Commit Graph

3529 Commits

Author SHA1 Message Date
Aaron Franke afa89c9eea
[3.x] Add raw strength value for internal use 2021-07-23 19:09:53 -04:00
Haoyu Qiu 329df4e404
Fix UndoRedo crash when clearing history
(cherry picked from commit c3baf83e28)
2021-07-24 00:51:42 +02:00
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 54ad72d08d
Merge pull request #50320 from nekomatata/optimize-node-path-check-3.x
[3.x] Optimize NodePath update when renaming or deleting nodes in the editor
2021-07-22 12:13:26 +02:00
Rémi Verschelde 51f8247871
Merge pull request #50642 from akien-mga/3.x-cherrypicks 2021-07-20 13:53:03 +02:00
Rémi Verschelde 028bf846a8
Merge pull request #50640 from goostengine/add-engine-print-error-property-3.x
[3.x] Add `Engine.print_error_messages` property to disable printing errors
2021-07-20 13:31:04 +02:00
Haoyu Qiu 49c521021a
Fix missing locale names
(cherry picked from commit 7eec8334d4)
2021-07-20 13:05:13 +02:00
Kyle f218e9e929
MultiplayerAPI is_network_server Fails Silently
Removes the error message when the network peer is not valid and returns false instead.

This makes it simpler to make games that are both on/offline by replacing server checks of

'''
if is_instance_valid(get_tree().network_peer) and get_tree().is_network_server():
		# Do server things
'''

with

'''
if get_tree().is_network_server():
		# Do server things
'''

Requires no changes to the docs because both the MultiplayerAPI and SceneTree docs don't mention the error.

(cherry picked from commit 74379b15ff)
2021-07-20 13:05:13 +02:00
Andrii Doroshenko (Xrayez) 726111f38f Add Engine.print_error_messages property to disable printing errors
Backports #48359 to 3.x.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-20 13:58:07 +03:00
Aaron Franke 7dc2edc430
[3.x] Allow reading shaders from .gdshader files 2021-07-19 23:34:23 -04:00
Rémi Verschelde cbbea6084d
SCons: Generate header with info on which modules are enabled
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.

Now this is defined in a single header which can be included in the
files that need this information.

(cherry picked from commit b7297fb39c)
2021-07-14 23:09:47 +02:00
Rémi Verschelde aecb1c32ab
Merge pull request #50459 from MisoMosiSpy/image-lock-issue-3.x
Fixes 50428, added missing checks for image lock
2021-07-14 22:49:10 +02:00
Dipal M Zambare b626c57bc7 Fixes 50428, added missing checks for image lock 2021-07-14 21:49:23 +05:30
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
PouleyKetchoupp 788db5cf47 Clean convex hull decomposition code
Remove unnecessary conversion between triangle data and vertex data
whenever possible.
2021-07-13 11:13:25 -07:00
Haoyu Qiu 958e1e9ae2
Fix decompression with FastLZ when buffer size is less than 16 bytes
(cherry picked from commit ccf292df38)
2021-07-13 12:13:01 +02:00
Faymoon 03f7d707e7
Let thread func have optional parameter
Fixes #38042.

(cherry picked from commit 78ead60372)
2021-07-13 11:40:09 +02:00
Jonas Bernemann 3b5ee6a38a
String::format leave passed values untouched
If the passed value or key contains double quotation marks it will no
longer get removed.

(cherry picked from commit a403efb67c)
2021-07-13 10:20:03 +02:00
Haoyu Qiu 2b2f3d7f2d
Fix memfree parameter name
(cherry picked from commit 542d7d6460)
2021-07-13 10:20:03 +02:00
Haoyu Qiu 9184f58dc7
Fix unicode invalid skip error in AssetLib
(cherry picked from commit 0caaaf4018)
2021-07-13 10:20:03 +02:00
Haoyu Qiu 5a54cdf4fd
Handle Z_BUF_ERROR in decompress_dynamic
(cherry picked from commit 293050a919)
2021-07-13 10:20:03 +02:00
Rémi Verschelde 9d2cbe2c02
Merge pull request #50328 from nekomatata/convex-hull-simplification-3.x
[3.x] Options to clean/simplify convex hull generated from mesh
2021-07-12 22:34:22 +02:00
PouleyKetchoupp 240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
PouleyKetchoupp 8185c5fe8a Optimize NodePath update when renaming or deleting nodes in the editor
Now the process uses a Map to lookup node pointers instead of iterating
over all modified node paths in a list and comparing them for each
property to check.

