Commit Graph

872 Commits

Author SHA1 Message Date
Manuel Moos f8e62424c5 Fix negative delta arguments
Three attack points, all after the regular calculations:
1. Prevent negative physics timestep counts. They could occur if
   physics_jtter_fix is changed at runtime.
2. idle_step is not allowed to go below 1/8th of the input step.
   That could happen on physics_jitter_fix changes or heavily
   fluctuating performance.
3. Prevent that the idle_step modification breaks the promise
   that Engine.get_physics_interpolation_fraction() is between
   0 and 1 by doing more physics steps than the base system wants.

Fixes #26887

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Cherry-Pick from 6be702bace.
2021-09-22 21:09:38 +02:00
jmb462 e7dac5da41
Adding InputMap action error suggestion for Input singleton
(cherry picked from commit a3b9842616)
2021-09-21 17:14:58 +02:00
Hugo Locurcio b63016c571
Display an alert when attempting to run a project with no main scene
This gives visual feedback when not starting Godot from a terminal.
This could lead to confusion when placing a Godot binary within a
project folder that has no main scene defined.

(cherry picked from commit 87fb9297e3)
2021-09-21 17:14:58 +02:00
tommyZZM f2a3af47e4 [3.x] Backport Accept global classes for MainLoop type in project settings
https://github.com/godotengine/godot/pull/41190
2021-09-06 23:18:06 +08:00
Hugo Locurcio 59f24d8867
Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.
2021-08-23 04:10:24 +02:00
Rémi Verschelde ffc372b002
Merge pull request #42220 from RandomShaper/agile_input_3.2
[3.x] Improve responsiveness on underpowered Android devices
2021-08-12 22:46:17 +02:00
lawnjelly 3025b6d299 Delta smoothing - fix overflow for long frames
Extremely long frames caused by suspending and resuming the machine could result in an overflow in the delta smoothing because it uses 32 bit math on delta values measured in nanoseconds.

This PR puts a cap of a second as the maximum frame delta that will be processed by the smoothing, otherwise it returns the frame delta 64 bit value unaltered. It also converts internal math to explicitly use 64 bit integers.
2021-08-11 09:47:23 +01:00
Pedro J. Estébanez 31a0ca2cac Add project setting for agile input event flushing
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-08 12:37:55 +02:00
Pedro J. Estébanez 7be9c26e20 Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-08 12:37:55 +02:00
Pedro J. Estébanez 58a54f534e Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-08 12:37:55 +02:00
lawnjelly 37f20e1d78 Fix Transform::xform(Plane) functions, add Transform unit tests
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.

Basic unit tests for Transform.

Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-08-07 08:05:39 +01:00
Hugo Locurcio 21a68d1c44
Print a warning when the engine is started as `root`/superuser
This is a security risk (especially when hosting a game server)
and can make audio non-functional on Linux.

(cherry picked from commit 9c34db6cb4)
2021-08-03 10:20:18 +02:00
lawnjelly 98a39aade9 Profiling - fix frame_time measurement
When the `sync_after_draw` feature was on it was possible for the profiler's frame_time measurement to be incorrect. This fixes this problem by storing the raw measured time for use by the profiler.
2021-08-01 10:05:43 +01:00
EricEzaM 0e5c6e0d55 Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.

Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True

Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.

Usage:

```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)

InputMap.event_is_action(p_event, "my_action", true)

func _input(event: InputEvent):
  event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
  event.is_action("my_action", true)
```

Co-authored-by: Eric M <itsjusteza@gmail.com>
2021-07-30 15:35:39 +02:00
Aaron Franke 69fb14256b
[3.x] Allow getting Input axis/vector values from multiple actions
For get_vector, use raw values and handle deadzones appropriately
2021-07-23 19:17:55 -04:00
Aaron Franke afa89c9eea
[3.x] Add raw strength value for internal use 2021-07-23 19:09:53 -04:00
lawnjelly 93557927e4 Add option to sync frame delta after draw
Investigations have showed that a lot of the random variation in frame deltas causing glitches may be due to sampling the time at the wrong place in the game loop.

Although sampling at the start of Main::Iteration makes logical sense, the most consistent deltas may be better measured after the location likely to block at vsync - either the OpenGL draw commands or the SwapBuffers.

