00
Rémi Verschelde 0e6cac8ab8
Merge pull request #29465 from bruvzg/per_pixel_transp_impr
Removes redundant "splash" setting, improves per pixel transparency documentation.
2019-06-12 12:50:17 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Tomasz Chabora c478f2cb1a Add a separator in debug output for readability 2019-06-04 15:20:37 +02:00
bruvzg 54863b20e6
Removes redundant "display/window/per_pixel_transparency/splash" setting, improves per pixel transparency documentation. 2019-06-04 11:21:29 +03:00
Hugo Locurcio dc981d8af7
Display longer Git hashes in engine version dialogs
Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.

In contrast, 9-character hashes are currently unambiguous for
all commits.
2019-06-01 13:52:58 +02:00
Rémi Verschelde af2c742f53 Fix and expose String::strip_escapes(), use it in LineEdit paste
Supersedes #27736.
2019-05-31 15:49:14 +02:00
Rémi Verschelde b10dd110e5 Print engine version to stdout when starting Godot
Also include website URL and make it configurable via version.py
together with the rest of the engine branding.

Add mention to MIT license in --help output.
2019-05-28 11:19:21 +02:00
Rémi Verschelde e8fbb28e20
Merge pull request #29119 from bruvzg/native_icon_support
Add native window/taskbar icon support for Windows and macOS.
2019-05-27 12:09:42 +02:00
Rémi Verschelde a1a71c05ba
Merge pull request #28993 from Calinou/server-hide-noop-cli-arguments
Hide non-applicable CLI arguments in the server platform
2019-05-24 22:56:29 +02:00
Hugo Locurcio 2964e198e0
Hide non-applicable CLI arguments in the server platform
This refactors some of the CLI parsing code to follow the CLI help's
order, making it easier to toggle using compile-time defines.
2019-05-24 20:11:37 +02:00
bruvzg 2b9ed68d6a
Add native window/taskbar icon support for Windows and macOS.
Co-authored-by: Markus Törnqvist <mjt@nysv.org>
2019-05-24 14:23:57 +03:00
Hugo Locurcio 8c7ee6dac4
Tweak the default low-processor usage mode to be 144 Hz-friendly
On high-refresh rate displays, the old default value (8000) effectively
limited redrawing to 125 FPS, no matter whether V-Sync was enabled
or not. The new value limits redrawing to a value slightly above
144 FPS, decreasing input lag and making the editor feel smoother
when using freelook.

60 Hz displays aren't affected by this change when V-Sync is enabled,
since V-Sync will take care of limiting redrawing to 60 FPS.
2019-05-09 22:40:20 +02:00
lupoDharkael 92ea1c3cca Add godot version in backtrace message 2019-05-01 16:52:02 +02:00
Rémi Verschelde 03bd93e3b3
Merge pull request #26830 from KidRigger/physics_fps_bug
Fixes physic_fps=0 bug that prevented quit.
2019-04-05 16:56:29 +02:00
Pedro J. Estébanez 9c3ddf05cb Revert accidental commits
This reverts commit fb37284c02.
This reverts commit 4db0f51b9a.
2019-03-20 21:43:55 +01:00
Pedro J. Estébanez 4db0f51b9a Create live view dock [wip] 2019-03-20 20:44:43 +01:00
Rémi Verschelde 775e74e0d4
Merge pull request #26484 from Andrettin/Configurable-Tooltip-Offset
Make the Tooltip Position Offset Configurable
2019-03-13 20:12:22 +01:00
Anish Bhobe 3c27980a17 Fixes physic_fps=0 bug.
Added a condition to check if the loop exited without iteration
being run by checking the return value from idle().

Fixes: #26321
2019-03-09 17:13:08 +05:30
Rémi Verschelde d462e5153d Set editor hint early for Project Manager and Editor
We need it in setup() already before initializing the renderer,
as it's used to force fallback to GLES2 if GLES3 fails.