The process also avoids checking properties with empty node paths and
does an early exit on deleted nodes to avoid checking the node and its
descendants.

Also made a minor change in NodePath::rel_path_to() to avoid resizing a
Vector many times for long paths (with copy-on-write each time). Now
it's down to 2 resize calls in any case.
2021-07-09 11:43:05 -07:00
JestemStefan 9513354f68 Added signed_angle_to for Vector3
Added signed_angle_to method for Vector3

Added signed_angle_to for Vector3

formatting fix...
2021-07-09 12:49:12 +02:00
bruvzg c7a0113a4b
Fix Variant tags parsing.
(cherry picked from commit eca4d2fccc)
2021-07-06 11:24:06 +02:00
Fabio Alessandrelli 32e91b232c
[Crypto] Delete mbedtls ctx in deconstructor.
Would cause memory leak when the context was `start`ed but not
`finish`ed.

(cherry picked from commit a28d25c441)
2021-07-06 11:10:47 +02:00
Nick H ca1a2e1124
Add `get_dead_zone()` method to `InputMap`
This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.

(cherry picked from commit c6f28ed62b)
2021-07-06 11:10:45 +02:00
Rémi Verschelde f0e76377cb
LocalVector: Don't error if `from` >= `count`
Vector handles this silently by returning -1, and we should do the same here.
Otherwise we get errors when calling `find()` on e.g. a LocalVector of size 0,
while `find()` is expected to always work (if the parameters are invalid then
it doesn't find anything, so -1).

Fixup to #49925.

(cherry picked from commit 7b7ccf25b6)
2021-07-06 11:10:44 +02:00
Ricard Rovira 84474c0e6f
Use unused from in local vector find function.
(cherry picked from commit 14d5908057)
2021-06-29 14:56:48 +02:00
Haoyu Qiu 91ea7530bd
Validates the `p_format` parameter in `Image::create` functions.
(cherry picked from commit 0b7ffd4f68)
2021-06-29 14:02:23 +02:00
Paweł Fertyk 2676d815ab
Validate image formats, check if resize_to_po2 failed
(cherry picked from commit 3dae9993ac)
2021-06-29 14:02:23 +02:00
Hugo Locurcio a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Hugo Locurcio 21ad630e11
Expose OS data directory getter methods
This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
2021-06-19 09:28:53 +02:00
Aaron Franke 85a0345d57
[3.x] Add Quat angle_to method 2021-06-18 11:00:44 -04:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Rémi Verschelde c7f27f1d9d
Merge pull request #48651 from tavurth/3.x
Port HTTPRequest gzip compression to 3.4
2021-06-18 02:01:11 +02:00
Haoyu Qiu 95c60b76a4
Save binary ProjectSettings key length properly
(cherry picked from commit 06c0a5f9f2)
2021-06-17 12:47:55 +02:00
Philip Whitfield 606331fdcb
fix url parsing with port numbers
String.get_slice_count is always at least 1 or 2 for bases with a port number.
Before this change the following URL would return ERR_INVALID_PARAMETER ```ws://127.0.0.1:8000/test```

(cherry picked from commit 3d9f29910c)
2021-06-17 12:47:54 +02:00
Haoyu Qiu 41b6fdf946
Fix json dump and print of circular structure
(cherry picked from commit b3bd54001f)
2021-06-17 12:47:53 +02:00
Rémi Verschelde 465ab36ddf
Merge pull request #49653 from madmiraal/remove-err_prints-3.x
[3.x] Remove duplicate ERR_PRINTS macro
2021-06-16 17:33:22 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Hugo Locurcio 9be9304238
Improve the console error logging appearance
This makes secondary information less visually prominent to improve
overall readability.

