Commit Graph

1933 Commits

Author SHA1 Message Date
Yuri Roubinsky e50b2e58b2 Added `active` boolean to particles mode output in visual shaders 2020-09-07 19:21:22 +03:00
Yuri Roubinsky dc6685d28f Remakes particles in visual shaders 2020-09-07 13:33:51 +03:00
Yuri Roubinsky e2aca7e047 Fix some broken visual shader nodes 2020-09-07 12:39:20 +03:00
Rémi Verschelde 753b2bd010
Merge pull request #41767 from lolleko/patch-1
Remove ArrayMesh::surface_remove declaration
2020-09-07 08:33:12 +02:00
reduz d0bddf53c5 Implement manual particle emission and particle sub emitters. 2020-09-06 10:29:27 -03:00
Yuri Roubinsky f188c41ffd Cleanup constructor code in visual shader nodes 2020-09-05 16:13:38 +03:00
Lorenz Junglas 9367310e2b
Remove ArrayMesh::surface_remove declaration
Removal was omitted in 449df8f688
2020-09-04 16:27:59 +02:00
Rémi Verschelde de284f931d
doc: Sync classref with current source 2020-09-04 10:43:11 +02:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Rémi Verschelde d84954a281
Merge pull request #41459 from Paulb23/nested_color_regions
Fix colour region end key seach and start key order
2020-09-03 11:32:04 +02:00
Yuri Roubinsky 58f0aa44d1
Merge pull request #41724 from Chaosus/vs_fix_particles
Restore Particles functionality in visual shader
2020-09-03 11:18:09 +03:00
Yuri Roubinsky c291b1d23c Restore Particles functionality in visual shader 2020-09-03 10:22:00 +03:00
Rémi Verschelde 1956c7ad33
Merge pull request #41533 from Chaosus/vs_fix_specular
Fix specular render_mode for visual shaders
2020-09-03 07:36:58 +02:00
Juan Linietsky f5f27bacdb Re-Implement GPU particles on master.
-No new features yet
-Unlike godot 3.x, sorting happens using GPU
2020-09-02 21:37:11 +02:00
Rémi Verschelde 74dbcf1e4d
Merge pull request #30148 from zaksnet/fix-texture-editor
Adds automatic update for StyleBoxTexture > region_rect
2020-08-31 13:25:28 +02:00
Andrii Doroshenko (Xrayez) 528056a3c5 Make `AnimatedTexture.MAX_FRAMES` public
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
2020-08-30 23:44:41 +03:00
Zak 7d7727bade Adds automatic update for region_rect
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
2020-08-29 19:46:52 +02:00
Yuri Roubinsky 4e2d699745 Fix specular render_mode for visual shaders 2020-08-28 12:50:46 +03:00
Paulb23 6cdcdbc242 Fix color region end key seach and start key order 2020-08-22 19:55:44 +01:00
Juan Linietsky 4e52c75a98
Merge pull request #41345 from clayjohn/VULKAN-sky-fog
Add fog to sky shaders
2020-08-20 09:50:52 -03:00
clayjohn 9d341acf2d Add fog to sky shaders 2020-08-19 22:58:14 -07:00
jjjlalonde@gmail.com 94b09da9a1 Update ResourceLoaderText::load to not update progress if resources are 0
Include check in other progress update statement

Update additional progress update statement
2020-08-16 13:12:21 -07:00
Juan Linietsky 6a5ecfdef1 Restored fog (non volumetric).
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
2020-08-13 22:09:22 -03:00
Juan Linietsky 079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
Rémi Verschelde dc90b17691
Merge pull request #41166 from somnathsarkar/gradient-fix
Sort points in a Gradient for color and offset updates.
