Commit Graph

4226 Commits

Author SHA1 Message Date
Faymoon 78ead60372
Let thread func have optional parameter
Fixes #38042.
2021-07-13 10:44:53 +02:00
Haoyu Qiu ccf292df38 Fix decompression with FastLZ when buffer size is less than 16 bytes 2021-07-13 16:34:45 +08:00
Rémi Verschelde e2b79e9591
Merge pull request #49291 from NoFr1ends/fix-49262
String::format leave passed values untouched
2021-07-13 09:33:46 +02:00
Rémi Verschelde a766661f6a
Merge pull request #50304 from timothyqiu/memfree-param
Fix memfree parameter name
2021-07-13 08:29:47 +02:00
Yuri Sizov 4ee0e6ddf5 Add type variations to Theme 2021-07-13 02:26:28 +03:00
Fabio Alessandrelli 88d68346ee [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer. 2021-07-12 16:36:34 +02:00
Hendrik Brucker 74ab336fe3 Change VSync mode project setting enum type from string to integer 2021-07-12 03:35:51 +02:00
Fabio Alessandrelli d3ba0aa3e0 [Net] Fix crash when receiving RPC on node without a script. 2021-07-11 10:18:32 +02:00
Rémi Verschelde a0d800e967
Merge pull request #50362 from timothyqiu/http-eof
Fix unicode invalid skip error in AssetLib
2021-07-11 09:33:51 +02:00
Haoyu Qiu 0caaaf4018 Fix unicode invalid skip error in AssetLib 2021-07-11 12:14:08 +08:00
Haoyu Qiu 293050a919 Handle Z_BUF_ERROR in decompress_dynamic 2021-07-11 11:05:12 +08:00
Hugo Locurcio a2d5f191d8
Merge pull request #48622 from Geometror/reimplement-disableable-vsync 2021-07-10 01:02:23 +02:00
Rémi Verschelde ca2fda629f
Merge pull request #50290 from reduz/redo-instance-bindings
Redo how instance bindings work
2021-07-09 23:25:33 +02:00
PouleyKetchoupp ff40c3f3c8 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 11:42:39 -07:00
Haoyu Qiu 542d7d6460 Fix memfree parameter name 2021-07-09 14:41:00 +08:00
reduz a9c943bef9 Implement Range Iterators
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):

```C++
//Vector<String>
for(const String& I: vector) {

}
//List<String>
for(const String& I: list) {

}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
	print_line("key: "+I.key+" value: "+itos(I.value));

}

//if intending to write the elements, reference can be used

//Map<String,int>
for(KeyValue<String,int>& I: map) {
	I.value = 25;
	//this will fail because key is always const
	//I.key = "hello"
}

```

The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
2021-07-08 23:27:27 -03:00
reduz 4469144891 Redo how instance bindings work
* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.