Here we add an experimental setting to allow syncing after the OpenGL draw section of Main::Iteration.
2021-07-22 12:04:22 +01:00
Rémi Verschelde d3f500cf33
Merge pull request #48390 from lawnjelly/delta_smooth
Add frame delta smoothing option
2021-07-22 12:43:39 +02:00
Rémi Verschelde 801205b2c1
Merge pull request #48892 from lawnjelly/bvh_robust
BVH - thread safety option
2021-07-22 12:41:42 +02:00
Rémi Verschelde fde7c2c5b8
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@241fed0a44.

(cherry picked from commit a98677181b)
2021-07-20 13:20:40 +02:00
Fabio Alessandrelli 6d546692fe
[HTML5] Add 2 controllers to the godot database.
Sony PlayStation DualShock 4 (054c:05c4 first gen).
Unofficial Switch controller.

(cherry picked from commit 5717118bcc)
2021-07-20 13:05:10 +02:00
Rémi Verschelde 875045adde
Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.

(cherry picked from commit f3726ee994)
2021-07-14 23:36:38 +02:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
lawnjelly 6914d7c6e0 Add frame delta smoothing option
Frame deltas are currently measured by querying the OS timer each frame. This is subject to random error. Frame delta smoothing instead filters the delta read from the OS by replacing it with the refresh rate delta wherever possible.

This PR also contains code to estimate the refresh rate based on the input deltas, without reading the refresh rate from the host OS.
2021-07-14 08:44:31 +01:00
Hugo Locurcio 6d60d92b87
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).

(cherry picked from commit 8f4ac7bc4a)
2021-06-17 12:47:53 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Marcel Admiraal 18825ad4ff Fix game controllers ignoring the last listed button 2021-06-03 15:45:05 +01:00
Henry Conklin a28beb3048
Add support for numeric XML entities to XMLParser
* Add support for decimal numeric entities to String::xml_unescape
* Add more error checks to String::xml_unescape
* Refactor XMLParser to use String::xml_unescape instead of an internal
implementation
2021-06-03 11:44:47 +02:00
lawnjelly 14ce176f10 BVH - thread safety option
Added optional thread safe version through template argument and runtime switch, that wraps access with a mutex.
2021-05-25 10:47:32 +01:00
Rémi Verschelde ac3417005d
Merge pull request #48533 from mortarroad/3.x-convex-hull-ported
[3.x] Port Bullet's convex hull computer to replace of QuickHull
2021-05-22 23:23:15 +02:00
Morris Tabor ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
Will Whitty 3f606263d5 Backport HMac crypto to 3.x
Fix headers

Fix docs formatting

Changes for PR

Fix tests
2021-05-20 13:29:38 +03:00
Rémi Verschelde 330ddc37b6
Merge pull request #48075 from lyuma/varying_fragment_to_light_3.4 2021-05-18 10:53:34 +02:00
Pedro J. Estébanez 817ffc01e1
Make all file access 64-bit (`uint64_t`)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16 17:52:31 +02:00
Lyuma 25016bf715 Backport 6b99bda "Added support for arrays as shader struct members" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma fc6bee0750 Backport 6f16239 "Implementation of struct for shaders" to 3.4 2021-05-14 11:28:48 -07:00
bruvzg 3b0c071ce2
[macOS] Prefer .app bundle icon over the default one. 2021-05-13 09:30:56 +03:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde 0c8b5b5c4d
Style: Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2021-05-04 16:40:33 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 8ec14c917f
Merge pull request #47469 from HEAVYPOLY/ios-pen-pressure
Add iOS pen pressure
2021-04-28 17:01:05 +02:00
Rémi Verschelde 263c250067
Main: Default `--doctool` path to '.' if none given
(cherry picked from commit 096ef0dc91)
2021-04-26 12:20:28 +02:00
Marcel Admiraal 9170314434 Avoid creating joy_names map entries when using Map operator[] 2021-04-17 20:41:10 +01:00
Hugo Locurcio 2c06545266
Improve command line `--print-fps` display
- Display the frame time in addition to FPS.
  - Frame time is a more objective measurement in comparison to FPS,
    but FPS is more familiar to people less acquainted with profiling.
- Rename "Game" to "Project" for the project FPS printing line.

(cherry picked from commit 157d8e4d36)
2021-04-12 00:23:44 +02:00
Rémi Verschelde b076150b08
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@01dce71403.

(cherry picked from commit f83486b430)
2021-04-06 22:53:20 +02:00
Vaughan Ling f60b90d92e Add iOS Apple Pencil pressure 2021-04-03 10:30:57 -07:00
Rémi Verschelde 69e6ba1591
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@807ac1fbf9.