Various loggers were also tweaked for consistency.
2021-06-13 19:18:09 +02:00
Rémi Verschelde c45ce768b1
Merge pull request #47854 from mortarroad/3.x-lossless-webp
[3.x] Implement lossless WebP encoding
2021-06-11 19:35:47 +02:00
Morris Tabor 5de08ef1d6 Implement lossless WebP encoding 2021-06-11 18:48:04 +02:00
Marcel Admiraal 6d63ccba31 Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:37 +01:00
Chuck 17ee8ff0d9 Support multiple address resolution in DNS requests
Add two new functions to the IP class that returns all addresses/aliases associated with a given address.

This is a cherry-pick merge from 010a3433df which was merged in 2.1, and has been updated to build with the latest code.

This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
2021-06-09 12:06:46 +07:00
Rémi Verschelde 32047ffd9c
FileAccess: Don't err in `store_buffer` with buffer of size 0
The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.

Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).

Fixes #33564.

(cherry picked from commit 01d5c463be)
2021-06-07 22:36:07 +02:00
Rémi Verschelde 80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
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
Rémi Verschelde fd4475f652
OS: Better validation of invalid input for get_unix_time_from_datetime
Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC).
Abort if year <= 0, this is not supported by the current algorithm.

Prevents an infinite loop further down.

Fixes #49022.

(cherry picked from commit 62efa30ed2)
2021-06-01 12:52:18 +02:00
Rémi Verschelde e9909b763a
Merge pull request #49057 from lawnjelly/bvh_current_tree
BVH - fix stale current_tree in deactivate function
2021-05-26 11:13:34 +02:00
Rémi Verschelde 94b5a82e7d
Merge pull request #48943 from Calinou/screen-orientation-remove-ios-duplicate-3.x
Remove duplicate orientation settings in the iOS export preset
2021-05-26 00:24:17 +02:00
Hugo Locurcio 914b5dc525
Remove duplicate orientation settings in the iOS export preset
The screen orientation is now sourced from the Project Settings
like it is done for Android already.
2021-05-25 23:55:37 +02:00
Rémi Verschelde 2555567e7a
Merge pull request #49072 from pfertyk/issue-49006-decompress-crashes-godot
[3.x] Return error when decompressing empty PoolByteArray
2021-05-25 21:18:30 +02:00
Paweł Fertyk f563cabb4e Return error when decompressing empty buffer 2021-05-25 17:31:00 +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
lawnjelly 0a350845d5 BVH - fix stale current_tree in deactivate function
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.

Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-25 10:43:04 +01:00
Hugo Locurcio a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Rémi Verschelde b94b09cd19
Merge pull request #46860 from bruvzg/symlinks_and_macos_gdn_framework_export 2021-05-24 15:15:10 +02:00
Zae 3756fbd463
Fix duplicate close files when deconstructing ZipArchive
(cherry picked from commit a65dac3fa7)
2021-05-24 12:56:41 +02:00
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
bruvzg 6aa8f7d85b
Add symlink API to the DirAccess (on macOS and Linux). 2021-05-22 17:36:16 +03:00
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
Rémi Verschelde 2660fafcc0
Merge pull request #48869 from tavurth/feature/hmac-port
Backport HMACContext to 3.x
2021-05-21 19:06:18 +02:00
Aaron Franke ebfba19b59
Use global scope round method for rounding
(cherry picked from commit b01aa69c80)
2021-05-21 13:41:27 +02:00
Hugo Locurcio 66a8654963
Remove `#ifdef` catering to MSVC 2012 and earlier in `math_funcs.h`
For the `master` branch, the minimum supported MSVC version is now
MSVC 2017 (with MSVC 2019 being recommended).

(cherry picked from commit b57d9c8005)
2021-05-21 13:41:27 +02:00
Haoyu Qiu 3f89287ddb
Fix XMLParser behavior for comments and premature endings
(cherry picked from commit 549ad70760)
2021-05-21 12:27:45 +02:00
Rémi Verschelde f479a7972f
Merge pull request #48883 from akien-mga/3.x-codespell-2.0.0
[3.x] Fix typos with codespell
2021-05-20 14:32:14 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Aaron Franke 1154b6264c
[3.x] Make is_equal_approx have explicit float and double versions 2021-05-20 06:50:09 -04:00
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
Marcel Admiraal 26a99548f2 Fix Quat includes 2021-05-19 15:13:39 +01:00
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
Marcus Brummer 74174676b8
Fixed build with SCRIPT_AES256_ENCRYPTION_KEY set
(cherry picked from commit 7e8e40a38e)
2021-05-14 15:15:25 +02:00
Zae 3fd1a5d144
Fix zip file opening twice
(cherry picked from commit f403e62df1)
2021-05-14 12:57:43 +02:00
Rémi Verschelde a00ef0d27b
SCons: Abort if SCRIPT_AES256_ENCRYPTION_KEY is invalid
Helps users figure out that something is wrong if they did define this
environment variable and it turns out being ignored.