**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
2021-07-08 17:08:12 -03:00
reduz c43f624d44 Unify material parameter update
* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
2021-07-06 18:57:38 -03:00
Gilles Roudière 2f9a0268dd Increase the number of arguments accepted by UndoRedo methods 2021-07-06 18:52:28 +02:00
Hendrik Brucker 043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
Eric M c2ba7464b6 Added EditorInspectorPlugin to aid in editing InputEvents in resources and shortcuts 2021-07-06 23:50:33 +10:00
bruvzg eca4d2fccc Fix Variant tags parsing. 2021-07-05 15:46:41 +03:00
Fabio Alessandrelli a28d25c441 [Crypto] Delete mbedtls ctx in deconstructor.
Would cause memory leak when the context was `start`ed but not
`finish`ed.
2021-07-03 16:12:55 +02:00
sygi 6f3e7f7cb0 Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-02 20:50:27 +01:00
Nick H c6f28ed62b 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.
2021-07-02 03:07:37 -04:00
Rémi Verschelde 97e041e285
Merge pull request #50057 from reduz/force-string-in-dictionary
Force String as Dictionary key instead of StringName
2021-07-01 22:22:47 +02:00
reduz 379b90fd33 Force String as Dictionary key instead of StringName
* Lua table syntax uses named indexing: `{ mykey = myvalue }`
* Python style syntax uses string indexing: `{ "mykey" : myvalue }`
* Both are incompatible since a StringName key wont fetch a String key, hence confusing.
* This PR proposes always using String for indexing at a very minimal performance cost. Always indexing with StringNames will be faster, but they are considerably more expensive to create.
2021-07-01 16:03:37 -03:00
Julien Nguyen 0a823e85d2 Fix 'in' operator to check if an object member exists 2021-07-01 20:59:26 +02:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Rémi Verschelde 9f30638d4b
Merge pull request #50044 from akien-mga/localvector-find-noerror
LocalVector: Don't error if `from` >= `count`
2021-07-01 13:13:27 +02:00
Rémi Verschelde 230a24a49d
Merge pull request #50026 from lyuma/callable_is_valid
Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
2021-07-01 12:57:14 +02:00
Rémi Verschelde 7b7ccf25b6
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.
2021-07-01 12:16:33 +02:00
Lyuma 8f1efa656b Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x 2021-07-01 02:54:01 -07:00
Rémi Verschelde 3f12d0a883
Merge pull request #50018 from fire/port-false
Network port comparison is always false
2021-07-01 09:42:34 +02:00
reduz 75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
K. S. Ernest (iFire) Lee c1d9170194 Network port comparison is always false
error: comparison is always false due to limited range of data type [-Werror=type-limits]
  ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The local port number must be between 0 and 65535 (inclusive).");
2021-06-30 02:39:17 -07:00
reduz 64c925cca6 Improve RID_Owner memory usage
* Ability to allocate empty objects in RID_Owner, so RID_PtrOwner is not needed in most cases.
* Improves cache usage, as objects are now allocated together
* Should improve performance in 2D rendering
2021-06-29 12:28:08 -03:00
Rémi Verschelde 7f9346b81b
Merge pull request #49925 from RicardRC/FindFromNop
Make use of variable "from" in local_vector find() function.
2021-06-29 14:36:19 +02:00
Ricard Rovira 14d5908057 Use unused from in local vector find function. 2021-06-29 13:37:02 +02:00
Rémi Verschelde 05336adb86
Merge pull request #49905 from pfertyk/issue-46480-image-compress-crashes-godot
Validate image formats, check if resize_to_po2 failed
2021-06-29 12:44:20 +02:00
Gilles Roudière 30a615dd94 Implement painting properties over TileSets 2021-06-29 11:07:46 +02:00
Paweł Fertyk 3dae9993ac Validate image formats, check if resize_to_po2 failed 2021-06-28 21:17:06 +02:00
Haoyu Qiu 0b7ffd4f68 Fix Image.adjust_bcs crash when image format is invalid 2021-06-27 20:52:42 +08:00
reduz b1d15c51bc Implement native extension system
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
2021-06-25 17:32:45 -03:00
Rémi Verschelde f1bcc641dd
Merge pull request #49583 from timothyqiu/texture-crash
Fix crash when freeing GradientTexture and NoiseTexture
2021-06-24 09:40:42 +02:00
Fabio Alessandrelli b00c4a4360 [Net] Makes HTTPClient a custom instance class. 2021-06-23 14:10:45 +02:00
Fabio Alessandrelli 421e771012 [Net] Unify HTTPClient request and request_raw. 2021-06-23 13:53:43 +02:00
Eric M f96d9f5ae1 Improved some error messages (from ERR_FAIL_*) in Object. 2021-06-21 20:20:59 +10:00
Aaron Franke 0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Aaron Franke e919d894f8
Move many input enums to their own file 2021-06-20 11:53:01 -04:00
Rémi Verschelde cca29b78b9
Merge pull request #48359 from Calinou/add-engine-print-error-property 2021-06-20 13:22:08 +02:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 9b7c963d19
Merge pull request #48804 from EricEzaM/scripting-multi-error-support
Added support for scripts reporting multiple errors to ScriptTextEditor
2021-06-20 00:38:49 +02:00
Rémi Verschelde bbf6d645fb
Merge pull request #48080 from aaronfranke/real-serialization
Binary serialization for reals
2021-06-20 00:33:30 +02:00
Rémi Verschelde 4effadc0ba
Merge pull request #48696 from madmiraal/fix-48692
Fix `InputMap.action_erase_event()` failing to erase events correctly.
2021-06-20 00:29:42 +02:00
Rémi Verschelde d88be9b70c
Merge pull request #44806 from madmiraal/consolidate_json
Consolidate JSON, JSONParseResults and JSONParser into JSON
2021-06-19 21:45:34 +02:00
Eric M d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
Marcel Admiraal 2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
Hugo Locurcio aa0976f47c
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 08:56:20 +02:00
Rémi Verschelde a9c53fa599
Merge pull request #49287 from reduz/expose-variant-internal-binders
Make some Variant internal functions public.
2021-06-19 01:11:03 +02:00
Rémi Verschelde 92f20fd70e
Merge pull request #49659 from LightningAA/string-valid-integer-to-int 2021-06-18 16:14:14 +02:00
Rémi Verschelde 7aebb8f81c
Merge pull request #44156 from aaronfranke/quat-angle-to
Add Quaternion angle_to method
2021-06-18 12:35:58 +02:00
Rémi Verschelde 3fc39954ec
Merge pull request #49638 from aaronfranke/multiply-transforms
Allow multiplying Transforms and Basis by numbers
2021-06-18 12:35:14 +02:00
Rémi Verschelde f6756e2bf5
Merge pull request #49698 from aaronfranke/prop-no-usage
Add PROPERTY_USAGE_NONE and use it
2021-06-18 12:28:05 +02:00
Aaron Franke 93b494d4ae
Add Quaternion angle_to method 2021-06-17 23:57:00 -04:00
Aaron Franke 29706651fe
Binary serialization for reals
Added new "encode_real" methods for handling real_t, and used them for vector types. Types are encoded based on compilation setting.