Fixes #26806.
2019-03-09 01:04:55 +01:00
Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
Andrettin 30c07c1ae1 Made the tooltip position offset configurable 2019-03-02 12:11:42 +01:00
marxin aff84ec55d Fix -Wsuggest-attribute=format warnings. 2019-02-27 06:56:50 +01:00
Rémi Verschelde 8862d37e69 Fix property hint for stretch strink setting
Fixes #25184.
2019-02-25 16:53:33 +01:00
Juan Linietsky 9d78274e06 Make allowed pid for window takeover happen immediately, fixes #21431 2019-02-23 12:09:35 -03:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde e7018e4017 ProjectSettings: fix category for per pixel transparency settings 2019-02-20 14:45:02 +01:00
marxin 155cbe0b37 Fix warnings seen with warnings=all and recent GCC 8.2. 2019-02-18 21:54:31 +01:00
Rémi Verschelde 75dae1b9a9 Drivers, main, servers: Ensure classes match their header filename
Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
  (same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-02-12 14:39:47 +01:00
Juan Linietsky 8ff00ca52d Make recursive nature of iteration not fail. 2019-01-24 13:09:05 -03:00
Juan Linietsky 99d997e424 Do not fail on recursive iteration. Not ideal but should work for now and not crash. Fixes #25272
Eventually some sort of main even queue should be implemented to do this properly.
2019-01-24 12:42:57 -03:00
Juan Linietsky 0c9fd3c4b4 Avoid cyclic iteration check, fixes #24969 2019-01-22 13:17:39 -03:00
Rémi Verschelde 02ffc59270 GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.

It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.

Fixes #24466.
2019-01-14 19:02:07 +01:00
Timo Schwarzer 8d79fea969
Don't apply target_fps in editor 2019-01-03 18:22:42 +01:00
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 9cb18232c2 Core: Drop unused global_defaults logic
It used to be used for Android and iOS to specify platform-specific
project settings overrides, but we now have feature tags for that.
2018-12-20 11:02:49 +01:00
Rémi Verschelde 9df7ed59fb
Merge pull request #19501 from Zylann/custom_loaders
Added basic support for custom resource savers and loaders
2018-12-16 14:26:56 +01:00
Marc Gilleron 065e2670af Added basic support for custom resource savers and loaders 2018-12-15 05:34:53 +00:00
Rémi Verschelde dc2fadc14d
Merge pull request #22733 from guilhermefelipecgs/fix_wm_class
[x11] Use "application/config/name" for WM_CLASS
2018-12-07 22:35:17 +01:00
Rémi Verschelde e4a2003b98
Merge pull request #22323 from williamd1k0/ignore-main-scene
Editor: Skip loading main scene if restore_scenes_on_load is used
2018-12-07 15:08:34 +01:00
Fabian a01608c389 Improved support for custom image loaders 2018-11-23 08:16:54 +10:30
George Marques 9fac01e410 Fix deploy with network filesystem
Also make some prints only happen in verbose mode.
2018-11-10 10:51:31 -02:00
Rémi Verschelde 1169196f04
Merge pull request #22779 from Superwaitsum/LimitSettings
Limit several project settings
2018-10-25 11:38:06 +02:00
Superwaitsum e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Zaven Muradyan 552c518b80 Show an alert when a project is not found in release mode
Previously, an error message would get printed to the console, but this
is problematic in e.g. Windows where a console is not displayed. In the
case of a missing .pck file, the binary would just silently fail. Now,
it shows an alert.

