Commit Graph

992 Commits

Author SHA1 Message Date
patwork 2dedf6253b Fix -empty string- console log in web export 2024-05-28 12:32:46 +02:00
Paulo Poiati a3769c0edc Properly set window class in Wayland 2024-05-22 10:42:12 -03:00
Rémi Verschelde f58a96cfa2
Merge pull request #92075 from autoit4you/fix-92062
Use `GLOBAL_GET` for `window_{height,width}_override`
2024-05-18 17:41:48 +02:00
Lea 414cc6c89e Use GLOBAL_GET for window_{height,width}_override
Before ProjectSettings::get was used, resulting in ignoring
feature tag overrides for display/window/size/window_width_override
and display/window/size/window_height_override.

Fixes #92062
2024-05-18 11:51:04 +02:00
Raul Santos e516479889
Release Engine after unregistering GDExtensions
The Engine is used to retrieve singletons, and GDExtensions may try to retrieve a singleton (e.g.: `OS`) in their deinitialization.
2024-05-17 21:29:11 +02:00
kobewi 413c11357d Use Core/Scene stringnames consistently 2024-05-13 23:41:07 +02:00
Programneer efaba30116 Don't define NO_EDITOR_SPLASH in export templates 2024-05-12 13:12:56 +02:00
A Thousand Ships a0dbdcc3ab
Replace `find` with `contains/has` where applicable
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
2024-05-08 12:37:42 +02:00
David Snopek 2c5c3ae579 Generate docs from GDExtensions using `--gdextension-docs` with `--doctool` 2024-05-07 11:45:17 -05:00
A Thousand Ships 955d5affa8
Reduce and prevent unnecessary random-access to `List`
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)

* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
Bastiaan Olij 527c30c594 Add support for OpenXR hand interaction extension 2024-05-02 19:15:02 +10:00
RedMser 3047bd4339 Ensure --doctool is run from root directory when implicit cwd is used 2024-05-01 13:36:37 +02:00
kobewi 3ebb5b84a0 Add separate feature tags for editor runtime 2024-04-26 14:44:38 +02:00
Kusok 1e8eff815a Don't ignore `audio/driver/output_latency.web` 2024-04-25 17:09:45 +08:00
kobewi 12f39befa9 Use minor version in EditorSettings file name 2024-04-19 00:13:06 +02:00
Rémi Verschelde 35369b8d28
Merge pull request #90507 from Calinou/tests-disabled-error-on-test-cli-argument
Exit with an error if using `--test` on binary without unit tests compiled
2024-04-18 12:24:24 +02:00
A Thousand Ships abe7ec1543
Fix some build errors with `disable_3d=yes` 2024-04-16 14:25:36 +02:00
Rémi Verschelde c951421c99
Merge pull request #90268 from RandomShaper/wtp_servers
Use WorkerThreadPool for Server threads (enhanced)
2024-04-15 10:12:00 +02:00
Aaron Franke 6dd4a68797
Reorganize some code to have 2D things grouped together 2024-04-13 02:56:50 -07:00
Hugo Locurcio 7467ce6405
Exit with an error if using `--test` on binary without unit tests compiled
This makes it clearer that `tests=yes` should be used at compile-time.
Previously, the engine would run as if the argument wasn't passed,
which can be confusing.
2024-04-11 00:07:42 +02:00
Juan Linietsky 65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
Mikael Hermansson 9d01793dff Add `--import` command-line flag 2024-04-09 15:18:59 +02:00
smix8 a67037635b Remove NavigationServerDummy warnings
Removes NavigationServerDummy warnings.
2024-04-06 03:07:22 +02:00
Samuel Nicholas 93559db3a2
Properly skip printing version header with `--no-header`
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-03-26 11:41:13 +01:00
Rémi Verschelde f49efbe0e5
Merge pull request #89229 from akien-mga/main-refactor-os-exit-code
Refactor OS exit code to be `EXIT_SUCCESS` by default
2024-03-24 01:15:06 +01:00
Ricardo Buring 2ed2ccc2d8 Fixed Timestep Interpolation (2D)
Adds fixed timestep interpolation to the rendering server (2D only).
Switchable on and off with a project setting (default is off).

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-03-23 12:28:36 +01:00
Aaron Franke 9e0b38ecd3 Disable XR server when compiling without 3D 2024-03-13 09:02:10 -07:00
Rémi Verschelde 023dcd44c1
Refactor OS exit code to be `EXIT_SUCCESS` by default
- `Main::setup` early exits (failure or `--help`/`--version`) now
  consistently return `EXIT_FAILURE` or `EXIT_SUCCESS` on all platforms,
  instead of 255 on some and a Godot Error code on others.
- `Main::start` now returns the exit code, simplifying the handling of early
  failures.
- `Main::iteration` needs to explicit set the exit code in OS if it errors
  out.
- Web and iOS now properly return `OS::get_exit_code()` instead of 0.
2024-03-08 23:31:24 +01:00
David Nikdel 5e6adb4a2d Merge uid_cache.bin and global_script_class_cache.cfg after mounting PCKs
fixes godotengine#82061
fixes godotengine#61556

Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
2024-03-06 12:14:21 -05:00
Rémi Verschelde e63de52bdb
Check if DisplayServer supports icons before attempting setting it 2024-03-05 14:39:11 +01:00
Hugo Locurcio 67e9ccdbc4
Display the build date in the editor and when starting the engine
This can be used to quickly see how recent a development build is,
without having to look up the commit date manually.
When juggling around with various builds (e.g. for benchmarking),
this can also be used to ensure that you're actually running the
binary you intended to run.