But for decoding, always check how it was encoded. This way, serialized data is cross-compatible with Godot compiled with singles and Godot compiled with doubles. At least, in theory.
2021-06-17 23:15:34 -04:00
Michael Alexsander Silva Dias 0ff4095b36 Better format arguments in variant parser 2021-06-18 00:06:40 -03:00
Aaron Franke 8b692e8872
Add PROPERTY_USAGE_NONE and use it 2021-06-17 19:10:26 -04:00
reduz 2c81e5fa0e Make some variant internal functions public.
-Make constructors, ops and setget inline functions public
-Should help optimizing the GDScript VM
2021-06-17 19:59:28 -03:00
Lyuma c21aa9196e Consider a thread done if current_work is null 2021-06-17 05:22:43 -07:00
Gregory Basile 8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Lightning_A b6af2a29eb Rename `is_valid_integer()` to `is_valid_int()`
Method from `String`
2021-06-16 10:32:22 -06:00
Rémi Verschelde badad53438
Merge pull request #49505 from underdoeg/patch-2
fix url parsing with port numbers
2021-06-16 14:20:29 +02:00
Haoyu Qiu 06c0a5f9f2 Save binary ProjectSettings key length properly 2021-06-16 16:32:03 +08:00
Aaron Franke bd6ed3fb09
Allow multiplying Transforms and Basis by numbers 2021-06-15 22:26:29 -04:00
Rémi Verschelde fed31b1827
Merge pull request #49616 from BastiaanOlij/more_rename_transform
Adding some more missing renames for Transform3D and Quaternion
2021-06-15 16:50:52 +02:00
Bastiaan Olij 2161fd117b
Adding some more missing renames for Transform3D and Quaternion 2021-06-15 16:01:50 +02:00
Rémi Verschelde 78a2d3a967
Merge pull request #49107 from timothyqiu/circular-structure
Fix json dump and print of circular structure
2021-06-15 15:43:55 +02:00
SpaghettiCoder01 5b81af09dc Added Input_Map entry for backspacing using Shift+Backspace 2021-06-15 04:30:49 +01:00
Haoyu Qiu b3bd54001f Fix json dump and print of circular structure 2021-06-14 20:48:49 +08:00
jfons 3a53ae5d9f Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.

Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.

This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).

Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.

Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
2021-06-14 12:17:11 +02:00
Haoyu Qiu 37db8d6184 Fix crash when freeing GradientTexture and NoiseTexture 2021-06-14 12:32:19 +08:00
Rémi Verschelde 600b4c9c7b
Merge pull request #34668 from aaronfranke/to-string
[Core] Reformat structure string operators
2021-06-13 11:58:24 +02:00
Rémi Verschelde e866a53428
Merge pull request #49559 from timothyqiu/color-index
Fix crash when using invalid index in Color.get_named_color
2021-06-13 10:50:27 +02:00
Haoyu Qiu a23610ad90 Fix crash when using invalid index in Color.get_named_color 2021-06-13 14:29:32 +08:00
Haoyu Qiu c727d40507 Fix `InputEventJoypadButton::as_text` crash for invalid button index 2021-06-13 13:53:11 +08:00
Rémi Verschelde 6d98f84abb
Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibility
Consistently prefix bound virtual methods with _
2021-06-12 23:00:40 +02:00
Rémi Verschelde ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Rémi Verschelde 326e483ef3
VariantParser: Fix reading StringNames with '&'.
Keep support for '@' for now for compatibility.

Fixes #49535.
Fixes #49542.
2021-06-12 22:13:35 +02:00
kobewi 7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +02:00
Rémi Verschelde 530e069bc3
Merge pull request #49312 from RandomShaper/reference_to_ref_count
Rename `Reference` to `RefCounted`
2021-06-11 19:46:25 +02:00
Rémi Verschelde 50d1e0ea99
Merge pull request #47835 from mortarroad/master-lossless-webp
Implement lossless WebP encoding
2021-06-11 19:34:36 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Morris Tabor 1bc1e94208 Implement lossless WebP encoding 2021-06-11 18:46:04 +02:00
Juan Linietsky fbb5a541ef
Merge pull request #49421 from floppyhammer/fix-vram-compressed-mipmaps
Fix mipmaps of VRAM compressed textures
2021-06-11 12:35:00 -03:00
Aaron Franke 554c776e08
Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00
Rémi Verschelde 8d4046929c
Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
Rémi Verschelde 6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Rémi Verschelde 6107d9e180
Merge pull request #34566 from Heikki00/34541_to_json_precision
Increased String::num default decimal precision
2021-06-11 15:56:59 +02:00
Aaron Franke f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
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
Philip Whitfield 3d9f29910c
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```
2021-06-11 10:09:05 +02:00
Jonathan Gollnick 6710ad1737
Let var2str display StringName with correct sigil 2021-06-10 16:30:28 -05:00
Marcel Admiraal b3a962945e Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:17 +01:00
reduz c66b2651a6 Refactor CommandQueueMT
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.