Fixes #21994.
2018-10-17 20:48:53 -07:00
Guilherme Felipe f402253939 [x11] Use "application/config/name" for WM_CLASS 2018-10-05 17:18:10 -03:00
Rémi Verschelde 6ab78d9ffb Fix some more warnings reported by CI
Fixes the following Clang 7 warnings:
```
core/io/marshalls.cpp:872:10: warning: unused variable 'f' [-Wunused-variable]

core/ustring.cpp:1831:2: warning: 'register' storage class specifier is deprecated and incompatible with C++17 [-Wdeprecated-register]
core/ustring.cpp:1832:2: warning: 'register' storage class specifier is deprecated and incompatible with C++17 [-Wdeprecated-register]

drivers/gles3/rasterizer_gles3.cpp:82:24: warning: unused function '_gl_debug_print' [-Wunused-function,34]

main/main.cpp:118:13: warning: unused variable 'auto_build_solutions' [-Wunused-variable]

modules/csg/csg_gizmos.cpp:225:46: warning: 'current' may be used uninitialized in this function [-Wmaybe-uninitialized]
```
2018-10-03 14:13:42 +02:00
William Tumeo 62218ea41b Editor: Skip loading main scene if restore_scenes_on_load is used 2018-10-02 15:41:16 -03:00
groud 943feeee10 Avoid the window size to go below 0 2018-10-02 14:51:24 +02:00
Rémi Verschelde fc8b73a935 Main: Use ImageLoader directly instead of Image::load
Image::load is now issuing warnings (since ef50957) to prevent users
from using it to load images at runtime which would be included in
their exported game.

So we now use ImageLoader explicitly instead for the custom-handled
cases in Main.

Fixes #21072, supersedes #22321.
2018-09-30 21:31:16 +02:00
Rémi Verschelde cda5b0bfe1 Fix warnings about unused variables [-Wunused-variable]
Fixes the following GCC 5 warnings:
```
drivers/gles2/rasterizer_scene_gles2.cpp:1139:15: warning: unused variable 'offset' [-Wunused-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:1205:39: warning: unused variable 'multi_mesh' [-Wunused-variable]
drivers/gles2/rasterizer_storage_gles2.cpp:359:7: warning: unused variable 'srgb' [-Wunused-variable]
drivers/gles2/shader_gles2.cpp:1016:45: warning: unused variable 'texture_hints' [-Wunused-variable]
editor/animation_track_editor.cpp:776:9: warning: unused variable 'keys_to' [-Wunused-variable]
editor/editor_inspector.cpp:273:7: warning: unused variable 'vs_height' [-Wunused-variable]
editor/editor_themes.cpp:202:10: warning: unused variable 'begin_time' [-Wunused-variable]
editor/editor_themes.cpp:239:10: warning: unused variable 'end_time' [-Wunused-variable]
editor/plugins/animation_blend_tree_editor_plugin.cpp:726:17: warning: unused variable 'an' [-Wunused-variable]
editor/plugins/script_text_editor.cpp:1278:8: warning: unused variable 'fold_state' [-Wunused-variable]
main/main.cpp:132:13: warning: 'use_vsync' defined but not used [-Wunused-variable]
modules/cvtt/image_compress_cvtt.cpp:231:8: warning: unused variable 'y_end' [-Wunused-variable]
modules/cvtt/image_compress_cvtt.cpp:311:6: warning: unused variable 'shift' [-Wunused-variable]
modules/gdscript/gdscript_editor.cpp:58:7: warning: unused variable 'th' [-Wunused-variable]
modules/gridmap/grid_map.cpp:1084:6: warning: unused variable 'ofs' [-Wunused-variable]
modules/theora/video_stream_theora.cpp:442:9: warning: unused variable 'tr' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2606:6: warning: unused variable 'count' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2829:6: warning: unused variable 'seq_count' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2844:24: warning: unused variable 'vnode_function' [-Wunused-variable]
modules/websocket/lws_peer.cpp:122:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:135:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:63:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:91:12: warning: unused variable 'peer_data' [-Wunused-variable]
platform/android/export/export.cpp:763:16: warning: unused variable 'node_size' [-Wunused-variable]
scene/gui/rich_text_label.cpp:850:10: warning: unused variable 'x_ofs' [-Wunused-variable]
scene/gui/text_edit.cpp:653:8: warning: unused variable 'tab_w' [-Wunused-variable]
scene/resources/bit_mask.cpp:186:6: warning: unused variable 'i' [-Wunused-variable]
scene/resources/mesh.cpp:549:20: warning: '_array_name' defined but not used [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:107:10: warning: unused variable 'v2' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:108:10: warning: unused variable 'v3' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:109:10: warning: unused variable 'v4' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:110:10: warning: unused variable 'v5' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:111:10: warning: unused variable 'v0n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:112:10: warning: unused variable 'v1n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:113:10: warning: unused variable 'v2n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:114:10: warning: unused variable 'v3n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:115:10: warning: unused variable 'v4n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:116:10: warning: unused variable 'v5n' [-Wunused-variable]
servers/visual/default_mouse_cursor.xpm:2:21: warning: 'default_mouse_cursor_xpm' defined but not used [-Wunused-variable]
```
2018-09-27 16:25:24 +02:00
Rémi Verschelde eb4af940dd Main: Group static members and add some docs 2018-09-20 14:38:40 +02:00
Fabio Alessandrelli 0e56377e96 Allow system certs file to be used by Editor.
Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
2018-09-15 14:45:54 +02:00
Rémi Verschelde de644a628d Make boot splash background color always configurable
This also means that you can keep the default Godot splash and
set your own custom background color.

