Commit Graph

30 Commits

Author SHA1 Message Date
ne0fhyk
69f890ff11 Provide a getter for the project data directory. 2021-09-15 12:52:03 -07:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Rémi Verschelde
2b1e6e303e
Merge pull request #50786 from reduz/implement-resource-uids
Implement Resource UIDs
2021-07-24 17:18:12 +02:00
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
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Hugo Locurcio
7f83977f37
Expose an ImportOrder enum in ResourceImporter
This avoids using magic numbers in code.
2021-07-23 12:12:25 +02:00
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
reduz
b6fce5d750 Added Import Defaults Editor in Project Settings
-Change importer defaults in project settings.
-Ability to change them or reset them.
2021-02-23 14:18:02 -03:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Aaron Franke
5fbcd8f9df
Rename the ".import" folder to ".godot/imported" 2020-09-28 05:23:45 -04:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
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
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +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
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Rémi Verschelde
6920c82742 Style: Fix issues with clang-format 8.0 2019-05-20 13:51:51 +02:00
Juan Linietsky
04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Juan Linietsky
ffd44530fb Make sure ResurceLoader.exists works on imported files, fixes #23555 2019-03-04 21:01:21 -03:00
Juan Linietsky
a5370b1b1b -Fix problem of order of import plugins, closes #26340
-Ensure resource previewer does not start until first import is done
2019-02-27 14:11:17 -03:00
Rémi Verschelde
0ba75c195e Fix GCC 5 build after #26331 and cleanup style
Also cleanup after 01a3dd3.
2019-02-27 09:01:24 +01:00
Juan Linietsky
f669ebeeaf -Properly handle missing ETC support on export
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
Rémi Verschelde
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00