This should make thread loading entirely reliable.
2021-06-09 13:10:49 -03:00
floppyhammer 81ed9fa31b fix-vram-compressed-mipmaps 2021-06-08 21:38:45 +08:00
Rémi Verschelde d92e46233c
Merge pull request #49394 from akien-mga/fileaccess-store_buffer-err-len-0
FileAccess: Don't err in `store_buffer` with buffer of size 0
2021-06-07 22:33:01 +02:00
Rémi Verschelde 6e9a4c268f
Merge pull request #49318 from reduz/native-extension
Add API for registering native extensions
2021-06-07 20:11:41 +02:00
Rémi Verschelde 01d5c463be
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.
2021-06-07 18:34:00 +02:00
Rémi Verschelde 896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Rémi Verschelde c1c76850cb
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.
2021-06-07 11:03:08 +02:00
TwistedTwigleg 8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
reduz 98a81fe8aa Add API for registering native extensions
* First step for GDNative to behave more like modules
* Only Object and ClassDB, the rest needs to happen on the GDNative side.
2021-06-04 14:56:46 -03:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 028d9fa2bd
Add "Transform" compatibility name for "Transform3D" in VariantParser 2021-06-04 08:07:08 -04:00
Rémi Verschelde 875ed4d600
Merge pull request #47336 from Calinou/rename-shader-file-extension
Rename the `.shader` file extension to `.gdshader`
2021-06-04 11:26:14 +02:00
Jonas Bernemann a403efb67c String::format leave passed values untouched
If the passed value or key contains double quotation marks it will no
longer get removed.
2021-06-03 23:07:38 +02:00
Rémi Verschelde 5d9cab3aeb
Merge pull request #38430 from aaronfranke/transform3d 2021-06-03 23:07:21 +02:00
Rémi Verschelde ea2a0b5455
Merge pull request #43450 from aaronfranke/mouse-mode-bitwise
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
2021-06-03 22:00:15 +02:00
Rémi Verschelde a9c6d2a96c
Merge pull request #45624 from aaronfranke/clamp
Allow clamping vectors and colors in addition to floats and ints
2021-06-03 21:20:37 +02:00
Rémi Verschelde a867c5ab77
Merge pull request #49269 from sarchar/fix-dns-locks
Fix DNS resolve mutex locks
2021-06-03 21:08:08 +02:00
Aaron Franke 2e13e3ed4a
Allow clamping vectors and colors 2021-06-03 12:05:20 -04:00
Aaron Franke 94bc0bd919
Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
Chuck 48f7e06976 Fix DNS resolve mutex locks
This fixes #49261, which was happening because of a deadlock in the resolver mutex.  There was leftover old mutex code and it's all be converted to new MutexLock class now.
2021-06-03 22:58:40 +07:00
Aaron Franke 98aa3b669e
Add MOUSE_MODE_CONFINED_HIDDEN
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-03 11:44:28 -04:00
Hugo Locurcio 5ea1c75d63
Rename `String.is_abs_path()` to `String.is_absolute_path()`
This is more consistent with `NodePath.is_absolute()`.
2021-06-03 16:00:06 +02:00
Rémi Verschelde 7ab34e1a96
Merge pull request #48889 from Calinou/file-rename-endian-swap
Rename File's `endian_swap` to `big_endian`
2021-06-03 15:19:07 +02:00
Aaron Franke a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde 9990f28d84
Merge pull request #49026 from sarchar/multiple-dns-resolves 2021-06-01 18:41:41 +02:00
Rémi Verschelde c5f237eaf8
Merge pull request #45393 from Paulb23/code_edit_autocomplete 2021-06-01 17:58:19 +02:00
Fabio Alessandrelli d779b5aa3e [Net] Refactor RPCs, remove RSETs
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
  (reliable/unreliable/ordered) and channel (channels are not actually
  implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
  scripts that now only needs a single `get_rpc_methods` function.
2021-06-01 17:24:21 +02:00
Paulb23 1c16673798 Move and expose AutoComplete in CodeEdit 2021-06-01 15:38:45 +01:00
Chuck dd8fa11ac1 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.
2021-06-01 11:24:34 +07:00
Rémi Verschelde 5ec8920cde
Merge pull request #49142 from Chaosus/bvh_fix_possible_crash
Fixed possible crash in `DynamicBVH::optimize_incremental`
2021-05-31 21:04:08 +02:00
Rémi Verschelde 643da45e16
Merge pull request #49173 from KoBeWi/navigational_oblivion
Tweak arguments of list_dir_begin() (skips navigational and hidden files by default)
2021-05-31 14:33:58 +02:00
kobewi bd50006aae Tweak arguments of list_dir_begin() 2021-05-31 12:16:26 +02:00
Rémi Verschelde 6ebe3bebae
Merge pull request #49192 from lawnjelly/bvh_current_tree4
BVH - fix stale current_tree in deactivate function [4.x]
2021-05-31 11:33:24 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
lawnjelly bd42de5fea BVH - fix stale current_tree in deactivate function [4.x]
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.
2021-05-29 18:03:43 +01:00
Heikki Simojoki 09a905ca80
Increase String::num default decimal precision
Fixes #34541

Renamed MAX_DIGITS to MAX_DECIMALS, since it only changes the
amount of digits after the decimal point.

