Commit Graph

524 Commits

Author SHA1 Message Date
Jan Haller
861e155543 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.

(cherry picked from commit d38d76d039)
2022-07-08 14:54:16 +02:00
Jan Haller
da78e92321 Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward.

(cherry picked from commit e3a8edf536)
2022-07-08 14:54:10 +02:00
Rémi Verschelde
cc9dd00e1a Revert "Command line arguments '--version' and '--help' return exit code 0 instead of 255"
This reverts commit 9e165a8c2b.
See https://github.com/godotengine/godot/pull/62550#issuecomment-1172745325.
2022-07-02 00:07:14 +02:00
Jan Haller
9e165a8c2b Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward.

(cherry picked from commit e3a8edf536)
2022-06-30 19:23:01 +02:00
Hugo Locurcio
b853b8d065 Add a property hint for the iOS touch delay project setting
(cherry picked from commit 21da2fbbb0)
2022-06-16 10:20:52 +02:00
Hugo Locurcio
bec892c010 Tweak default crash handler message in exported projects
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.

Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.

(cherry picked from commit c850ccb7c0)
2022-06-16 10:16:32 +02:00
Hugo Locurcio
8d813c4511 Hide the first --print-fps outputs after the engine has started
The first 2 or 3 prints are inaccurate since the engine has just
started at that point.

(cherry picked from commit 2d56dfb746)
2022-05-17 23:28:32 +02:00
kobewi
621cb8c52f Move Display settings higher in the list
(cherry picked from commit 739242dd04)
2022-05-16 17:14:43 +02:00
Fabio Alessandrelli
225e75daba [3.x] [Debugger] Add --debug-server CLI option.
Automatically starts the editor debug server at given <IP>:<PORT>.

E.g.:
 # Run editor and debug server listening on any interface, port 8080
godot3 -e --path proj/proj_empty --debug-server *:8080

 # Run the godot project connecting to that debug server.
godot3 --path proj/proj_empty --remote-debug 127.0.0.1:8080
2022-05-06 14:02:00 +02:00
lawnjelly
df7fab51a3 Physics Interpolation - Flush transforms after physics tick
Leftover transforms from the physics tick were being flushed during idle, which was causing problems for physics interpolation.

This PR flushes the transforms at the end of the physics tick when physics interpolation is active.
2022-05-04 20:30:46 +01:00
lawnjelly
ad9b2b3794 Physics Interpolation - add helper warnings
When physics interpolation is active on a node, it is essential that transforms are updated during "_physics_process()" rather than "_process()" calls, for the interpolation to give the correct result.

This PR adds optional warnings for instances, cameras and multimeshes which can flag updates being incorrectly called, and thus make these problems much easier to fix.
2022-04-26 13:56:02 +01:00
Jason Yundt
6ca73386d1 Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes #59884.

(cherry picked from commit 1cc7e7ec33)
2022-04-13 11:43:49 +02:00
Rémi Verschelde
ee818e1631
Merge pull request #54026 from ConteZero/primary_clipboard_linux_3.x 2022-03-14 18:52:20 +01:00
ConteZero
2ff0735329 Added primary clipboard for Linux 2022-03-14 15:28:36 +01:00
Pedro J. Estébanez
3d7821bf1f Drop mouse focus and over when gui input is globally disabled
Since some porjects may be relying on the former behavior, this is opt-in via a new project setting, disabled by default, but enabled for new projects, since it's the new standard behavior (and the only one in 4.0).
2022-03-14 11:06:26 +01:00
lawnjelly
688dc534e5 Fix get_global_transform_interpolated() with multiple ticks per frame
The previous and current transforms in the interpolation data were not being correctly updated in cases where two or more physics ticks occurred on a frame. This PR introduces a simple mechanism to ensure updates on interpolated spatials.
2022-02-25 11:22:00 +00:00
Rémi Verschelde
f50c7f7415
Core: Move generated VERSION_HASH to a .cpp file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.

(cherry picked from commit 90162851a7)
2022-02-10 13:06:56 +01:00
Rémi Verschelde
689f59dca0
Merge pull request #53463 from lawnjelly/vital_redraws
Add editor vital redraws only option
2022-02-04 21:42:49 +01:00
Rémi Verschelde
80306cc88a
EditorProperty: Fix range hint parsing with optional step
This could lead to have a step of 0 when parsing e.g. "1,10,is_greater".
2022-02-03 12:33:37 +01:00
lawnjelly
a0c6d16c90 Add editor vital redraws only option
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.

This can be fine on high power desktops but can be an annoyance on lower power machines.

This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.

An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:

* Continuous
* Update all changes
* Update vital changes
2022-02-02 11:26:45 +00:00
Rémi Verschelde
c938104a88
Merge pull request #56630 from Pineapple/replace-find-last 2022-01-18 16:36:52 +01:00
Rémi Verschelde
1ee44b2366
ImageLoader: Remove references to unsupported svgz extension
I don't see any reference to gzip/svgz supported in the nanosvg library,
and the handful of test gzip compressed svgz files I tried failed loading.