2020-08-12 12:38:46 +02:00
Somnath Sarkar d5d832417e Sort points in a Gradient for color and offset updates. 2020-08-12 01:55:41 -04:00
Rémi Verschelde 5ffbc7d678
Merge pull request #40964 from DrRevert/debug-mesh-lines-const
Change Shape3D::get_debug_mesh_lines into const methods
2020-08-11 19:02:19 +02:00
Paulb23 5cf2cf8646 Fix colour region continuation over blank lines, issue 41120 2020-08-08 15:36:46 +01:00
Arkadiusz Marcin Kołek 8e1c9ff1c1 Shape3D::get_debug_mesh_lines const methods 2020-08-02 11:10:43 +02:00
Yuri Roubinsky 4d52456613 Fix small reconnection bug in visual shader 2020-07-31 10:40:05 +03:00
Brian Semrau 69d1c48b73 Fixed shader editor comment highlighting 2020-07-28 15:16:24 -04:00
Yuri Roubinsky cf03f90fa8
Merge pull request #40785 from Chaosus/vs_uniform_ref
Added UniformRef visual shader node
2020-07-28 16:17:37 +03:00
Yuri Roubinsky 7ddaff47a3 Added UniformRef visual shader node 2020-07-28 14:44:53 +03:00
Yuri Roubinsky 8fefdcf113 Added default value for uniforms in visual shaders 2020-07-27 15:44:22 +03:00
Yuri Roubinsky 167f033782 Optimize code generation for fresnel node in visual shaders 2020-07-27 11:35:53 +03:00
Yuri Roubinsky 5dfef9d8bc Removes redundant code generation in VisualShaderNodeTextureUniform 2020-07-26 04:28:07 +03:00
Tomasz Chabora e1a1bb0a6e Keep transition value when replacing key 2020-07-23 22:59:04 +02:00
Rémi Verschelde a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney 4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Pedro J. Estébanez 80a5df4821 Add DynamicFont::get_available_chars() 2020-07-20 17:44:39 +02:00
Rémi Verschelde 2921827387
Merge pull request #40327 from pkdawson/patch-1
Avoid overflow when calculating visible_cells
2020-07-14 14:16:29 +02:00
Patrick Dawson 9e28df22a0 Avoid overflow when calculating visible_cells 2020-07-13 16:53:58 +02:00
Paulb23 bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Paulb23 156daddaaf Expose Syntax highlighter for editor plugins 2020-07-11 15:40:00 +01:00
Paulb23 2f1080be9b Convert syntax highlighters into a resource 2020-07-11 15:26:58 +01:00
Rémi Verschelde 9678a41b19
Merge pull request #40272 from clayjohn/VULKAN-time-slicing
Add incremental update mode to sky
2020-07-11 10:00:39 +02:00
clayjohn a54f93c169 Add incremental update mode to sky 2020-07-11 00:10:15 -07:00
Marcel Admiraal 7517821950 Add missing overrides to visual_shader_nodes.h 2020-07-10 21:25:37 +01:00
Rémi Verschelde dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Juan Linietsky 110e650dc8 Change how default fonts are created, fixes #39235
Also fixes file dialog icons.
2020-07-03 21:29:12 -03:00
lordkettune 4313a7bdc8 Fix issues with custom tracks on reimport 2020-07-02 16:08:20 -07:00
Rémi Verschelde 67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde 372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Hugo Locurcio a31fc59ff3 Write "Aces" tonemapping in uppercase as it's an acronym 2020-06-30 15:21:35 +02:00
Juan Linietsky 201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Hugo Locurcio 9bd2d7a617
Fix default editor/project Button styles after ToolButton removal
Before this fix, all Buttons made with the default project theme
looked flat until hovered.
