Commit Graph

514 Commits

Author SHA1 Message Date
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde 478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
Andrii Doroshenko (Xrayez) 3acebdeecd Fix missing module editor icons
Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.

See godotengine/godot#36513.
2020-03-08 19:32:25 +02:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde 620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky 475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde 01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `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`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rémi Verschelde 6c8f2ae53a Update docs and bindings for new integer vector types 2020-02-25 15:27:29 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde fea37cfb52 doc: Sync classref with StringName/Callable changes 2020-02-22 14:59:09 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde 213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky 867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Rémi Verschelde 835406cf04
Merge pull request #36163 from akien-mga/gdnative-godot_int-int64_t
GDNative: Make godot_int an int64_t
2020-02-13 12:52:17 +01:00
Rémi Verschelde 1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
Rémi Verschelde b14bf4bcd0 GDNative: Make godot_int an int64_t
Redo of the change in cf8c679a23
that caused a build issue, with the extra change needed to
'godot_arvr_blit'.
2020-02-12 21:05:05 +01:00
Rémi Verschelde 09534e2922 Fix Mono and GDNative builds after changes to ObjectID
Issues caused by cf8c679a23.

The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).

The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
2020-02-12 20:06:30 +01:00
Juan Linietsky cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Andrea Catania eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Hanif Bin Ariffin 7bc1dc828f Remove deprecated Color::gray
It was marked to be removed in Godot 3.1.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-02-12 11:22:33 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde 10de9978b8 Merge pull request #35812 from touilleMan/gdnative-uses-godot_string_name-where-possible
Use StringName in pluginscript's set/get_prop and add_global_constant
2020-02-10 10:47:22 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Rémi Verschelde 0edcb8ed58
Merge pull request #35809 from clayjohn/DOCS-update-version
Update docs to version 4.0
2020-02-01 19:42:31 +01:00
Rémi Verschelde 739f583151
Merge pull request #35811 from touilleMan/remove-useless-pluginscript-get_rpc-rset_mode
Remove useless pluginscript godot_pluginscript_script_desc.get_rpc/rset_mode fields
2020-02-01 17:09:14 +01:00
Emmanuel Leblond af8905fdf3
Use StringName in pluginscript's set/get_prop and add_global_constant 2020-02-01 05:16:48 +01:00
Emmanuel Leblond 491a6411d9
Remove useless pluginscript godot_pluginscript_script_desc.get_rpc/rset_mode fields 2020-02-01 05:04:47 +01:00
clayjohn 57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
Emmanuel Leblond 4c5205b550
Remove deprecated GDNative wrapper code 2020-01-31 11:20:25 +01:00
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
toasteater 677e72d2f6 Expose instance_from_id to GDNative
This function is available to GDScript but not to GDNative. When exposed, it
allows building more ergonomic safe abstractions over the GDNative APIs, and
covers the use cases of the original PR.

Close #28478. Supersedes #28791.

Co-authored-by: Markus Ewald <cygon@nuclex.org>
2020-01-10 11:59:37 +00:00
sheepandshepherd 3056c4bd5a Expose cast_to to GDNative for dynamic casts 2020-01-03 04:27:13 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Haoyu Qiu 078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde 2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Emmanuel Leblond fb9b010384
Add missing on error manifest struct destroy in pluginscript script init 2019-12-01 16:15:31 +01:00
Tomasz Chabora f4a1a79d01 Don't try to initialize empty NativeLibrary 2019-11-29 21:10:20 +01:00
marcosjouron 6d2b21c6a4 VideoStreamGDNative: Fix playing video files without audio stream 2019-11-27 16:40:16 +01:00
Emmanuel Leblond 03e1568aeb
Add singleton_name field to autogenerated json api 2019-11-16 20:29:54 +01:00
bruvzg 047ecffaac
Restore GDNative compatibility by moving new functions introduced in #33210 to core API 1.2 extension. 2019-11-02 15:25:43 +02:00
PouleyKetchoupp 475115c0c3 Added empty() function to pool array types 2019-10-31 16:27:32 +01:00
Rémi Verschelde 63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rafał Mikrut e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
SeleckyErik 61bda112bd Refactor VideoPlayer and VideoStream
VideoStream:
- Fix const correctenss

VideoPlayer:
- Remove unused member variable last_frame
- Move _mix_audios function definition to source file
- Fix function parameter naming to match p_ convention
- Fix const correctness
- Add null checking
2019-10-24 01:35:47 +01:00
Hugo Locurcio 9499eef4da
Document the GDNative singleton method prefix being changeable
This also tweaks error messages to remove hardcoded references to
the default `godot_` prefix.
2019-10-07 15:59:57 +02:00
sheepandshepherd 04dbcd7f5a Document GDNativeLibrary 2019-10-06 17:38:51 +02:00
Rémi Verschelde 9b8c355eab
Merge pull request #32199 from starryalley/fix_seek
Fix VideostreamGDNative seek
2019-09-25 13:01:50 +02:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde 2114898cb5
Merge pull request #31172 from creikey/add-array-slicing
Add array slice method
2019-09-23 15:26:27 +02:00
Rémi Verschelde 30e16fff57
Merge pull request #32198 from starryalley/fix_audio_buffer
Fix VideostreamGDNative audio buffer handling
2019-09-23 15:01:43 +02:00
luz.paz 91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Mark Kuo 8d2efe75ae Fix VideostreamGDNative audio buffer handling
Fix the audio buffer start when there are previous remains
2019-09-19 15:28:33 +10:00
Mark Kuo ec9c5171d2 Fix VideostreamGDNative seek
When seeking video, make sure audio buffers are reset and video time
is updated.
2019-09-19 15:27:31 +10:00
Cameron Reikes 757c509437 Add array slice method 2019-09-14 13:08:28 -07:00
Rémi Verschelde 65d61d0360 doc: Sync classref with current source 2019-08-29 15:33:52 +02:00
toasteater e2121c97ae Make VarArg methods return types show up as Variant in API json
VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.