(cherry picked from commit 08b4383e3f)
2021-05-14 12:03:55 +02:00
Will Whitty c1135cf006 Work on porting HTTPRequest compression to 3.3
Fix doc issues

Use memcpy

Bind RESULT_BODY_DECOMPRESS_FAILED

Docs update
2021-05-14 12:20:31 +03:00
bruvzg 3b0c071ce2
[macOS] Prefer .app bundle icon over the default one. 2021-05-13 09:30:56 +03:00
Hugo Locurcio 8b06085249
Implement the `%command%` placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`

The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.

(cherry picked from commit ce4aa07276)
2021-05-09 17:47:38 +02:00
Pedro J. Estébanez 90f13520dd Extend UndoRedo handling of Resource to every Reference 2021-05-09 09:29:45 +02:00
Rémi Verschelde e96f0ea1d7
Android: Remove non-functional native video OS methods
Those methods are only properly implemented for iOS.

Supersedes #43811.
2021-05-07 16:42:17 +02:00
bruvzg dab4cf3ed6
Add `physical_scancode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde bf9f288c7d
Fix crash with user-defined `ResourceFormatLoader.load`
There's still some fishy recursive relationship between `load_interactive` and
`load` which needs to be investigated here, but this patch solves the crash
when returning an error code in user-defined `load`.

Fixes #48463.
2021-05-05 15:44:42 +02:00
Rémi Verschelde 619482472e
Merge pull request #48355 from MaxStgs/3.x
Add PackedDataContainer data pointer check for non nullable
2021-05-05 15:22:40 +02:00
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
PouleyKetchoupp 0dacc681b6 Fixed unnecessary bvh tree updates when calling set_pairable
Dynamic BVH doesn't update the tree anymore when calling set_pairable
with no parameter change.

Also modified Godot Physics broadphase to create objects directly with
pairable (static) set correctly to make use of this optimization for the
BVH broadphase.

Note: Octree broadphase doesn't use this optimization because it forces
an update on move, so passing the proper AABB and static parameters on
creation would cause the tree to update twice.
2021-05-04 12:24:31 -07:00
Rémi Verschelde b4af1eba0a
Style: 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
2021-05-04 16:39:13 +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 2660f24160
Merge pull request #48429 from kleonc/posmod-change-int-to-int64
[3.x] Make posmod use int64_t instead of int
2021-05-04 12:31:01 +02:00
Rémi Verschelde 32cc022267
Merge pull request #48314 from nekomatata/physics-2d-dynamic-bvh
[3.x] Support for Dynamic BVH as 2D Physics broadphase
2021-05-04 09:23:04 +02:00
kleonc f04a964627 Make posmod use int64_t instead of int 2021-05-03 22:03:16 +02:00
Fabio Alessandrelli 77e3514315
[Net] Implement String::parse_url for parsing URLs.
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).

Use that function in both HTTPRequest and WebSocketClient.

(cherry picked from commit 3bb40669d5)
2021-05-03 21:39:43 +02:00
MaxStgs 0bb40df4bb Check PHashTranslation generate p_from is valid 2021-05-03 19:58:40 +05:00
MaxStgs 94d0c4182b Add PackedDataContainer data pointer check for non nullable 2021-05-02 15:56:36 +05:00
PouleyKetchoupp d8f681029f Support for Dynamic BVH as 2D Physics broadphase
List of changes:
- Modified bvh class to handle 2D and 3D as a template
- Changes in Rect2, Vector2, Vector3 interface to uniformize template
calls
- New option in Project Settings to enable BVH for 2D Physics (enabled
by default like in 3D)
2021-04-30 15:53:15 -07:00
Rémi Verschelde e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Pasi Nuutinmaki f8c4ffcdde
Fix area calculation of Face3
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.