2020-06-24 17:21:47 +02:00
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Yuri Roubinsky cb9cbf840d Added Texture2DArray support to visual shaders 2020-06-19 18:02:05 +03:00
Rémi Verschelde 78d09a4163
Merge pull request #37903 from Xrayez/shape-2d-draw-bind
Bind Shape2D draw method
2020-06-16 15:15:51 +02:00
Yuri Roubinsky cc6ca5f1eb Use path instead classname to prevent errors for exported visual shaders 2020-06-15 21:44:03 +03:00
Michael Alexsander 637927f803 Add generic file icon and its modulation to the 'FileDialog' 2020-06-08 10:31:45 -03:00
Rémi Verschelde c080ec5da2 PackedScene: Prevent crash when root node has `parent` attribute
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.

But here the proper fix is to catch the invalid scene file early on
and fail loading it.

Part of #17372.
2020-06-08 13:07:07 +02:00
Marcus Brummer ffbb211bbe Set "shader_param/" prefix in Shader::has_param() 2020-06-04 17:41:10 +02:00
Phischermen 2fc274d572 Made property hint consistent with other property hints 2020-06-03 13:01:27 -07:00
Rémi Verschelde 7460bc36dd
Merge pull request #39130 from Calinou/dynamicfont-disable-outline-antialiasing
Disable antialiasing on the DynamicFont outline as well when requested
2020-06-03 12:59:15 +02:00
Aaron Franke ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
Andrii Doroshenko (Xrayez) 9bb070b030 Move `RayShape2D` implementation into its own translation unit 2020-06-01 01:52:07 +03:00
Rémi Verschelde 1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Hugo Locurcio 2919fc7317
Disable antialiasing on the DynamicFont outline as well when requested
This partially addresses
https://github.com/godotengine/godot-proposals/issues/943.
2020-05-28 22:30:38 +02:00
Andrii Doroshenko (Xrayez) 69d5de632e Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Maganty Rushyendra a4413710f9 Expose `get_char_size()` from Font instead of BitmapFont
`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.

This commit exposes the function through `Font` instead.

Fixes #23967
2020-05-27 17:28:23 +08:00
rileylyman 40ce9bfc2d skip extra newline in .tscn when renaming dependency 2020-05-25 14:25:34 -07:00
Dominik 'dreamsComeTrue' Jasiński 08377b3f04 Clarifies 'icon_separation' in TabContainer (instead of 'hseparation')
Fixes: #38911
2020-05-21 21:53:17 +02:00
clayjohn 4408efade3 Add night sky to PhysicalSkyMaterial 2020-05-16 12:59:55 -07:00
Hugo Locurcio d935a4348d
Remove HQ2X and the `Image.expand_2x_hq2x()` method
As of Godot 3.0, HQ2X is no longer used to upscale the editor theme
and icons on hiDPI displays, which limited its effective uses.
HQ2X was also used to upscale the project theme when the "Use Hidpi"
project setting was enabled, but results were often less than ideal.
The new StyleBoxFlat and SVG support also make HQ2X less important
to have as a core feature.

This decreases binary sizes slightly (-150 KB on most platforms,
-212 KB on WebAssembly release).

This partially addresses #12419.
2020-05-16 16:10:50 +02:00
Rémi Verschelde 0ee0fa42e6 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
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde a1aaed5a84 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
2020-05-14 13:51:45 +02:00
Rémi Verschelde dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde d3bd219362 doc: Sync classref with current source
Adds API changes from the new GPU lightmapper.
