During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
- 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)
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)
Previously, a change was missed if it happened while the scan was in progress and already past the affected location.
Also:
- Consider the scan changes thread on termination, in addition to the full scan one
- Add FS-reported hidden to the check for hidden by the editor file system
(cherry picked from commit 3017bdb7ce)
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
This can happen if users somehow got wrong user permissions assigned to
their Godot cache, config or data paths (e.g. `~/.config/godot`).
The error messages should give them a hint as to what the issue may be.
Fixes#33199.
There may be other situations that still lead to a crash, we need to
review all uses of `FileAccess::open` with `FileAccess::WRITE` mode to
ensure that proper pointer validation is done.
Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
Fixes this warning:
```
./core/os/dir_access.h:74:17: warning: 'virtual String DirAccess::get_next(bool*)' was hidden [-Woverloaded-virtual]
```
Part of #30790.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd
Now saves the md5s to a different file (.import.md5)
Now reads the md5's from a separate file
Now uses a file in the .import folder to store md5s