This changes the MethodInfo of:

- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
2019-08-26 16:36:51 +00:00
Bastiaan Olij bf9a97c2cb Fix self reference issue in core structures for GDNative plugins 2019-08-12 19:21:32 +10:00
Robin Hübner 6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Rémi Verschelde adffd9aaef
Merge pull request #30935 from YeldhamDev/gdnative_plugin_fix
Fix 'GDNativeLibrary' editor being incorrectly opened
2019-07-29 21:38:37 +02:00
Rémi Verschelde baa1d0c3d0
Merge pull request #30923 from NilsIrl/better_dropdown
Improve platform selection in the GDNativeLibrary dock
2019-07-29 21:38:21 +02:00
Michael Alexsander Silva Dias 147990cb6d Fix 'GDNativeLibrary' editor being incorrectly opened 2019-07-29 15:05:49 -03:00
Rémi Verschelde b90ef52ece Find trailing whitespace and indentation in gdnative_api.json 2019-07-29 18:48:21 +02:00
NilsIrl d69409338b Improve platform selection in the GDNativeLibrary dock
* Replace button text with currently selected platforms
* Expand button size horizontally
2019-07-29 14:54:08 +02:00
NilsIrl ba63e0a5a2 Replace radion buttons with checkboxes in GDNativeLibrary editor 2019-07-27 16:46:14 +02:00
Rémi Verschelde 140e7e5edf
Merge pull request #30788 from Chaosus/direction_to_gdnative
Added Vector2/3.direction_to methods to GDNative
2019-07-26 18:58:25 +02:00
Rémi Verschelde 336846e547 Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGE
This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.

To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
2019-07-25 09:29:51 +02:00
Chaosus bf237f651c Added direction_to to GDNative 2019-07-24 11:16:20 +03:00
Chaosus 080c0bb7fe Added count method to String 2019-07-23 18:55:54 +03:00
Ivan Hilaire 5d88f74677 Remove added pluginscript resource format loaders and savers on cleanup
Properly release added resource loader and save references. Otherwise PluginScript API
may cause "ObjectDB Instances still exist!" warnings and segmentation faults on exit.
2019-07-19 22:13:44 +03:00
Rémi Verschelde efd55631e2 doc: Sync classref with current source 2019-07-15 20:45:30 +02:00
Rémi Verschelde a149e412f7
Merge pull request #24086 from RandomShaper/bundle-pck-to-executable
Enhance game export
2019-07-05 10:28:29 +02:00
Geequlim ed7ed52151 Parse more informations for code completion 2019-07-04 14:00:14 +08:00
Pedro J. Estébanez 57b2b275b4 Skip export of non-project libraries
That is, any library referred to in GDNative library resources, won't be copied to the export target path unless its path begins with `res://`.

The case use for this is a bit advanced: having a GDN library that will be deployed separately from the project; for instance, to a path in the system (like `/opt/...`).

Currently the GDN library editor doesn't allow to pick dynamic libraries outside the project, but that can be done by editing the `.gdnlib` file manually.
2019-07-03 21:54:46 +02:00
Rémi Verschelde b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Bojidar Marinov f7dad789e9
Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
Rémi Verschelde a78373ddc2 doc: Remove null default values that can't be determined
Applying #30187.
2019-06-30 13:58:07 +02:00
Rémi Verschelde c6cea6e9b3 doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-30 13:58:07 +02:00
Rémi Verschelde 9ca1a5af3e
Merge pull request #30167 from Xrayez/module-editor-icons
Add support for creating editor icons per module
2019-06-29 18:51:28 +02:00
Bojidar Marinov 55234d62b0
Remove bogus nulls from generated default values
Also, fix crash in PluginScript destructor.
2019-06-29 15:51:33 +03:00
Rémi Verschelde ae70eca5af
Merge pull request #30183 from Andrettin/Variant-Pointer-Fixes
Fixed cases of unsupported pointers being used to construct variants
2019-06-29 13:45:45 +02:00
Rémi Verschelde 52355c638b
Merge pull request #29380 from bojidar-bg/16086-docs-default-value
Add default values to the editor help, docs, and generated RST
2019-06-29 12:28:30 +02:00
Andrettin 42e5d825b4 Fixed cases of unsupported pointers being used to construct variants 2019-06-29 12:06:29 +02:00
Andrii Doroshenko (Xrayez) 7c11a1b162 Add support for creating editor icons per module
The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.

Most module icons were moved from editor/icons to respective modules.
2019-06-28 23:42:26 +03:00
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00
Bojidar Marinov 0c4c36d823
Add default values to the editor help, docs, and generated RST
Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
2019-06-27 18:29:35 +03:00
Rémi Verschelde 1bf448dd87 Properly expose all Error constants to scripting languages 2019-06-27 12:48:26 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 0764451dc5 doc: Improve docs for Resource* classes
Also move module-specific classes to their own module's `doc_classes`
folder.
2019-06-18 20:07:26 +02:00
Rémi Verschelde d6176db271 Unexpose subclasses of ResourceFormatLoader and -Saver
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.

On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.

Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
2019-06-18 17:56:23 +02:00
Rémi Verschelde f6f9f89078
Merge pull request #29325 from m4gr3d/setup_godot_for_ovr_support
Setup Godot to support the Oculus Mobile SDK.
2019-06-16 10:37:57 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00