2020-05-12 10:10:50 +02:00
Juan Linietsky 1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde 94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde 9cc67b19b8
Merge pull request #38613 from MCrafterzz/plane
Renamed plane's d to distance
2020-05-10 13:06:55 +02:00
Marcel Admiraal 68eaaa6d6b Prevent CapsuleShape2D height from being less than zero. 2020-05-10 11:45:27 +01:00
Marcus Elg ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Marcus Elg 9a7e515d50 Rename Lineshapes d to distance 2020-05-09 15:10:00 +02:00
PouleyKetchoupp 4e14eefd94 Fixed export var default value in PackedScene when script is not loaded in editor 2020-05-08 12:43:23 +02:00
Rémi Verschelde d7b85fbaa1
Merge pull request #31086 from volzhs/underline
Use underline position and thickness value in font file
2020-05-07 21:18:41 +02:00
Rémi Verschelde 42649565e9
Merge pull request #38475 from Chaosus/vs_quals
Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
Yuri Roubinsky 463e4ad0f5 Some fixes for canvas item visual shader inputs 2020-05-05 13:19:36 +03:00
Yuri Roubinsky 082542b525 Added uniform qualifiers to visual shaders 2020-05-05 11:25:48 +03:00
volzhs 9f1de2cfdd Use underline position and thickness value in font file 2020-04-29 21:56:15 +09:00
Aaron Franke 540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Rémi Verschelde dfe38fbf8a
Merge pull request #38287 from JiRuifanCR/animatedtexture-oneshot-pause-set-frame
Add set_frame, pause, and oneshot to AnimatedTexture
2020-04-29 09:14:37 +02:00
Revan Ji f5029e18ca Add set_frame, pause, and oneshot to AnimatedTexture
Add API documentation for said changes.
2020-04-29 00:26:37 +08:00
Rémi Verschelde d8066aa6a4
Merge pull request #38286 from bojidar-bg/x-expose-cell-size
Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28 11:19:16 +02:00
Bojidar Marinov d49ff7aff7
Expose the cell_size affecting VisibilityNotifier2D precision
Refs: #4803
2020-04-28 10:33:45 +03:00
Rémi Verschelde 717f053e37
Merge pull request #38121 from JFonS/add_unwrap_caching
Add caching the lightmap unwrapping on import
2020-04-27 18:51:32 +02:00
Hugo Locurcio ad55749718
Tweak SSAO property hints to allow setting more precise values
This was requested by an user on Twitter who was working on a
game with a very small-scale world.
2020-04-23 21:46:20 +02:00
JFonS f7dadc4796 Add caching the lightmap unwrapping on import
This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.

The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
2020-04-22 15:34:00 +02:00
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
clayjohn 7cd2ff309c Add light size to Sky Shaders 2020-04-17 09:32:24 -07:00
Andrii Doroshenko (Xrayez) 430d1fd795 Bind Shape2D draw method 2020-04-15 18:17:21 +03:00
Rémi Verschelde 5566c5eb8d
Merge pull request #37517 from nekomatata/slider-grab-area-highlight
Add style for highlighted Slider grab area
2020-04-10 12:08:02 +02:00
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
Yuri Roubinsky 8dfe6716ec Adds warning to the uniform name in visual shader if its equal to keyword 2020-04-06 12:29:50 +03:00
Juan Linietsky c54f80d35c Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
Rémi Verschelde 6a38ce1b31
Merge pull request #37512 from reduz/implement-ssr
Re-Added screen space reflection.
2020-04-02 17:17:27 +02:00
Juan Linietsky 87c658b304 Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
PouleyKetchoupp 4c8173af0f Add style for highlighted Slider grab area 2020-04-02 15:05:46 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde 5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut 359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde 96e654335a
Merge pull request #37481 from ThakeeNathees/bind-method-typo
some typo in method binds fixed
2020-04-01 12:57:26 +02:00
Thakee Nathees cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Rémi Verschelde f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Juan Linietsky 89e1263117 Move glow upscale quality to a global setting, for consistency 2020-03-30 10:46:03 -03:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde 3f7fa93179
Merge pull request #37362 from reduz/audioserver-memory-cleanup
Remove the audio memory allocator, use regular one instead.