Fixes #22076.
2018-09-14 21:00:26 +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
Rémi Verschelde c0df3b147e Make sure project manager gets editor hint set
Previous fix in e8e06b2 worked in most cases but not if you run e.g.
'godot -', where the '-' argument would mean that 'project_manager'
is false and yet that's what will be opened eventually.
2018-09-10 14:53:45 +02:00
Rémi Verschelde e8e06b2c9a Set editor hint for the project manager
Fixes #21823.
2018-09-10 12:39:01 +02:00
Hein-Pieter van Braam 08f452d1a9 Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.

This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.

We also no longer crash when GLES3 is not functioning on a platform.

This fixes #15324
2018-08-26 16:40:46 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Rémi Verschelde de59fe04e7 Add print_verbose to print to stdout only in verbose mode
Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
	print_line(msg);
2018-08-24 09:23:20 +02:00
Rémi Verschelde 2d4a4a245d Main: Fix --check-only option implemented as paired
Fixes #20503.

Also added the option to the Linux manpage.
2018-07-27 08:39:48 +02:00
Rémi Verschelde 237148e80f
Merge pull request #18368 from Gamblify/RasterizerEngineSync
sync rasterizers with engine
2018-07-25 20:33:37 +02:00
Rémi Verschelde 8c9e10553c Fix build issues and typos after c69de2ba4 2018-07-20 08:37:10 +02:00
Juan Linietsky c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Marcelo Fernandez 9f6536bd0a Add Audio Server profiling time to the profiler 2018-07-17 10:11:56 -03:00
Max Hilbrunner dc2d8d4dee
Merge pull request #19229 from RandomShaper/fix-focus-steal
Fix debugger focus stealing
2018-07-05 00:27:08 +02:00
Chaosus 5c0a576630 Fix vsync initialization 2018-06-25 18:17:19 +03:00
Nathan Warden 03bb14bcc5 The build-solutions flag now forces editor mode. 2018-06-15 17:08:59 -05:00
Marcelo Fernandez c8a5145a6d Removed unused AudioServer::update function 2018-06-15 14:13:33 -03:00
Gustav Lund 35eb7f2d6a Rasterizers are now in sync with engine
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.

