Commit Graph

87 Commits

Author SHA1 Message Date
Rémi Verschelde 5b2eececfd
Merge pull request #93372 from KoBeWi/instant_folders,_like_instant_noodles,_but_for_storing_files
Don't rescan filesystem when adding new directory
2024-09-16 13:34:09 +02:00
bruvzg 22b19c433f
[FileSystem Dock] Add option to show some unsupported files in the dock. 2024-09-05 18:29:29 +03:00
Rémi Verschelde 8d120a5d08
Merge pull request #95965 from Hilderin/update-script-documentation-file-remove-on-startup
Update script documentation removed files on startup
2024-09-04 17:11:54 +02:00
Hilderin 1c3bc2f980 Update script documentation removed files on startup 2024-09-04 06:12:22 -04:00
Rémi Verschelde 866099684c
Merge pull request #92667 from Hilderin/fix-addon-requires-editor-restart
Fix Addon requires editor restart to become functional
2024-09-03 11:42:52 +02:00
Hilderin 7dd235905e Fix Addon requires editor restart to become functional 2024-09-02 16:54:45 -04:00
Hilderin ef6f873938 Fix editor needs restart after adding GDExtensions 2024-08-29 06:15:32 -04:00
Rémi Verschelde 137b138be8
Merge pull request #84974 from KoBeWi/import_reimport
Reimport file when .import changes
2024-07-08 19:13:24 +02:00
kobewi b83c64faac Speed up scene group scanning for text scenes 2024-06-29 21:30:38 +02:00
kobewi f13bb2ff56 Reimport file when .import changes 2024-06-29 19:57:44 +02:00
Hilderin 39369db029 Fix synchronization of global class name 2024-06-25 18:33:07 -04:00
Hilderin 8ac841a026 Fix Noticeable freeze after saving a scene #93104 2024-06-20 16:47:28 -04:00
kobewi c981e8b765 Don't rescan filesystem when adding new directory 2024-06-20 00:46:14 +02:00
Rémi Verschelde e4fa8543ea
Revert "Fix FileSystem dock won't show any file folders"
This reverts commit 72856d633a.

Fixes #93022.
2024-06-11 11:46:35 +02:00
Hilderin 72856d633a Fix FileSystem dock won't show any file folders 2024-06-10 19:54:37 -04:00
Hilderin cc990efddf Fix freeze after building C# 2024-06-09 13:40:51 -04:00
kobewi f3b0f7b9e2 Skip unnecessary updates to scene groups and scripts 2024-05-15 16:48:01 +02:00
Rémi Verschelde a21824b293
Merge pull request #85295 from jsjtxietian/use-mutex-protect-max_index-in-ImportThreadData
Use `SafeNumeric` to protect `max_index` in ImportThreadData
2024-05-02 12:46:19 +02:00
kobewi 0904378515 Remove code duplication for adding global script class 2024-05-01 00:26:42 +02:00
Mikael Hermansson 9d01793dff Add `--import` command-line flag 2024-04-09 15:18:59 +02:00
A Thousand Ships 2cbf469912
Fix sorting of files/dirs in dialogs
Sorts leading `_` before other characters except `.`.
2024-03-20 13:45:47 +01:00
Muller-Castro 1638c1b28f Add const lvalue ref to editor/* container parameters 2024-02-26 15:28:15 -03:00
Wilson E. Alvarez 9790b992ba
Fix data race against EditorFileSystem.scanning_changes_done 2024-02-09 07:48:01 -05:00
Adam Scott bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Stanislav Labzyuk 958699a0c4 Implement project-wide node groups 2023-12-19 18:07:19 +01:00
jsjtxietian 4861ab4cfe Use mutex to protect max_index in ImportThreadData 2023-11-28 12:50:57 +08:00
Lyuma 5fbcb80170 Use reimport_append api for importing embedded gltf images
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2023-02-06 07:11:45 -08:00
Juan Linietsky 91c3066c89 Support reimport appending
* Add API: `EditorFileSystem::reimport_append(path)`, thread safe, what can be used from importers when they generate new files within the import process.
* Added a `remap.gen_param` custom value to .import files, which can be used by importers to store data needed to generate this file again or not.

This API is added to allow the GLTF2 importer to properly extract png files as textures.
2023-02-01 12:27:50 +01:00
Juan Linietsky dddd8d43f6 Support script global resource name in EditorFileSystem
* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.

Properly fixes #66179. Supersedes #66215 and supersedes #62417

**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
2023-01-21 14:19:27 +01:00
Juan Linietsky c0a81b1a2c Further fixes to global script class parsing
Bugs were introduced on first parse by #71628

This should fix everything remaining. No errors of any type were observed.
2023-01-19 13:52:15 +01:00
Juan Linietsky 5bdc0d97d3 Clean up EditorFileSystem script parsing
* Optimize only update modified/added/removed files.
* Clean up documentation parsing.
2023-01-18 20:56:45 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Aaron Franke 2be9ef507a
Remove unused `abort_scan` variable 2022-09-15 14:23:38 -05:00
Juan Linietsky c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
reduz e32215fbad Add Blender install autodetection and configuration.
This PR is a continuation to #54886

* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.

**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01 11:01:12 +02:00
Aaron Franke 918b09cabc
Initialize bools in the headers in editor 2022-03-12 13:34:06 -06:00
jmb462 c24433f500 Prevent renaming to an unkown extension from FileSystem dock. 2022-01-17 20:03:51 +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
Paulb23 6596c7bdc2 Add TextFile support across the editor 2021-09-30 13:29:29 +01:00
reduz 542e6e8ca6 Implement Extension Loader
* Extensions are now scanned and loaded on demand.
* Extensions found are cached into a file that is used to load them (which is also exported).
* Editor will ask to restart when an extension requires core functionality.
* Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
2021-08-20 16:02:24 -03:00
reduz 32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
Lyuma 6c94b2cb9e Remove thread-unsafe and unused late_added_files.
_reimport_file is called from multiple threads as part of the threaded importer.
Inserting to this set from a thread could hit a race condition leading to memory corruption or hangs.
It seems to be unused, intentionally or unintentionally
2021-06-17 05:30:24 -07:00
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
Mateo Kuruk Miccino dc76938679 FileSystem: Force update when we delete a folder from the editor and searching changes only if we change the directory successfully in the scan_fs_changes 2021-05-01 22:12:02 -03:00
Juan Linietsky 2b730cad90 Use multiple threads to import.
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer

Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.

For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
2021-04-19 14:12:22 -03:00
Juan Linietsky 97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00