"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html

(cherry picked from commit a165eed73b)
2021-04-29 11:10:50 +02:00
Rémi Verschelde 3ded745305
Merge pull request #47887 from Pineapple/separate-set-3x
[3.x] Separate set.h from map.h
2021-04-28 16:58:09 +02:00
Rémi Verschelde 2d57df60f7
Merge pull request #48144 from Faless/crypto/3.3_encryption_stable 2021-04-27 13:46:49 +02:00
Sergey Minakov 78837f5c65
Core: add EOF check for json parser
Additionally reset parse result if error was found.

(cherry picked from commit a2676ff810)
2021-04-26 13:07:59 +02:00
Fabio Alessandrelli dcd5433b3b Implement RSA encryption/decryption. 2021-04-24 00:04:56 +02:00
Fabio Alessandrelli 09b9e65688 Implement sign and verify in crypto. 2021-04-24 00:04:56 +02:00
Fabio Alessandrelli 09af27fa39 CryptoKey supports public keys. 2021-04-24 00:04:56 +02:00
Fabio Alessandrelli ef77fb0a38 Add AESContext.
GDScript interface to CryptoCore::AESContext.
Also add CBC mode in CryptoCore::AESContext and expose it.
2021-04-24 00:04:56 +02:00
kobewi 07fb3c6aca
Make randomize() use unix time too
(cherry picked from commit 22efa850bd)
2021-04-23 21:50:34 +02:00
Rémi Verschelde 6ed82812aa
NodePath: Remove unimplemented `get_parent()` method
Fixes #48100.

(cherry picked from commit 12f826da7d)
2021-04-23 21:50:00 +02:00
kleonc 4d7f642fb3 Improve some argument names for core types 2021-04-23 15:34:24 +02:00
Rémi Verschelde 10e86bc017
Add type_traits include for `std::is_trivially_destructible`
(cherry picked from commit 3d46f28558)
2021-04-22 17:22:52 +02:00
Rémi Verschelde 1c9203ad68
Object: Make deleted object access raise errors, not warnings
Clarify doc about not decaying to `null` for `free` and `queue_free`.

Part of #45639.
2021-04-20 11:37:39 +02:00
Rémi Verschelde 701fa8a779
Revert "Fix `_File::get_buffer` length always set to p_length"
This reverts commit 9a7e537aac.

Fixes #47971.
2021-04-17 13:07:18 +02:00
Bartłomiej T. Listwon 011a3d69e2 Separate set.h from map.h 2021-04-14 13:06:12 +02:00
Johannes 9a7e537aac
Fix `_File::get_buffer` length always set to p_length
(cherry picked from commit 33d6eccdec)
2021-04-12 00:23:43 +02:00
Daniel Kříž edcb95cede
fix wrong encoding in uri_encode
(cherry picked from commit 13c999d9d7)
2021-04-12 00:23:43 +02:00
jmb462 ce4dec647c
fix crash on null class in ClassDB.get_property() and set_property()
(cherry picked from commit 400843c172)
2021-04-05 12:02:32 +02:00
lawnjelly d67975c1cd BVH - prevent self collisions
I had missed a special case check for userdata of two colliding objects being equal. In this case, collisions should not be reported. This is used in the physics to prevent self intersection in composite objects.
2021-04-04 09:13:58 +01:00
Hein-Pieter van Braam-Stewart ff3099abcf Fix thread_local, tls, ASLR, and DEP with MingW
This commit changes the way Thread::caller_id works. By moving caller_id
to the .cpp file we make sure that the TLS variable doesn't get
relocated twice causing a crash. Since we build with LTO for release
builds (and everyone should be doing that anyway) there is no extra
overhead from the non-static method. We do do an extra bool check now
there but I don't think this will add much in the way of overhead.

This check cannot be avoided if we still want to be able to cache the
thread ID hash, as we had to move the setter because of limitations of
the WinRT platform. The original workaround for this was in #46813 but
this has some unintended consequences. Specifically; threads that never
create a Thread object will always return 0 in Thread::get_caller_id()
which caused a regression. For instance the editor now freezes when
importing large textures. This PR also addresses that.