2020-03-28 15:49:48 +01:00
Rémi Verschelde 60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Rémi Verschelde 0c320a6bf3 More server renames for consistency after #37361 2020-03-28 13:20:48 +01:00
Juan Linietsky 16245f2c29 Remove the audio memory allocator, use regular one instead. 2020-03-27 20:36:43 -03:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Juan Linietsky eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Martin Liska c554677c95
Fix various -Wmaybe-uninitialized (#37352). 2020-03-27 13:57:20 +01:00
Juan Linietsky c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky 9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Yuri Roubinsky 898b843718 Added sky shader mode to visual shaders 2020-03-25 19:04:42 +03:00
Rémi Verschelde 641c85a54f
Merge pull request #37268 from clayjohn/VULKAN-sky-color
Replace subpass textures with color in sky shader
2020-03-24 19:22:55 +01:00
clayjohn 61c67cd5e1 Replace subpass textures with color in sky shader 2020-03-24 10:11:00 -07:00
Rémi Verschelde 9d24541597 Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
2020-03-24 09:50:51 +01:00
Dominik 'dreamsComeTrue' Jasiński f530c38174 Remove unreferenced & undocumented class Space2D 2020-03-24 01:30:28 +01:00
clayjohn 61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Bastiaan Olij c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Ev1lbl0w 380b8039ec
Fix divison by zero issue 2020-03-14 13:08:01 +00:00
Rémi Verschelde 3c376a898a
Merge pull request #36961 from JFonS/fix_mesh_selection
Return correct mesh format for PrimitiveMesh
2020-03-12 12:35:56 +01:00
Rémi Verschelde 98cdf50a55
Merge pull request #36977 from lupoDharkael/decompose-copy
Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 15:12:15 +01:00
lupoDharkael ee0262977e Loop over faces in create_trimesh_shape() 2020-03-11 00:33:39 +01:00
lupoDharkael 97d1149c3b Mesh::convex_decompose: Remove unneeded vector copy 2020-03-11 00:14:29 +01:00
JFonS 9f2f7ee5eb Return correct mesh format for PrimitiveMesh.
The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
qarmin 1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Juan Linietsky c9cab7ac9f Properly handle EOF when parsing text resource
Fixes #36652
2020-02-28 17:45:33 -03:00
Rémi Verschelde 620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky 475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde 4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania 483994601d Renamed NavigationPolygonInstance to NavigationRegion2D 2020-02-28 08:28:53 +01:00
Rémi Verschelde b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde f9d93ee819
Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
2020-02-27 21:10:09 +01:00
Andrea Catania 2e0fb66c6f Renamed PlaneShape to WorldMarginShape 2020-02-27 17:45:16 +01:00
Andrea Catania 3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Yuri Roubinsky 1e8108310a Changed float type to int for INDEX visual shader input 2020-02-26 16:39:42 +03:00
Yuri Roubinsky 4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Yuri Roubinsky 3b0638fe1c Changed default capsule axis to vertical
Co-authored-by: Hugo Locurcio <https://hugo.pro>
2020-02-23 23:18:01 +03:00
Rémi Verschelde 2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Rémi Verschelde bf7d6de556
Merge pull request #36441 from YeldhamDev/tabs_unused_constants
Remove unused theme constants in Tab(Container)
2020-02-22 08:17:33 +01:00
Michael Alexsander e9244c4c23 Remove unused theme constants in Tab(Container) 2020-02-22 01:24:16 -03:00
Yuri Roubinsky 7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky b78b37ed3f Refactor node processing in visual shader member dialog 2020-02-21 18:34:31 +03:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky 9a34f39d32 Add support for named binds in Skin.
Helps better reutilization of skeletons from Maya exported files.
2020-02-21 09:40:29 -03:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde f8c87c0ac4
Merge pull request #36375 from Xrayez/pimpmaps-typos
Fix MIMPAMPS typos in constants throughout the engine
2020-02-20 07:00:25 +01:00
Haoyu Qiu a7578459c2 Fixes crash when loading StreamTexture from file 2020-02-20 09:45:00 +08:00
Andrii Doroshenko (Xrayez) fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde 49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Rémi Verschelde ae99439667
Merge pull request #36317 from godotengine/revert-36182-how_to_text_file
Revert "Remove TextFile from public API"
2020-02-18 12:59:15 +01:00
Rémi Verschelde 77b05256d6
Revert "Remove TextFile from public API" 2020-02-18 10:35:30 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Yuri Roubinsky ed05e27c81 Fix GDCLASS for Texture2D/TextureLayered 2020-02-17 08:21:10 +03:00
Hugo Locurcio 64fac9dd5d
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
This closes #36268.