(cherry picked from commit cde67f0315)
2021-03-23 13:41:06 +01:00
Fabio Alessandrelli 8b904e7d66
[HTML5] Logitech Dual Action Gamepad FF/Linux
(cherry picked from commit 70d5f652a2)
2021-03-23 13:16:23 +01:00
Hugo Locurcio 79f8b5eff1
Tweak the editor splash screen color to better match the default theme
This helps achieve a visually "smoother" transition between the splash
screen and the editor.

(cherry picked from commit ff2871f9ac)
2021-03-19 10:51:39 +01:00
lawnjelly 20f7037edb Add GLOBAL_DEF_ALIAS and alias for rename of pixel_snap
Having to rename project settings is rare, but when it does occur it can cause user confusion. In order to make compatibility more seamless this PR introduces two new GLOBAL_DEF functions,

GLOBAL_DEF_ALIAS(new_name, old_name, default)
GLOBAL_DEF_ALIAS_RST(new_name, old_name, default)

These are the same as the existing GLOBAL_DEF functions except that if the new setting is not found, it attempts to load from the old setting name. If the old setting is found, it stores it into the new setting, and then calls the regular GLOBAL_DEF functions.
2021-03-09 15:16:24 +00:00
Rémi Verschelde 118567ca28
Merge pull request #46657 from lawnjelly/revert_snapping
Revert backport of 2D transform and camera snapping options
2021-03-08 14:49:41 +01:00
Johannes 36bec6677e Move cursor shape loading after module loading
fixes #46685

(cherry picked from commit 2ac9f37b17)
2021-03-05 22:45:49 +01:00
lawnjelly bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00
Pop0p 07fc567d03 Fix a crash when using Input.get_joy_button_index_from_string()
There was a missing comma between two elements in the _buttons array
2021-03-05 11:17:18 +01:00
Mateo Kuruk Miccino 04fefed904 Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts.
ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect

(cherry picked from commit 89283b7b53)
2021-03-02 10:26:14 +01:00
lawnjelly b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
Liz Haas 8a1f8a68fb Input: Throw error if action doesn't exist
Thow errors if requesting an unexisting InputMap action.
Makes `Input.is_action_*` methods consistents with `Event.is_action_*` which already throw errors.

fixes #33303

(cherry picked from commit 2aee71d52d)
2021-02-25 14:30:25 +01:00
Pedro J. Estébanez 6f4f49c1d5 Make glue generation shutdown more graceful
(cherry picked from commit 23907e6f19)
2021-02-22 21:40:16 +01:00
Pedro J. Estébanez 55b5f98402 Improve robustness of atomics
And fix increment in `CowData` not being conditional anymore after the recent changes.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-19 11:48:30 +01:00
Hein-Pieter van Braam 220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Fredia Huya-Kouadio ef9d945e16 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:17:58 -08:00
Pedro J. Estébanez 6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
Hugo Locurcio 15d9f77f97
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf15a)

Fixes crash when exiting with --verbose with leaked resources

(cherry picked from commit 25c4dacb88)
2021-02-16 14:27:38 +01:00
Rémi Verschelde 398a625a9f
Merge pull request #39421 from RandomShaper/pause_aware_picking_3.2
Implement pause-aware picking (3.2)
2021-02-09 10:43:48 +01:00
Rémi Verschelde 395afe9363
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@f72b68b8b0.

Partial revert of #45790.

(cherry picked from commit 5eb46ab616)
2021-02-08 22:36:36 +01:00
Rémi Verschelde 31109c4611
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1.

(cherry picked from commit 2c2fffcb02)
2021-02-08 22:36:36 +01:00
Pedro J. Estébanez 745c711289 Implement pause-aware picking
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.

When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-08 20:48:13 +01:00
Marcel Admiraal 3dd57a22df Add support for new SDL gamecontroller keywords. 2021-02-07 16:41:23 +00:00
Fabio Alessandrelli 860be94246 Add some HTML5 controllers mapping. 2021-02-06 11:09:01 +01:00
Rémi Verschelde 0c45011779 Main: Load translations and remaps before scene types
This ensures that settings like `gui/theme/custom_font` handle resource
remappings properly, as they load resources in `register_scene_types()`.

Path remaps used to be done before loading scene types in early Godot
versions (as hinted by the "Load Remaps" comment just before "Load Scene
Types") but this was broken when developing new localization features.

Fixes #17640.

(cherry picked from commit bb5dcb6892)
2021-02-05 09:26:09 +01:00
Fabio Alessandrelli 31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
Fabio Alessandrelli ea89e73a88 Better gamepad axis event injection.
In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.