Additionally we now enable ASLR support when building with MingW, this
includes a workaround for MingW. MingW refuses to create an appropriate
relocation table if no symbols are exported. So we just export the
various main() functions in godot_windows.cpp.

While ASLR support isn't criticial for Godot, previous versions of Godot
just happened to work with a dynamic base 'by accident' and some users
run Godot this way. After the thread change the .tls section now needs
relocations to make this work. By enabling ASLR at build-time we create
these relocations and people who forced ALSR on previously will now get
a working Godot again.

This fixes #47256 and fixes #47219

This is the 3.x version of this PR. For master a different approach is
possible which I will make in the coming days.
2021-03-25 23:20:12 +01:00
Juan Linietsky 24e1ba1298
Add a "keep" import mode to keep files as-is and export them.
(cherry picked from commit 8d64f3bd76)
2021-03-23 15:44:24 +01:00
Alex Hirsch 0b541af8a1
Allow nullptr with zero length in FileAccess get_buffer
fix #47071

(cherry picked from commit c28428fe4d)
2021-03-17 15:17:02 +01:00
Fredia Huya-Kouadio 0eb220eedc
Fix bug causing `project.godot` to be ignored when `project.binary` is missing
(cherry picked from commit 862e2df1a4)
2021-03-17 15:17:02 +01:00
Haoyu Qiu 0a17e96ab2 Fix invalid memory usage when modifying locked image 2021-03-16 13:45:45 +08:00
Alex Hirsch 5a882a659a
Add parameter checkes to FileAccess get_buffer functions
fix #46540

(cherry picked from commit cdf3099c68)
2021-03-14 12:03:22 +01:00
Rémi Verschelde ba174332af
Merge pull request #46939 from abaire/relaxes_gltf_name_sanitization_3.2
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-03-13 14:57:09 +01:00
abaire b032067e42 Relaxes Node naming constraints in glTF documents to match the Editor. 2021-03-12 08:35:50 -08:00
Aitor Cereceto 7e5020b2fa [46188] fix: get unix from datetime when empty dict
(cherry picked from commit 1e820b3d9d)
2021-03-12 10:17:41 +01:00
bruvzg 8feb53e509 Move caller_id init to Thread constructor to fix UWP build.
(cherry picked from commit 741e1cf672)
2021-03-12 10:12:52 +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
Ev1lbl0w bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
kobewi e9e0cac3f5 Allow to save override.cfg with ProjectSettings
(cherry picked from commit 156c402f2b)
2021-03-08 17:40:22 +01:00
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
bruvzg ce11f7fa3e
[3.2] Improve thread IDs to avoid collisions with threads not created by the Godot API. 2021-03-07 10:09:02 +02:00
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
Pedro Rodrigues eec2731eb2 Fix crash on HTTPClient::poll method
The problem happened because `poll` assumed that when the SSL flag was
true, the `connection` would be a subclass of StreamPeerSSL. However
that invariant could be broken by calling HTTPClient::set_connection
with a `connection` that is not a subclass of StreamPeerSSL.

Fixes #46138

(cherry picked from commit a3a731ed92)
2021-03-04 11:39:51 +01:00
kleonc 5022103ee7 Make Color::from_hsv use Color::set_hsv
(cherry picked from commit b59a06da25)
2021-03-04 11:39:02 +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
Fabio Alessandrelli 9084e2e85b Fix thread_process_array when NO_THREADS.
(cherry picked from commit dfbeb5ae29)
2021-02-26 15:23:23 +01:00
Carlos Cabello d6c67d0521 Add descriptive error message when trying to access a dir fails
(cherry picked from commit edb8c11970)
2021-02-25 22:40:32 +01:00
Hugo Locurcio b2725cb4b9 Improve the `OS.get_environment()`/`OS.set_environment()` documentation
(cherry picked from commit 355803db1b)
2021-02-25 22:38:07 +01:00
Pedro J. Estébanez 5a67eefbcf Fix SafeNumeric::conditional_increment() for NO_THREADS
(cherry picked from commit b1edb69249)
2021-02-25 22:34:15 +01:00
Emmanuel Leblond 94fe2dd31e
Fix Godot returned status code on unexpected error 2021-02-25 18:39:29 +01:00
Rémi Verschelde dadba2b391
Merge pull request #46392 from YeldhamDev/here_comes_another_rc
Backport the Import Defaults Editor
2021-02-25 15:45:34 +01:00
kleonc 5d628535b9 Geometry2D::make_atlas Fail is passed invalid rect size
(cherry picked from commit 988f4cdc90)
2021-02-25 15:14:32 +01:00
andybarcia 82b31fe8e7 Fixes some inconsistent ISO-639 language codes
And also adds tmz (Central Atlas Tamazight) as a language

