Adds the bind `add_selection_for_next_occurrence` to TextEdit, with CTRL+D as the default shortcut.
When the bind is performed, ff a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
If no selection is currently active with the last caret in text fields, selects the word currently under the caret.
The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets. The viewport is adjusted to the latest newly added caret.
The bind and the behaviour is similar to VS Code's "Add Selection to Next Find Match" and JetBrains' "Add Selection for Next Occurrence". It takes advantage of the multi-caret API.
The default shortcut for `select_word_under_caret` has been changed to ALT+G, in order to give priority to CTRL+D for `add_selection_for_next_occurrence` to better align with popular IDEs and editors.
The Godot API (gdnative_interface.h) allows methods to be registered on
extension classes with
`classdb_register_extension_class_method`
a `GDNativeExtensionClassMethodInfo` can be provided to this function
along with a `get_argument_info_func` which according to the comment
indicates that argument names should be definable here.
Unfortunately, setting the name field in the `GDNativePropertyInfo`
struct has no effect on the editor documentation, which continues to
display "_unnamed_arg" for each argument.
I discovered that `get_argument_info` is responsible for this as it
always overrides the `info.name`. I've added an if condition that will
only override the name when it is empty. I've tested this with my
GDExtension module and I can confirm that with this commit, the argument
name shows up in the builtin docs. eg. in Lookup Symbol.
Tweaks comments around the touched-up parts. Also tweaks spacing
Also adds some spacing in all cases of Variant::`reference()`. This is a special for consistency, because it ends up making the cases more readable.
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
- Outright disable spammy warnings due to past or present GCC bugs:
* `-Wno-strict-overflow` for GCC 7.
* `-Wno-type-limits` for GCC before 11 (regressed in 9/10, might work in
earlier releases but at this stage we don't care).
* `-Wno-return-type` for GCC 12/13 (regression, still not fixed).
- Enable extra warnings conditionally when broken on earlier GCC:
* `-Wnoexcept` was removed due to an upstream regression in GCC 9, could
be re-enabled (but commented out for now as we actually have `-Wnoexcept`
warnings to fix.
* `-Wlogical-op` was broken on our variadic templates before GCC 11, now
seems fine.
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.
This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
Also fix broken `ERR_PRINT_ED` macro and simplify comments.
For the record these macros aren't used yet, they're intended to be used
where needed to surface messages in the toaster when useful to end users,
but we haven't done that codebase review yet.
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
This eases transition from beta 1 to beta 2 so that users don't get a warning
about a missing feature. The names were just changed.
The old feature names are removed from project.godot when opening such a
project.
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
A priori this doesn't appear to be an actual bug, but a known consequence of
using UBSAN. We silence this one to still have the possibility to get more
warnings raised by UBSAN, in case they are useful.
Works around and closes#66343.
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
When going from version 14 to 15 it would introduce a tiny change in
`websocket_macros.h` just before the comment re-enabling clang-format,
but this can be solved by just letting it do its work.
Bonus cosmetic change in `math_fieldwise.cpp` where clang-format isn't
used, and bump recommended versions for pre-commit hook to [13; 15].
Putting data results in writing the compressed/decompressed output into
a RingBuffer.
You can retrieve the content of the RingBuffer via get_data.
Support both gzip and deflate.
Exposed as read_string_from_stdin so it's clear it's not retrieving a
property.
The method is kept with the block parameter, but a note is added to the
docs specifying that is not implemented on any platform (should we just
remove it?).
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
This makes the files ended in ".json" be treated as Godot resources.
This solves two problems:
* Avoid extensions to implement their own handling, which results in conflicts (all must use this one).
* Allow code to still work opening it as a file (since it will not be imported).
The `__ARM_ARCH_7A__` and `__ARM_ARCH_7S__` are not enough, since they
do not cover e.g. `__ARM_ARCH_8A__` in 32 bit mode, so instead of trying
to cover any possible ARM version that can work in 32 bit mode, we
can replace it with the `__arm__` macro which is defined for arm32 only
(arm64 uses `__aarch64__`).
"less" should be used for quantity, rather than "lesser".
Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
with array-based properties.
Also fix:
- Geometry3D::get_closest_distance_between_segments() returning
incorrect values.
- Test for Geometry3D::get_closest_distance_between_segments() testing for
an incorrect value.
These methods exist since the dawn of (open source) Godot and have hardly
been updated over time, so they barely work and I'm fairly sure nobody is
using them. (See #46505 for details.)
While some of the functionality they aimed to provide might be useful for
optimization work and introspection, this should likely be redesigned from
scratch with a cleaner and more modern interface (e.g. exposed via the
Performance singleton, or ResourceLoader, and a better API overall).