The date stored is the date of the Git commit that is built, not
the current date at the time of building the binary. This ensures
binaries can remain reproducible.

The version timestamp can be accessed using the `timestamp` key
of the `Engine.get_version_info()` return value.
2024-02-27 20:39:17 +01:00
A Thousand Ships f06222e487
[Physics] Fix export with 3D disabled 2024-02-22 16:23:48 +01:00
Anatoli Babenia e25cfffc7f Add `--no-header` option to clean output
* Do not print empty line when header is disabled
* Do not print Vulcan header
* Also add "Print header" project setting (default On)
  (suggested by @kaissouDev)
* Add docs for the project setting
  (with suggestions by @Mickeon and @akien-mga)

Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-15 14:10:11 +03:00
Hugo Locurcio 67b8d71c79 Disable ReShade in the editor and project manager (if run via Vulkan)
ReShade can still be used on projects run from the editor as well
as exported projects.

This avoids several issues:

- ReShade doesn't play well with low-processor mode, making it hard
  to use unless the Update Continuously editor setting is enabled.
- The ReShade overlay appears on every popup opened, which made popups
  unusable.
- If you use a ReShade configuration that heavily affects the image,
  it won't affect the editor UI which may become unreadable as a result.

This doesn't affect the editor being run via OpenGL or Direct3D 12
as ReShade is injected in a different manner when using those graphics
APIs.
2024-02-14 06:30:20 +01:00
Rémi Verschelde afc49e52e4
Merge pull request #88130 from AlekseyKapustyanenko/Rotary_Input
Add rotary input support for Android platform
2024-02-13 23:43:33 +01:00
ALEKSEY KAPUSTYANENKO d5c2a641f0 Add rotary input support. Fix documentation 2024-02-13 21:12:59 +04:00
Rémi Verschelde c8b5290119
Merge pull request #87013 from bruvzg/intel_angle_with_ids
[Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist.
2024-02-13 17:23:41 +01:00
Rémi Verschelde 62143552f3
Merge pull request #87635 from rune-scape/manage-time-singleton
Manage time singleton in `register_core_types`
2024-02-12 13:34:13 +01:00
rune-scape c5bcc3ae86 Manage time singleton 2024-02-11 14:39:20 -08:00
A Thousand Ships 684752e75b
Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
Hugo Locurcio f7f51bdd7a
Add colors to the command-line help 2024-02-01 23:44:29 +01:00
Riteo 7e0f7d3abd Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:

- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.

- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.

- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.

- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.

- The cursor doesn't yet support fractional scaling.

- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).

- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.

This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.

Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2024-01-30 16:44:47 +01:00
David Snopek a8690cbeed Add support for OpenXR local floor extension 2024-01-23 09:19:09 -06:00
Hugo Locurcio 6e5e7b8cb7
Add `--log-file` command line argument to write output log to a file
This works even if file logging is disabled in the project settings,
or for the editor/project manager.

`--log-file`'s value can be an absolute path or relative to the project
directory (similar to existing arguments like `--write-movie`).
2024-01-19 20:30:04 +01:00
Rémi Verschelde fa81059b9d
Merge pull request #85939 from adamscott/single-threaded-godot-4
Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread
2024-01-18 09:33:52 +01:00
Adam Scott bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Rémi Verschelde 0a7579b161
Fix `#if *_ENABLED` inconsistencies, should check if defined
Co-authored-by: Caroline Joy Bell <halotroop2288@proton.me>
2024-01-17 10:30:15 +01:00
bruvzg 3badb90020 [Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist. 2024-01-09 19:28:45 +02:00
Pedro J. Estébanez 9444d297ed WorkerThreadPool: Overhaul scheduling and synchronization
This commits rewrites the sync logic in a way that the
`use_system_threads_for_low_priority_tasks` setting, which was added due to
the lack of a cross-platform wait-for-multiple-objects functionality, can be
removed (it's as if it was effectively hardcoded to `false`).

With the new implementation, we have the best of both worlds: threads don't
have to poll, plus no bespoke threads are used.

In addition, regarding deadlock prevention, since not every possible case of
wait-deadlock could be avoided, this commits removes the current best-effort
avoidance mechanisms and keeps only a simple, pessimistic way of detection.

It turns out that the only current user of deadlock prevention, ResourceLoader,
works fine with it and so every possible situation in resource loading is now
properly handled, with no possibilities of deadlocking. There's a comment in
the code with further details.

Lastly, a potential for load tasks never being awaited/disposed is cleared.
2024-01-08 12:45:42 +01:00
Hugo Locurcio 6da4d5bd60
Suggest `--headless` CLI argument in DisplayServer not found error message
This is helpful for newcomers setting up Godot on CI, as this provides
automatic guidance as for why it doesn't run out of the box if
there's no X11 server available.
2023-12-21 23:42:39 +01:00