(cherry picked from commit 476df5e198)
2021-02-25 15:14:32 +01:00
Pedro J. Estébanez ef129acedd Prevent thread wait on itself for finish
(cherry picked from commit afc5af8dfa)
2021-02-25 14:28:16 +01:00
Bastiaan Olij e9ce9a8422 Expose set_environment to GDScript 2021-02-25 22:07:38 +11:00
Michael Alexsander 95191b9826 Backport the Import Defaults Editor 2021-02-24 17:50:42 -03:00
bruvzg 5bbacc85bd
Expose String contents to the GDScript as PoolByteArray. 2021-02-23 13:43:36 +02:00
Delf Neumärker 4f891b7060 Fix unchecked array access in build_*_planes
(cherry picked from commit f054f760e6)
2021-02-22 21:43:28 +01:00
Rémi Verschelde 0abf702d4b
Merge pull request #45957 from lupoDharkael/natural-comp
[3.2] Add natural string comparison
2021-02-22 11:07:54 +01:00
Hugo Locurcio 9f236d48e6 Don't allow negative values for `OS.delay_usec()`/`OS.delay_msec()`
This closes #46190.

(cherry picked from commit 76f1f9b3c5)
2021-02-19 15:52:54 +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
Rémi Verschelde 7af8da32b1
Merge pull request #45933 from nekomatata/cylinder-support-3.2
[3.2] Cylinder support in Godot Physics 3D
2021-02-18 19:36:42 +01:00
PouleyKetchoupp c6fbd55ca9 Cylinder support in Godot Physics 3D
Backport of cylinder support from Master.
2021-02-18 08:44:23 -07:00
Pedro J. Estébanez 4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
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 8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- 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 11:58:08 +01:00
Pedro J. Estébanez 4ddcdc031b Modernize Mutex
- Based on C++11's `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`
- `BinaryMutex` added for special cases as the non-recursive version
- `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`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
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
Rémi Verschelde 7c3602dc8c
doc: Sync classref with current source 2021-02-16 14:47:29 +01:00
kobewi 5a290e0a3c
Don't save project settings when not necessary
(cherry picked from commit 4db47eb32e)
2021-02-16 14:27:38 +01:00
Hugo Locurcio 6c6f4e9895
Expose a `File.flush()` method to scripting
This can be used to ensure a file has its contents saved
even if the project crashes or is killed by the user
(among other use cases).

See discussion in #29075.

(cherry picked from commit ab397460e9)
2021-02-16 14:27:38 +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
lawnjelly a814dda2ae BVH - fix deferred visible mesh collision check
When making items visible from the visual server, the collision check is deferred to prevent two identical collision checks when set_pairable is called shortly after.

It turns out that for some items (especially meshes), set_pairable is never called. This PR detects this occurrence and forces a collision check at the end of the routine.
2021-02-14 09:03:26 +00:00
lupoDharkael 460e1b94c3 [3.2] Add natural string comparison 2021-02-13 15:13:58 +01:00
Hugo Locurcio 28127ce224
Print suggestions when requesting a nonexistent InputMap action
Co-authored-by: Marc Gilleron <marc.gilleron@gmail.com>
2021-02-11 18:00:26 +01:00
Meriipu 347a9df0a1
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.

(cherry picked from commit 7f9bfee0ac)
2021-02-11 13:12:06 +01:00
kleonc e900ca1f76
Make String::ends_with don't use String::rfind
(cherry picked from commit ad0943e3d3)
2021-02-11 13:12:06 +01:00
kobewi e7ee561ca0 Detect external modification of scenes 2021-02-11 01:08:49 +01:00
Aaron Franke f201382a85
[3.2] Use instance and first arg in Basis is_equal_approx
Discards the second argument.
2021-02-09 05:09:51 -05:00
Marcel Admiraal 3dd57a22df Add support for new SDL gamecontroller keywords. 2021-02-07 16:41:23 +00:00
Pedro J. Estébanez ae215451fc Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).