Increased MAX_DECIMALS to 32, and made String::num use
MAX_DECIMALS consistently. If -1 is passed as
decimal precision to String::num, it now gets changed to
the correct precision based on the number's magnitude,
instead of using printf default(which is 6)

String::num_real also calculates the correct precision now.

Also made the types used in floating-point math more
consistent in a few places.
2021-05-29 11:24:57 -04:00
Yuri Roubinsky 4d569df95f Fixed possible crash in `DynamicBVH::optimize_incremental` 2021-05-27 18:38:06 +03:00
Paweł Fertyk ee8c9bb614 Return error when decompressing empty PoolByteArray 2021-05-25 18:43:26 +02:00
Marcel Admiraal da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Rémi Verschelde af03e9c830
Merge pull request #48939 from Calinou/screen-orientation-use-enum
Use an enum to represent screen orientation in the Project Settings
2021-05-24 19:53:19 +02:00
Rémi Verschelde 215e43242c
Merge pull request #49037 from vnen/fix-callable-freed-crash 2021-05-24 19:52:32 +02:00
George Marques ea44744e2d
Make Callable not crash on call when the object has been freed
Also add a GDScript test for this case.
2021-05-24 14:23:02 -03:00
Hugo Locurcio 660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00
Rémi Verschelde d9d920ed6c
Merge pull request #49023 from akien-mga/fix-OS-get_unix_time_from_datetime
OS: Better validation of invalid input for get_unix_time_from_datetime
2021-05-24 16:18:08 +02:00
Rémi Verschelde 65eff1cfdd
Merge pull request #46866 from bruvzg/symlinks_and_macos_gdn_framework_export_4 2021-05-24 15:14:02 +02:00
Rémi Verschelde 62efa30ed2
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.
2021-05-24 13:37:36 +02:00
Zae a65dac3fa7 Fix duplicate close files when deconstructing ZipArchive 2021-05-24 14:25:02 +08:00
Hugo Locurcio 80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.

This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.