2020-02-17 00:07:44 +01:00
Haoyu Qiu 3584e27948 Fixes memory leak when loading StreamTexture 2020-02-16 13:22:25 +08:00
Juan Linietsky 867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Handola 697b8a891e Fix bind method set_override_exposure_enabled of CameraEffects 2020-02-14 20:05:54 +01:00
Rémi Verschelde 4a5eab05f5
Merge pull request #36182 from KoBeWi/how_to_text_file
Remove TextFile from public API
2020-02-14 17:41:55 +01:00
Tomasz Chabora 591cd3fd84 Remove TextFile from public API 2020-02-14 15:46:16 +01:00
Rémi Verschelde d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Rémi Verschelde 54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Yuri Roubinsky bc647393ba Added virtual method to VisualShaderNodeCustom to enable high-end mark 2020-02-13 09:43:43 +03:00
Rémi Verschelde 0bdd748d34 doc: Add BaseMaterial3D strings ported from SpatialMaterial
Follow-up to #36135.
2020-02-12 15:23:26 +01:00
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Juan Linietsky bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky f8b5c5f063 DOF fully implemented, can be edited on the fly. 2020-02-11 12:15:26 +01:00
Juan Linietsky f14defb6f9 WIP CameraEffects implementation (bokeh not working for now) 2020-02-11 12:15:03 +01:00
Juan Linietsky b859e69919 -Refactored post processing, re-added glow and added a mix blend mode. 2020-02-11 12:14:21 +01:00
Juan Linietsky acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky 4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Yuri Roubinsky ca66fec570 [Vulkan] Fix typo in shading modes 2020-02-11 12:02:24 +01:00
Juan Linietsky bc3dbe8240 Properly working instancing, and compatibility fixing for old meshes 2020-02-11 12:01:33 +01:00
Juan Linietsky dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky 6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky 2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Juan Linietsky 449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky 50e9befb88 Changes to material required to add custom shaders in RD renderer 2020-02-11 11:53:28 +01:00
Juan Linietsky e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde 47f19cc776 Merge pull request #36031 from zxcvdev/fix_gpu_particles_some_devices
Fix undefined behavior with atan in GPU Particles
2020-02-10 08:32:10 +01:00
Aaron Franke ef9b4ee2e2
Fix 2D CollisionShape controls pointing the wrong way
They now point down, matching Godot's 2D coordinate system.
2020-02-09 17:37:30 -05:00
Rémi Verschelde 51863f6e1e Merge pull request #35808 from clayjohn/unexpose-compress-base
Unexpose ARRAY_COMPRESS_BASE
2020-02-09 12:54:24 +01:00
zxcvdev 3580ad6005 Fix GPU Particles
The special case atan(y,0) of the built-in shader function atan(y,x)
returns different results on different devices. So this commit will add
checks when the atan(y,x) function is used in ParticlesMaterial to set
the direction of GPU Particles to make sure the desired values are
returned (act as atan2(y,x)).
2020-02-09 03:41:48 +01:00
Rémi Verschelde 6b42d83ff1
Merge pull request #35950 from Chaosus/vs_scalar_uniform_range
Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07 20:45:40 +01:00
Yuri Roubinsky 22ad83edae Implemented hint_range for VisualShaderNodeScalarUniform 2020-02-07 17:04:24 +03:00
Rémi Verschelde f3726ee994 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.