The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.

This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
2021-01-18 13:07:37 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
lawnjelly b5edbe0301 Fix BVH physics project setting
Move the GLOBAL_DEF for the `godot_physics/use_bvh` to occur before GLOBAL_GET.

This prevents a warning occurring and the selection not being used.
2021-01-13 09:22:17 +00:00
Rémi Verschelde d6fecf7686
Main: Create user data dir in `setup()`
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
Rémi Verschelde 66bfe855a8
Revert "Add a project setting to enable stdout flushing in release builds"
This reverts commit 341b9cf15a.

This makes the logger crash when used during cleanup: #44850.
2021-01-05 21:33:33 +01:00
Rémi Verschelde 3032b38b52
Merge pull request #44690 from lawnjelly/transform_snap2
[3.2] Improve 2d snapping
2021-01-05 17:19:44 +01:00
Hugo Locurcio 42053bdb66
Fix warning spam when using `--help` or `--version` command line argument
When a project setting is not found, a warning message is printed.
This moves the default value declaration so it can be found when
the `--help` or `--version` command line arguments are used.

(cherry picked from commit 5cd37de125)
2020-12-30 09:33:54 +01:00
Hugo Locurcio f5f04a10f5
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf15a)
2020-12-29 16:02:00 +01:00
lawnjelly a237c671bb Improve 2d snapping
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.
2020-12-25 18:53:00 +00:00
Rémi Verschelde afbca1216e
Revert "Don't open editor window when using --export, --doctool, or --gdnative-generate-json-api"
This reverts commit 27393de36e.

Fixes #44403.
2020-12-16 15:02:10 +01:00
Rémi Verschelde 36662f3b4d
Don't force GLES2 in Project Manager, causes issues on macOS.
This partially reverts #44041.

Also fix the bogus label about lack of GLES3 support being always shown...
It was meant to be behind a check but I had left it out while testing, and
forgot to put it back.
2020-12-11 22:32:41 +01:00
Rémi Verschelde 0c7a9bd283
doc: Sync classref with current source
And fix broken doctool after #43948.
2020-12-10 14:22:31 +01:00
Rémi Verschelde e8fb0c3230
Merge pull request #43948 from name-here/no-window-on-export-3.2
Don't open editor window when using --export or --doctool
2020-12-09 11:21:55 +01:00
Rémi Verschelde 218d10a6a3
Merge pull request #44041 from akien-mga/project-manager-default-gles2
Use GLES2 by default in the project manager
2020-12-07 11:30:23 +01:00
Marcel Admiraal c3150eb783 Ignore hint entries in game controller mapping 2020-12-03 09:07:15 +00:00
Rémi Verschelde 8b1ee204cf
Use GLES2 by default in the project manager
This only applies to the project manager instance, what driver is used is otherwise
still defined by the project settings for a running game/editor.

Should help users who have issues with buggy GLES3 drivers to still use the project
manager to create and edit GLES2 projects.
2020-12-02 18:15:54 +01:00
Andrii Doroshenko (Xrayez) c663b3d5f8
Fix doctool misleading error message
(cherry picked from commit b0e8177306)
2020-12-01 09:00:54 +01:00
name-here 27393de36e Don't open editor window when using --export, --doctool, or --gdnative-generate-json-api 2020-11-29 16:53:38 -05:00
Fabio Alessandrelli f32c878ef7
Fix CLI export when export_path is in preset.
Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.

(cherry picked from commit 032a1c5dc3)
2020-11-17 22:23:09 +01:00
Rémi Verschelde d0a5ef9c7a
Merge pull request #43234 from madmiraal/fix-42876-3.2
[3.2] Remove unneeded filter on joy_axis()
2020-11-16 22:41:49 +01:00
Rémi Verschelde 4d667dadb9
Merge pull request #43554 from lawnjelly/refactor_pixel_snap
Add 2d snap transforms option
2020-11-16 18:24:10 +01:00
Rémi Verschelde fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
[3.2]  Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
lawnjelly a79293e0fc Add 2d snap transforms option
This is a cut back backport of reduz snapping PR #43194.

It just offers a global project setting for transform snapping.
2020-11-15 09:40:07 +00:00
Hugo Locurcio b7a3df473d
Allow using SVG images as project icon
Since exporters will save their own icon, the target platforms
don't have to support SVG to display the icon correctly.

This closes #23068.

(cherry picked from commit 0f9432f060)
2020-11-11 15:30:57 +01:00