The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
2021-05-22 23:47:43 +02:00
Rémi Verschelde de4c17f716
Merge pull request #48916 from mortarroad/master-convex-hull-ported
Replace QuickHull with Bullet's convex hull computer.
2021-05-22 23:22:48 +02:00
Morris Tabor d1bc88d426 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:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 22:35:42 +02:00
bruvzg 139a9d6370
Add symlink API to the DirAccess (on macOS and Linux). 2021-05-22 17:33:34 +03:00
Rémi Verschelde 5d2d24202d
Merge pull request #48927 from KoBeWi/I_fixed_your_left
Fix usage of String.left()
2021-05-22 13:09:34 +02:00
kleonc 17324db4ca Astar::get_available_point_id Start from 0 2021-05-22 11:44:34 +02:00
kobewi ea9660e1cf Fix usage of String.left() 2021-05-21 23:01:44 +02:00
Marcel Admiraal afdc5edb2a Remove alloca from loop and use a single fixed size array declaration 2021-05-21 13:04:55 +01:00
Rémi Verschelde 31246a58e0
Merge pull request #48806 from timothyqiu/xml-parser-fixes
Fix XMLParser behavior for comments and premature endings
2021-05-21 12:26:34 +02:00
Rémi Verschelde d5f9f58b61
Merge pull request #48903 from Calinou/math-funcs-remove-old-msvc-ifdef 2021-05-21 00:35:48 +02:00
Rémi Verschelde bfe4af91a2
Merge pull request #36180 from KoBeWi/I_broke_your_right
Change behavior of String.right
2021-05-20 23:56:17 +02:00
Hugo Locurcio b57d9c8005
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).
2021-05-20 23:24:04 +02:00
Tomasz Chabora b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Rémi Verschelde 98071ec136
Merge pull request #48887 from aaronfranke/round
Use global scope round method for rounding
2021-05-20 23:03:38 +02:00
Hugo Locurcio 12462d9055
Rename File's `endian_swap` to `big_endian`
This new name is more consistent with ResourceSaver and StreamPeer.
2021-05-20 14:58:03 +02:00
Rémi Verschelde 342f3efc7e
Merge pull request #48882 from aaronfranke/approx-use-double
Make is_equal_approx have explicit float and double versions
2021-05-20 14:17:58 +02:00
Rémi Verschelde db4cf63482
Merge pull request #48860 from JohnM666/fix-basis-variant-initialization
Fix RigidBody3D.get_inverse_inertia_tensor() crash
2021-05-20 14:05:29 +02:00
Aaron Franke b01aa69c80
Use global scope round method for rounding 2021-05-20 07:29:35 -04:00
Rémi Verschelde 4219a4cb6f
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 12:38:56 +02:00
Aaron Franke b5b6d3a8ec
Make is_equal_approx have explicit float and double versions 2021-05-20 06:18:11 -04:00
JohnM666 b19544e91d Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot 2021-05-20 10:46:24 +03:00
Marcel Admiraal 0846943ad5 Fix Quat includes 2021-05-19 15:09:21 +01:00
Marcel Admiraal 7104229a85 Fix InputMap.action_erase_event() failing to erase events correctly. 2021-05-19 11:43:02 +01:00
Haoyu Qiu 549ad70760 Fix XMLParser behavior for comments and premature endings 2021-05-18 15:01:21 +08:00
Rémi Verschelde 6c367f8e0d
Merge pull request #48168 from LightningAA/control-to-ctrl-4.0 2021-05-17 17:38:02 +02:00
Rémi Verschelde 7c72185917
Merge pull request #48792 from foxydevloper/fix-inputeventmidi-typo
Fix typo in InputEventMIDI string
2021-05-17 16:20:12 +02:00
fox df52f5de75 Fix typo in InputEventMIDI string 2021-05-17 09:54:28 -04:00
Pedro J. Estébanez 469fa47e06
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>
2021-05-17 15:06:19 +02:00
Marcel Admiraal 5cdf167dcc Make printing of InputEvents consistent
- Removes the undesired spaces before the colon
- Adds missing commas between parameters
- Adds quotes or brackets to strings
- Removes brackets around single values
2021-05-15 13:55:22 +01:00
Marcus Brummer 7e8e40a38e Fixed build with SCRIPT_AES256_ENCRYPTION_KEY set 2021-05-14 14:53:13 +02:00
Rémi Verschelde fcbf7145fe
Merge pull request #42337 from zaevi/fix-zip-open-twice
Fix zip file opening twice
2021-05-14 12:56:33 +02:00
Rémi Verschelde 08b4383e3f
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.
2021-05-14 11:46:10 +02:00
Zae f403e62df1 Fix zip file opening twice 2021-05-14 13:53:43 +08:00
Rémi Verschelde ed11756d26
GDNative: Fix size mismatch on 32-bit platforms for Signal and Callable
Fixes #48645.
2021-05-11 20:25:01 +02:00
PouleyKetchoupp 3877ed73d0 Dynamic BVH broadphase in 2D & 3D Godot Physics
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.

Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.

Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2021-05-10 16:28:55 -07:00
Lightning_A 97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Rémi Verschelde c3f7465b7e
Merge pull request #48535 from groud/tiles_squashed
TileSet and TileMap rework (squashed)
2021-05-07 20:46:06 +02:00
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Rémi Verschelde bcbd480c32
Merge pull request #45144 from dalexeev/color-consts
Rename color constants (alternative)
2021-05-07 12:22:49 +02:00
Rémi Verschelde 8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Hugo Locurcio ce4aa07276
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.
2021-05-07 00:05:02 +02:00
Rémi Verschelde 01f80201bf
Merge pull request #38645 from KoBeWi/FMR
Add filter, map and reduce to Array
2021-05-06 20:44:01 +02:00
Hugo Locurcio 3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores 2021-05-06 02:52:01 +02:00
Hugo Locurcio e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
MaxStgs d89d7ecd08 Add PackedDataContainer data pointer check for non nullable 2021-05-05 21:17:49 +05:00
Tomasz Chabora c50acc7339 Add filter, map and reduce to Array 2021-05-05 15:54:57 +02:00
Rémi Verschelde 02e96d9748
Fix error handling for user-defined `ResourceFormatLoader.load`
See #48463.
2021-05-05 15:43:49 +02:00