Commit Graph

28019 Commits

Author SHA1 Message Date
FIF15 8311a37ed9 Deprecate Redundant property enabled_focus_mode
of BaseButton
see #41529 for details
this closes #41529
2020-10-16 14:14:04 +08:00
Hugo Locurcio 009bf148b3
Document OmniLight/SpotLight rendering limitations 2020-10-15 22:14:08 +02:00
Rémi Verschelde 5e4a8abe24
Merge pull request #42790 from Faless/js/3.2_html_editor_first_iteration
[3.2] [HTML5] Editor prototype
2020-10-15 10:29:25 +02:00
Fabio Alessandrelli a3179aa8fc Disable WebGL2, window maximize in editor builds. 2020-10-14 12:32:35 +02:00
Fabio Alessandrelli 0452c2fced Improve Project Manager video driver selection.
Now suggests the current video driver instead of defaulting to GLES3.
2020-10-14 12:32:35 +02:00
Fabio Alessandrelli 55f04952c5 [HTML5] Add JavaScriptToolsEditorPlugin.
A new editor plugin, specific to HTML5, that provide some extra features
needed to make the editor usable on that platform.

For now, it adds a "Download project sources" option in the "Tool" menu,
so the user can download the work done as a zip file (from the browser
storage).
2020-10-14 11:20:20 +02:00
Fabio Alessandrelli 294e9752bd Add JavaScript editor html file. 2020-10-14 11:20:20 +02:00
Fabio Alessandrelli 1bfc582633 [HTML5] Close IDBFS database on exit.
This should be made available in emscripten in a decent way.
Possibly after unmount, to free the database lock and allow performing
operations on it from javascript after the Emscripten Runtime has
exited.
2020-10-14 11:18:41 +02:00
Fabio Alessandrelli 47e82bcb58 [HTML5] Expose request_quit via Engine class.
So it can be called when closure compiler is enabled.
2020-10-14 11:17:08 +02:00
Fabio Alessandrelli f72bbc4c3b Increase HTML5 THREADPOOL size.
This fixes a "random" deadlock when quitting the editor.
I still haven't figure out the root cause, but having a bigger seems to
greatly mitigate the issue.
The new pool size (pre-allocated threads) is now 8.
2020-10-14 11:17:03 +02:00
bruvzg 6ea9ee563a
[macOS, 3.2] Suppress momentum scrolling after key press or modifier change to prevent unexpected change of action. 2020-10-13 19:05:05 +03:00
Rémi Verschelde 6529023039
Merge pull request #42734 from lawnjelly/mac_orphan2
Fix buffer orphaning on desktop
2020-10-13 17:55:14 +02:00
Rémi Verschelde 0a2a93b165
Merge pull request #42750 from lawnjelly/pouley_skin_visible
Change per frame software skinning check to is_visible
2020-10-12 21:59:04 +02:00
lawnjelly 0abae185c8 Change per frame software skinning check to is_visible
My mistake I missed this before the PR got merged:

is_visible_in_tree() should be avoided being called per frame unless absolutely necessary, because it is a recursive function that traverses the scene tree. It should be used when deciding on rare occasions whether to switch on or off skeleton processing, but it is better to use the cheaper is_visible() check on the per frame update.
2020-10-12 19:03:43 +01:00
lawnjelly 42bca1a4a9 Fix buffer orphaning on desktop
Vertex / Index Buffer orphaning was previously turned off on desktop, which was causing performance problems on some platforms, especially Mac.
2020-10-12 10:32:35 +01:00
JFonS fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
Ignacio Etcheverry fdfba05fab [3.2] C#: Re-work solution build output panel
- Removed item list that displayed multiple build
  configurations launched. Now we only display
  the last build that was launched.
- Display build output next to the issues list.
  Its visibility can be toggled off/on.
  This build output is obtained from the MSBuild
  process rather than the MSBuild logger. As such
  it displays some MSBuild fatal errors that
  previously couldn't be displayed.
- Added a context menu to the issues list with
  the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
  with a popup menu with the options:
  - Build Solution
  - Rebuild Solution
  - Clean Solution
- The bottom panel button was renamed from 'Mono'
  to '.NET' and now display an error/warning icon
  if the last build had issues.
2020-10-11 16:51:54 +02:00
Hugo Locurcio aaffd61903
Fix rectangle paint tooltip for the tilemap editor on macOS
This also fixes the Move Points tooltip for the 2D polygon editor.

This closes #42702.
2020-10-11 15:54:15 +02:00
Rémi Verschelde a392aa455f
Merge pull request #42694 from Calinou/reflection-atlas-hdr-require-restart
Recommend restarting after changing the reflection atlas size or HDR
2020-10-10 21:33:03 +02:00
Hugo Locurcio ad4e80f2fa
Recommend restarting after changing the reflection atlas size or HDR
This closes #42687.
2020-10-10 17:04:00 +02:00
Rémi Verschelde 0cea2731f7
Merge pull request #40313 from nekomatata/software-skinning-test-3.2
Option for software skinning in MeshInstance
2020-10-08 19:49:35 +02:00
PouleyKetchoupp f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
Martin Capitanio f9cc75e8e0 CI: Fix Android and HTML5 workflows
The current version will soon stop working, according
to Github's friendly warnig:

The `set-env` command is deprecated and will be disabled soon.
Please upgrade to using Environment Files. For more information see:
https://github.blog/changelog/2020-10-01-github-actions-deprecating-set-env-and-add-path-commands/
2020-10-08 14:26:08 +02:00
Rémi Verschelde 4040cd350d
Merge pull request #42582 from naithar/feature/3.2-arc-refactor
[3.2] [iOS] Port 4.0 changes
2020-10-07 21:17:01 +02:00
bruvzg d44bc8d5bc
[3.2] Add iOS SDK version check. 2020-10-06 11:33:52 +03:00
Yuri Roubinsky cc3c671f3b
Merge pull request #42590 from Chaosus/vs_fix_move_undo_3.2
[3.2] Fix undo for moving multiple visual shader nodes
2020-10-06 09:44:06 +03:00
Yuri Roubinsky a65252018c [3.2] Fix undo for moving multiple visual shader nodes 2020-10-06 08:54:58 +03:00
Sergey Minakov 5d1284204d iOS: port ARC support 2020-10-06 00:23:25 +03:00
Sergey Minakov 2bdfec2418 iOS: Refactor platform code
Change project structure to be more like 4.0
Refactor and remove old code as followup after deprecations fix
2020-10-06 00:23:09 +03:00
Aaron Franke b2897f1f7b
Check for global script class information before clearing it
(cherry picked from commit 1ca501d7d4)
2020-10-05 22:09:49 +02:00
K. S. Ernest (iFire) Lee 1f87bca8fb
Better non alphanumeric bone names.
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)
2020-10-05 20:46:01 +02:00
Rémi Verschelde 6c03ac6625
Improve format version mismatch error in binary loader
(cherry picked from commit e35bb04c53)
2020-10-05 20:32:31 +02:00
Rémi Verschelde 9529ce41eb
glTF: Fix parsing image data with `mimeType` undefined
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)
2020-10-05 14:41:53 +02:00
Rémi Verschelde 177d16c01c
glTF: Fix parsing buffer data with application/gltf-buffer and image/* MIME types
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)
2020-10-05 14:38:48 +02:00
Rémi Verschelde 68b192b62e
Merge pull request #42565 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 4th batch
2020-10-05 08:29:10 +02:00
Fabio Alessandrelli 2d5f9c53b0
[HTML5] Scons now expects "emcc" to be in PATH.
No longer parse emscripten/emsdk config to detect emcc/node paths.
Use WhereIs to find "emcc" and "node", look for "node_modules" in "emcc"
path.

(cherry picked from commit 7998745237)
2020-10-04 20:54:56 +02:00
Marcel Admiraal 6c4a02479d
Fix how Line2D obtains the other object's supports
Measure the distance from the line against the rotated object, not the
rotated line, when obtaining the object's supports against a line.

(cherry picked from commit 7e44682c03)
2020-10-04 20:54:35 +02:00
Marcel Admiraal 5d548d12aa
Remove reference to 3D shapes in RigidBody2D.xml contacts description.
(cherry picked from commit e7edbcedc9)
2020-10-04 20:54:16 +02:00
Aaron Franke fcaf17824f
Don't write global script class information if there is none
(cherry picked from commit 3163611f0c)
2020-10-04 20:53:50 +02:00
Anant Ahuja 55d756cbab
Updated NinePatchRect's patch margin descriptions
(cherry picked from commit 00d9432f44)
2020-10-04 20:53:31 +02:00
Marcel Admiraal d9d9be07c2
Check entire basis column for zero size when unscaling Bullet basis.
(cherry picked from commit 5278e07095)
2020-10-04 20:52:38 +02:00
Serhat 09a8dd7b3b
Fixed padding bug of sprintf function
(cherry picked from commit 9f2cdfea82)
2020-10-04 20:51:58 +02:00
Andrii Doroshenko (Xrayez) 1a71792655
Cross-reference GDScript `load` and `ResourceLoader.load` in classref
The GDScript `load` mention is moved from the class `ResourceLoader`
description to the `ResourceLoader.load` method description instead,
where it is more likely to be found.

(cherry picked from commit a8404cf56c)
2020-10-04 20:51:40 +02:00
Ryan Roden-Corrent d05a07235c
Fix bound return type on get_priority.
Also adds a description explaining gizmo priority.

Inferred from:
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L5867-L5880)
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L6462-L6470)

(cherry picked from commit c6919a13da)
2020-10-04 20:51:19 +02:00
lolligerjoj 0586c856f6
Expose Animation::value_track_interpolate to GDscript
(cherry picked from commit ff4af94414)
2020-10-04 20:50:34 +02:00
Rémi Verschelde 2882284795
Merge pull request #42538 from clayjohn/GLES2-light-texture
Use separate texture unit for light_texture
2020-10-03 23:33:57 +02:00
Rémi Verschelde fbf5c1cea8
Merge pull request #42537 from clayjohn/Sprite3D-wobble
Use full float UVs in Sprite3D
2020-10-03 21:19:37 +02:00
clayjohn 081d016e60 Use separate texture unit for light_texture 2020-10-03 12:15:58 -07:00
clayjohn 89677b5b7f Use full float UVs in Sprite3D 2020-10-03 10:54:14 -07:00
Rémi Verschelde 2a98e975df
Merge pull request #42535 from Paulb23/gdscript_highlighting_3_2_issue_41403
[3.2] Fix gdscript multiline string nested highlighting
2020-10-03 19:03:39 +02:00