2020-02-07 11:50:40 +01:00
Haoyu Qiu 7a41c44be2 Completes doc for ItemList and Tree 2020-02-07 12:52:53 +08:00
Rémi Verschelde 2af3fb97f4
Merge pull request #35908 from YeldhamDev/tileset_hide_properties
Hide TileSet's properties from the inspector
2020-02-05 16:48:11 +01:00
D00T24 bcc0493a4a changed max point limit to 1 instead of 2 2020-02-05 14:20:15 +04:00
Marcel Admiraal 6d69cd40bd Add do..while(0) wrappers to macros without one.
- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05 11:19:12 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Michael Alexsander 5452028d55 Hide TileSet's properties from the inspector 2020-02-04 16:09:59 -03:00
Yuri Roubinsky 6e1187ad2f Added missing '\n' in visual shader expression node code generation 2020-02-03 15:58:58 +03:00
Yuri Roubinsky c8639a0013 Added missing '\n' in visual shader fresnel node code generation 2020-02-03 12:33:37 +03:00
Yuri Roubinsky b0f166f0c5 Few extra formatting fixes for visual shader node generation
For 'If' and 'Switch' nodes
2020-02-01 17:41:49 +03:00
Yuri Roubinsky 9d8b59e86a Added missing '\n' in visual shader custom node code generation 2020-02-01 16:25:34 +03:00
Yuri Roubinsky 45218316c9
Merge pull request #35618 from Chaosus/vs_improvements
Better visual shader code generation
2020-02-01 16:03:48 +03:00
Yuri Roubinsky bfec48abf1 Better visual shader code generation 2020-02-01 15:53:02 +03:00
clayjohn be39808b00 Unexpose ARRAY_COMPRESS_BASE 2020-01-31 16:29:46 -08:00
Yuri Roubinsky b822da00f8 Fix canvas_item light alpha output in visual shaders 2020-01-31 19:34:34 +03:00
Rémi Verschelde 8d00dcb421
Merge pull request #35670 from clayjohn/material-flag-cache
Add an extra bit to material flag cache
2020-01-28 20:59:49 +01:00
clayjohn ec4d606e07 Add an extra bit to material flag cache 2020-01-28 10:38:54 -08:00
Rémi Verschelde 50830632c9
Merge pull request #35620 from TrevorPeyton/bind-autotile-center
Added binding for Autotile Center
2020-01-28 10:50:09 +01:00
Yuri Roubinsky 9705d5587e Hide "control" methods from VisualShaderNodeGroupBase 2020-01-28 10:24:59 +03:00
Yuri Roubinsky 274f1d8610 Hide "editable" property from VisualShaderNodeGroupBase public interface 2020-01-28 09:43:07 +03:00
Yuri Roubinsky 796484d761 Added missing property "size" to VisualShaderNodeGroupBase 2020-01-27 19:18:48 +03:00
Yuri Roubinsky 3479cf4b42 Removed unused method "build" from VisualShaderNodeExpression 2020-01-27 18:24:39 +03:00
TrevorPeyton ae4fee52d5
Added binding for Autotile Center 2020-01-27 09:07:32 -05:00
Yuri Roubinsky 4912d4c6e4 Added missed bracket to VisualShaderNodeCubeMap 2020-01-27 13:09:15 +03:00
Yuri Roubinsky 4445f892d2 Fix VisualShaderNodeCubeMap generation 2020-01-27 12:17:06 +03:00
Rémi Verschelde bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
Yuri Roubinsky ce43c92208 Docs for some nodes in visual shader
Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
2020-01-23 22:39:00 +01:00
Michael Alexsander 151f33111b Fix TileSet shape data not updating when being set via code 2020-01-23 11:48:38 -03:00
Yuri Roubinsky 86cdccebe6 Hide "default_input_values" property in VisualShaderNode. 2020-01-23 11:18:51 +03:00
Rémi Verschelde 5127afa812
Merge pull request #35413 from akien-mga/if-0-means-couperet
Remove unused #if 0'ed code
2020-01-21 22:27:50 +01:00