- 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>
- 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)
- 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`
- 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.
The font size of the Find in Files dialog used to get out of sync with
the code editor font size.
The font of the Find in Files dialog is now updated each time there is a
change to the theme. This way, the font size of the Find in Files
results changes in response to the code font size being changed using
Ctrl +/- or using the Editor Settings.
Fixes#35499
(cherry picked from commit 011fdece6d)
This hints the user that the project manager is currently busy
loading the project. This is important for the HTML5 editor as the
current feedback isn't very obvious.
This also removes the unused `_exit_dialog` function.
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
Enabling filtering and mipmaps on the editor fonts makes the text
look slightly better. While not as good as SDF-based fonts, it should be
more usable already.
This change impacts the visual script and visual shader editors.
This partially addresses #16220.
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
(cherry picked from commit 73e62dffb9)
Cinematic preview enables the Camera3D preview automatically.
When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
(cherry picked from commit fa1d853eeb)
This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
(cherry picked from commit 57654508c9)
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>
fix for issue #44282
AABB for collision geometry was being calculated based on parent nodes transform without consideration for collision geometries translation.
Also hopefully clarified logic for selecting starting point for ray cast
(cherry picked from commit 4f171afecc)
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)
We should first attempt loading as external files, thus creating a dependency.
Loading as a buffer should only be used as fallback to support manually loading
as PNG or JPEG depending on the defined mimeType.
Fixes#44309, was a regression from #42504.
(cherry picked from commit e268a8e523)
1. show valid directory path when opening editor file dialog
2. keep file name when changing path by entering path
3. add first extension in filter automatically if not given
4. remove directory in recent list if it's not valid anymore
(cherry picked from commit 1f4b1e1488)
The blue accent color is now used, which matches the default editor
accent color.
It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.
(cherry picked from commit 114c1a78d9)
- Brighten gizmos when highlighted to make the difference between a
non-highlighted and a highlighted gizmo more visible.
- Tweak the manipulator gizmo size property hint.
(cherry picked from commit 8522ac7711)
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes#28669.
(cherry picked from commit 1a31274855)
This partially reverts #44041.
Also fix the bogus label about lack of GLES3 support being always shown...
It was meant to be behind a check but I had left it out while testing, and
forgot to put it back.
fix for issue #44231: snap_selected_nodes_to_floor() results in an editor
crash when a child collisionshape has invalid shape object
(cherry picked from commit 52f6e0b5ad)
This only applies to the project manager instance, what driver is used is otherwise
still defined by the project settings for a running game/editor.
Should help users who have issues with buggy GLES3 drivers to still use the project
manager to create and edit GLES2 projects.
Now that the F1 key is available, we can bind Search Help to the key
generally used in other applications to open the help menu.
(cherry picked from commit 42685f514f)
This matches the 2D editor default behavior.
Powers of two are usually better for grid divisions as they are often
used in level design.
(cherry picked from commit 31cf3e2572)
image/gif is not supported in the glTF 2.0 specification,
these files are broken. But let's be lenient...
Fixes#43638.
(cherry picked from commit f70cc0a60e)
Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
(cherry picked from commit 032a1c5dc3)
Switching between editors now requires holding Ctrl to avoid
conflicts with the new F2 shortcut.
The asset library can now be accessed by pressing Ctrl + F4
on Windows and Linux, or Alt + 4 on macOS.
This partially addresses #38139.
(cherry picked from commit 79e4e26738)
This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes#40532.
(cherry picked from commit d107fd4c9e)
This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
- The grid is now infinite, it follows the camera.
- The grid is now dynamic, if you zoom in and out, the grid subdivides,
expands, and fades.
- You can now enable grid planes for the XY and YZ planes. Only the flat
XZ plane is enabled by default. Each plane is independently dynamic
of the others.
- The default grid size has been increased to 200, and the maximum
has been increased to 2000. At 1000, the grid mostly looks edgeless.
- If you set the division level max and min to the same value then
the grid does not expand or subdivide, but instead stays the same size
and just follows the camera. Also, if these values are the same,
the bias value does nothing.
- If you want to have Blender-like behavior, set max to 1, min to 0,
and set the bias to a really low value. You may also wish to increase
the grid size if you have a small bias.
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
- Draw two boxes slightly offset from each other to give the illustion
of a thicker outline.
- Decrease the offset compared to the 3D node's AABB to give a more
accurate representation of its size.
- Make the box fully visible instead of only displaying the corners.
- Draw a x-ray version of the box that's more translucent, but visible
through walls. This helps make the box more visible while still
having a sense of depth.
- Use an orange color similar to the 2D editor.
Undo/redo log messages will now specify the modified node's
name (or number of modified nodes if several were modified).
On top of that, the new position/rotation/scale/pivot offset
will also be mentioned in the message.
(cherry picked from commit 996740de43)
Hide the back sides of the rotation gizmo circles and add a white
outline for better visualization of the rotation "sphere".
This is a 3.2 backport of @JFons work on the master branch; all credit
goes to him.
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
As a result, it should be enabled only when banding is noticeable enough.
Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
The editor used to only copy drag-dropped files in the File System pane
if the given file was a valid resource, or had a specific file format
(ttf, otf).
With this PR, all drag and dropped files are copied instead, no matter
their extension.
(cherry picked from commit 410b324740)
Treats application unfocus as a mouse release for
TOOL_PAINTING, by finishing the undo state and
resetting the tool. Also sets a flag to prevent extra
lines from being drawn when the application is refocused.
fixes#42398, fixes#24970
(cherry picked from commit 70a4cd1afe)
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
1. _gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) won't return an empty string.
2. String GLTFDocument::_sanitize_bone_name(const String &name) will keep Japanese characters. Like: "全ての親".
3. The sanitize function allows the bone name to be not just alphanumeric. The only required conditions are the ones in add_bone.
> ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
(cherry picked from commit 7b76f8783f)
The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.
The logic was documented and refactored to better handle the spec, notably:
- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
attempt loading the file with the specified format (even if its extension is
not the one expected for this format). So we can support bad extensions (PNG
data with `.jpg` extension) or custom ones (PNG data in `.img` file for
example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
`data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
or `application/gltf-buffer` will fall back to trying both PNG and JPEG
loaders.
Fully fixes#33796 (and fixes up #42501).
(cherry picked from commit 2e99d0b26f)
See https://github.com/KhronosGroup/glTF/issues/944 for context on the
application/gltf-buffer MIME type.
The glTF 2.0 spec supports `image/jpeg` and `image/png` which can also be
base64-encoded in buffer URIs.
Fixes#33796.
(cherry picked from commit 34a50310ad)