Remove unused rasterizer storage variable

frame.prev_tick variable were not used anywhere and has been removed
2018-06-05 16:33:02 +02:00
Timur Celik 3390972373 Add cli paramerter --check-only for script parsing 2018-05-31 20:42:32 +02:00
Pedro J. Estébanez 2fcbf9dd81 Fix debugger focus stealing
At least on Windows, the authorization must be given every time, not only at startup.
2018-05-28 21:49:48 +02:00
Juan Linietsky 5bb412f389
Revert "Make the performance reporting update frequency customizable" 2018-05-28 08:47:09 -03:00
Max Hilbrunner 16974d81d8
Merge pull request #18998 from Calinou/customizable-performance-reporting-rate
Make the performance reporting update frequency customizable
2018-05-26 17:31:52 +02:00
George Marques 55b4b30ab2
Only add autoloads in editor if they have tool scripts 2018-05-22 13:26:13 -03:00
Hugo Locurcio 228ae60a63
Make the performance reporting update frequency customizable
The default update frequency has been changed from 1000ms to 250ms.
2018-05-18 11:49:21 +02:00
Juan Linietsky 005b69cf6e -New inspector.
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)

-
2018-05-15 17:14:31 -03:00
Juan Linietsky 47d4a011d8
Merge pull request #18545 from vnen/editor-autoload
Enable autoload in editor
2018-05-14 17:59:34 -03:00
Leon Krause 430d84769c Change reused variable name in command line parsing 2018-05-12 13:31:03 +02:00
Leon Krause 5b4974f171 Remove dead branch in command line logic 2018-05-12 13:10:13 +02:00
Leon Krause 3bdeb6f8a8 Revert "Fix custom resource path look-up per command line"
This reverts commit 942f6dfbd6.
2018-05-12 12:50:58 +02:00
Rémi Verschelde eaa6613f06
Merge pull request #18770 from eska014/cmdline
Command line fixes
2018-05-11 14:20:50 +02:00
Leon Krause c4c7270cc7 Fix help/man for --export and --export-debug 2018-05-10 22:08:21 +02:00
Leon Krause 942f6dfbd6 Fix custom resource path look-up per command line 2018-05-10 20:18:43 +02:00
volzhs 99bc7f3f4e Fix setting for pointing emulation
Fix #18582

GLOBAL_DEF("input/something") is treated as Input Map setting, not as General.
2018-05-10 14:26:28 +09:00
Hein-Pieter van Braam e668757aa9
Merge pull request #14622 from bruvzg/non-rectangular-windows
Experimental support for windows with per-pixel transparency.
2018-05-08 16:44:35 +02:00
Blazej Floch c45f44d856 Local debugger fixes and extensions
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
2018-05-07 23:17:06 -04:00
Juan Linietsky 633bbdb231
Merge pull request #17353 from zmanuel/timer_hysteresis_multiframe_pr1
Use hysteresis for smoother physics update frequency
2018-05-07 19:27:32 -03:00
Rémi Verschelde 18c28c159d
Merge pull request #17196 from RandomShaper/improve-gui-touch
Implement universal translation of touch to mouse (3.1)
2018-05-02 10:47:49 +02:00
George Marques decf178033
Enable autoload in editor
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
2018-05-01 11:44:08 -03:00
Pedro J. Estébanez de9d40a953 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00
Hugo Locurcio 1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Hugo Locurcio 16a3f66420
Enable DynamicFont oversampling by default
This results in a better DynamicFont appearance when scaled, which
is especially noticeable when using the `2d` scaling mode.
2018-04-19 01:25:25 +02:00
Manuel Moos d5abd4eb75 Add hysteresis to physics timestep count per frame
Add new class _TimerSync to manage timestep calculations.
The new class handles the decisions about simulation progression
previously handled by main::iteration(). It is fed the current timer
ticks and determines how many physics updates are to be run and what
the delta argument to the _process() functions should be.

The new class tries to keep the number of physics updates per frame as
constant as possible from frame to frame. Ideally, it would be N steps
every render frame, but even with perfectly regular rendering, the
general case is that N or N+1 steps are required per frame, for some
fixed N. The best guess for N is stored in typical_physics_steps.

When determining the number of steps to take, no restrictions are
imposed between the choice of typical_physics_steps and
typical_physics_steps+1 steps. Should more or less steps than that be
required, the accumulated remaining time (as before, stored in
time_accum) needs to surpass its boundaries by some minimal threshold.
Once surpassed, typical_physics_steps is updated to allow the new step
count for future updates.

