Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:
* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.
After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
This PR is a continuation of #50381 (which was implemented exactly a year ago!)
* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.
Obligatory Screen:
A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size
TODO:
* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.
In general this PR is a starting point for more contributors to improve and enhance this functionality.
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).
This mode ensures only const functions can be called, making it safe to use from the editor.
Co-Authored-By: reduz <reduzio@gmail.com>
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core
This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.
Until then, it's better to remove that boilerplate since it's not needed.
Closes#18711.