Commit Graph

48 Commits

Author SHA1 Message Date
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
kobewi
39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Rafał Mikrut
f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde
0f21249a2d DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
MSDN says:

> When you write .dds files, you should set the DDSD_CAPS and
> DDSD_PIXELFORMAT flags, and for mipmapped textures you should also
> set the DDSD_MIPMAPCOUNT flag. However, when you read a .dds file,
> you should not rely on the DDSD_CAPS, DDSD_PIXELFORMAT, and
> DDSD_MIPMAPCOUNT flags being set because some writers of such a file
> might not set these flags.

https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-header

¯\_(ツ)_/¯

Fixes #39516.
2020-06-15 13:10:24 +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
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
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
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
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
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
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Robin Hübner
8aeade74db Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
Ibrahn Sahir
4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Martin Liska
f48bb8fac8 Fix few GCC9 warnings:
thirdparty/assimp/include/assimp/material.inl: In member function 'aiReturn aiMaterial::Get(const char*, unsigned int, unsigned int, aiColor3D&) const':
thirdparty/assimp/include/assimp/material.inl:176:33: error: implicitly-declared 'aiColor3D& aiColor3D::operator=(const aiColor3D&)' is deprecated [-Werror=deprecated-copy]
  176 |     pOut = aiColor3D(c.r,c.g,c.b);

modules/dds/texture_loader_dds.cpp:167:50: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare]
  167 |  if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("DXT1")) {
      |                                                  ^
[ 28%] modules/dds/texture_loader_dds.cpp:170:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare]
  170 |  } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("DXT3")) {
      |                                                         ^
modules/dds/texture_loader_dds.cpp:174:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare]
  174 |  } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("DXT5")) {
      |                                                         ^
modules/dds/texture_loader_dds.cpp:177:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare]
  177 |  } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("ATI1")) {
      |                                                         ^
modules/dds/texture_loader_dds.cpp:180:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare]
  180 |  } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("ATI2")) {
      |                                                         ^
modules/dds/texture_loader_dds.cpp:183:57: error: comparison of integer expressions of different signedness: 'uint32_t' {aka 'unsigned int'} and 'int' [-Werror=sign-compare]
  183 |  } else if (format_flags & DDPF_FOURCC && format_fourcc == PF_FOURCC("A2XY")) {
      |                                                         ^

thirdparty/assimp/include/assimp/material.inl: In member function 'aiReturn aiMaterial::Get(const char*, unsigned int, unsigned int, aiColor3D&) const':
thirdparty/assimp/include/assimp/material.inl:176:33: error: implicitly-declared 'aiColor3D& aiColor3D::operator=(const aiColor3D&)' is deprecated [-Werror=deprecated-copy]
  176 |     pOut = aiColor3D(c.r,c.g,c.b);
2019-07-02 13:35:30 +02:00
Daniel Rakos
9dc4c762a7 Fixes to the DDS loader
* Added missing format info entries for ATI1 and ATI2 formats
* Added missing A2XY format
2019-05-07 11:30:18 +02:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
qonnop
a93edeb307 Fixed DDS loader according to issue #22530
width and height attributes have to be switched according to the
official DDS header docs:
https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-header
2018-10-03 17:11:14 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
a134f58fb3 rewritten PBR implementation to make it friendlier with Blender 2017-05-31 20:29:56 -03:00
Juan Linietsky
f89641907f -Added EXR supprot for HDR (no BC6 compression yet though)
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Shlomi Fish
0a2c387d5c Fix some compilation warnings.
Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
2017-02-21 11:59:19 +02:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Rémi Verschelde
b1e8889d96 dds/etc1/pbm/pvr: Make those modules and split thirdparty files
They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.

Also s/pnm/pbm/, long-lived typo :)
2016-10-15 11:50:39 +02:00