Care is taken that the modified calculation of the number of physics
steps is not observable from game code that only checks the delta
parameters to the _process and _physics_process functions; in addition
to modifying the number of steps, the _process argument is modified as
well to stay in expected bounds. Extra care is taken that the accumulated
steps still sum up to roughly the real elapsed time, up to a maximum
tolerated difference.

To allow the hysteresis code to work correctly on higher refresh
monitors, the number of typical physics steps is not only recorded and
kept consistent for single render frames, but for groups of them.
Currently, up to 12 frames are grouped that way.

The engine parameter physics_jitter_fix controls both the maximum
tolerated difference between wall clock time and summed up _process
arguments and the threshold for changing typical_physics_steps. It is
given in units of the real physics frame slice 1/physics_fps. Set
physics_jitter_fix to 0 to disable the effects of the new code here.
It starts to be effective against the random physics jitter at around
0.02 to 0.05. at values greater than 1 it starts having ill effects on
the engine's ability to react sensibly to dropped frames and framerate
changes.
2018-04-09 22:27:29 +02:00
bruvzg ddae098dee
Experimental support for windows with per-pixel transparency (macOS, X11 and Windows). 2018-04-07 17:11:45 +03:00
Rémi Verschelde 10fa69285c Add --print-fps option to output FPS to stdout
Works both for the editor and games.

Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
2018-03-21 09:08:51 +01:00
Bernhard Liebl 2b728de8f2 Fix debugger_stdout_settings being ignored 2018-03-15 12:22:10 +01:00
bruvzg f0d24de960
Fix `--help` output, allow renderer override from command line (`--video-driver`). 2018-03-02 10:05:14 +02:00
Hein-Pieter van Braam b4215c991a Allow running with a custom resource without a main scene
After 3f8a4cc719 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.

We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.
2018-02-26 18:48:47 +01:00
Rémi Verschelde 95b8984d5f Add --quit option to help output and update manpage 2018-02-24 18:22:29 +01:00
Rémi Verschelde 23ebae01dc Refactor version macros and fix related bugs
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
2018-02-23 20:15:29 +01:00
Nathan Warden 4bfb504c2f Added an auto quit and auto build flag to the command line options. 2018-02-19 16:22:55 -05:00
Rémi Verschelde f9b292b935 Prevent loading project-specific config in Project Manager
The Project Manager should share the same settings as the editor most of the time.
The whole init stuff with Main::setup and Main::start needs a good cleanup though.

Fixes #15199.
2018-02-19 13:31:15 +01:00
Ignacio Etcheverry dad47d8876
Merge pull request #16749 from PJB3005/18-02-16-project-manager-mono-debug-fix
Makes project manager never initialize mono debug.
2018-02-18 19:53:46 +01:00
Pieter-Jan Briers dd19826277 Ignore tools CLI flags in non-tools builds.
Some flags were still parsed but either did nothing or broke everything.

No reason to parse them.
2018-02-17 12:24:30 +01:00
Pieter-Jan Briers 1099838079 Makes project manager never initialize mono debug.
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.

This is fixed now by making a Main::is_project_manager().
2018-02-16 16:15:35 +01:00
Rémi Verschelde e0f43e0678
Merge pull request #15564 from RandomShaper/adpod-topmost
Add new window setting: always on top
2018-02-14 16:43:40 +01:00
Rémi Verschelde 583d6f2682
Merge pull request #15741 from paulloz/bug-no-main-scene
Fix bug when launching a game with no main scene
2018-02-14 16:25:18 +01:00
Hugo Locurcio 55a2bffac9
Always detect and use hiDPI in the project manager if needed
This makes its hiDPI behavior consistent with the editor.
2018-02-13 22:35:20 +01:00
Zephilinox 1c473a47e5 Print FPS setting now only prints the game FPS 2018-01-23 23:40:24 +00:00