(cherry picked from commit a2b3a73e2d)
2021-02-05 09:26:09 +01:00
lawnjelly 00bd087d82 BVH add support for visibility (activation)
A major feature lacking in the octree was proper support for setting visibility / activation. This meant that invisible objects were still causing lots of processing in the tree unnecessarily.

This PR adds proper support for activation, items are temporarily removed from the tree and collision detection when inactive.
2021-01-30 13:21:40 +00:00
Rémi Verschelde 19ff78c528
Merge pull request #45530 from lawnjelly/bvh_pair_aabb_fix
BVH fix pairing AABB init and mask checks
2021-01-29 15:44:49 +01:00
Aaron Franke 226528097e
[3.2] Backport hex_to_int/bin_to_int zero check and C# changes 2021-01-28 09:24:44 -05:00
lawnjelly df18f72384 BVH fix pairing AABB init and mask checks
Fix bug whereby AABBs were reused from previous items due to use of a pool, resulting in missed collisions.
Also use full mask collision checks for all cases except generic update.
2021-01-28 14:01:03 +00:00
lawnjelly ba5e4d8baa BVH fix stale changed items, causing dangling pairs
In the octree collisions are flushed as objects are moved, whereas in the BVH they are usually flushed once per frame.

This was causing problems in the render tree in some rare situations where objects were being created (perhaps deleted and recreated using the same handle in the same frame). This PR flushes the collisions before creating objects, and set_pairable.

set_pairable may not be necessary but it is done for safety until proven not necessary.

Also a small potential for a bug is closed in remove_unordered use.
2021-01-27 16:14:32 +00:00
Hugo Locurcio eb0ca31ac1
Add an `OS.get_thread_caller_id()` method
This can be used to print thread IDs in logs. This can make it easier
to debug multi-threaded applications.

Co-authored-by: Khaos <khaos@khaos-coders.org>
(cherry picked from commit 35b046ddf7)
2021-01-26 22:10:30 +01:00
Vedat Günel 39cf22a9c7
Fix String.ends_with() for empty string arguments
(cherry picked from commit 1d0437c95b)
2021-01-26 17:00:17 +01:00
Rémi Verschelde 6d5daac3e4
Merge pull request #45312 from qarmin/remove_thread_lightmapper
Remove thread after use to prevent memory leak
2021-01-20 10:43:03 +01:00
Rafał Mikrut d025194602 Remove thread after use to prevent memory leak 2021-01-20 09:37:25 +01:00
lawnjelly 4954a869bb BVH render tree new updating scheme
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.

Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
2021-01-19 14:24:32 +00:00
lawnjelly a241aeb289 Fix BVH set_pairable and masks.
Calling set_pairable now will update collisions (rather than waiting for the next item_move).

Mask behaviour used for pairing now (hopefully) matches octree.
2021-01-17 15:00:49 +00:00
Andrii Doroshenko (Xrayez) b124c0c466
Expose `Resource.emit_changed()` to script
Also known as `emit_signal("changed")`.

(cherry picked from commit e94f46dcdb)
2021-01-15 16:49:46 +01:00
JFonS 7d7d7ef16d CPU lightmapper formatting and minor fixes. 2021-01-14 18:08:33 +01:00
JFonS 112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
lawnjelly 7b33050b3d BVH - fix physics expecting plus one based IDs.
Godot physics relies on ID zero being invalid, whereas BVH 0 is a valid ID.
2021-01-14 13:26:44 +00:00
Rémi Verschelde b9c5e2f9eb
doc: Sync classref with current source
And fix copyright headers in new code.
2021-01-13 16:55:27 +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
Rémi Verschelde 188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
lawnjelly 690e07b509 Dynamic BVH for rendering and godot physics
Complete rewrite of spatial partitioning using a bounding volume hierarchy rather than octree.

Switchable in project settings between using octree or BVH for rendering and physics.
2021-01-12 12:12:10 +00:00