Also cleaning a couple missing includes in platform export code.
2022-01-17 10:52:32 +01:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde
8a192cd0ab
Merge pull request #55987 from bruvzg/wt🤎3 2022-01-10 16:43:56 +01:00
Bartłomiej T. Listwon
22750b1c03 Replace String::find_last with rfind where possible (backward compatible with old API) 2022-01-08 22:40:44 +01:00
Rémi Verschelde
b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Jake Young
09bc9eb101
Backport NavigationServer with RVO2 to 3.x
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00
Hugo Locurcio
20f76f2298
Print requested V-Sync mode when Print Fps is enabled
This can be used to diagnose why the printed FPS is locked to the
monitor refresh rate.
2021-12-20 21:28:06 +01:00
bruvzg
59085d5051
[Windows] Improve console handling and execute.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:13:27 +02:00
Haoyu Qiu
c11b1850c4 Make --doctool locale aware
* Adds `indent(prefix)` to `String`
* Moves the loading of tool/doc translation into
  `editor/editor_translation.{h,cpp}`
* Makes use of doc translation when generating XML class references, and
  setup the translation locale based on `-l LOCALE` CLI parameter.

The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
2021-12-16 18:27:32 +08:00
lawnjelly
3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Rémi Verschelde
d5b22e614e
Merge pull request #55484 from pycbouh/theme-load-and-order-3.x 2021-12-02 17:20:31 +01:00
Rémi Verschelde
f9bafe4ba4
Remove editor splash screen with sponsors logo
The Godot Project Leadership Committe has decided to update the sponsoring
tiers so that the Platinum Sponsorship no longer includes a logo on the
editor splash screen.

This lets us reclaim the editor splash screen space for community-related
content instead of sponsors (e.g. a different community-designed splash
screen for each stable branch?).

Also removes two Platinum Sponsors whose sponsorship has expired earlier this
year.

(cherry picked from commit c283fce698)
2021-12-01 14:18:29 +01:00
Yuri Sizov
33fb44223f Make default/project theme wait for modules before initializing 2021-11-30 18:59:32 +03:00
Aaron Franke
035a84fe92
[3.x] Add a Time singleton 2021-11-29 11:00:06 -06:00
kobewi
420c351592
Ignore override.cfg when in editor
(cherry picked from commit 7dc97d6558)
2021-11-25 22:48:20 +01:00
Hugo Locurcio
e5593212e2
Add a project setting to disable the boot splash image
This allows disabling the boot splash image while keeping the
background color.
2021-11-23 19:06:54 +01:00
lawnjelly
211dc8cd2d BVH - add option for expanded AABBs in leaves
This PR adds a define BVH_EXPAND_LEAF_AABBS which is set, which stores expanded AABBs in the tree instead of exact AABBs.

This makes the logic less error prone when considering reciprocal collisions in the pairing, as all collision detect is now taking place between expanded AABB against expanded AABB, rather than expanded AABB against exact AABB.

The flip side of this is that the intersection tests will now be less exact when expanded margins are set.

All margins are now user customizable via project settings, and take account of collision pairing density to adjust the margin dynamically.
2021-11-20 06:45:12 +00:00
Hugo Locurcio
4c88a82f50
Move Mono unhandled exception setting to be located within a subsection
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.

This also adds documentation for the project setting.
2021-11-10 20:57:35 +01:00
Hugo Locurcio
b31f6f78a3
Display 2 decimals instead of 1 in editor frametime labels
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.

This also makes the editor FPS display use `pad_decimals()`
for consistency with the implementation in `master`.
2021-11-09 17:20:59 +01:00
Pedro J. Estébanez
4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
Pawel Lampe
cc0479a17e
Fix exit code for --script --check-only, fixes #54087
this commit makes godot executable to return zero exit code
once a valid script is passed via --script during --check-only

(cherry picked from commit 75ae3164a4)
2021-10-23 12:00:28 +02:00
Yuri Sizov
b02c61ddb1 Ignore OS specific values (constants, project settings, properties)
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-10-10 23:40:32 +03:00
Rémi Verschelde
77f52bdf99
Merge pull request #52137 from Ansraer/3.x-2d-scale-factor 2021-10-05 19:12:19 +02:00
Ansraer
d44aa61735 implement better ui scaling 2021-10-05 14:30:38 +02:00
Rémi Verschelde
7c9e06f936
Merge pull request #48686 from bruvzg/bundle_icon_3 2021-09-30 14:55:41 +02:00
Hugo Locurcio
b63016c571
Display an alert when attempting to run a project with no main scene
This gives visual feedback when not starting Godot from a terminal.
This could lead to confusion when placing a Godot binary within a
project folder that has no main scene defined.

(cherry picked from commit 87fb9297e3)
2021-09-21 17:14:58 +02:00
tommyZZM
f2a3af47e4 [3.x] Backport Accept global classes for MainLoop type in project settings
https://github.com/godotengine/godot/pull/41190
2021-09-06 23:18:06 +08:00
Hugo Locurcio
59f24d8867
Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.
2021-08-23 04:10:24 +02:00
Pedro J. Estébanez
31a0ca2cac Add project setting for agile input event flushing
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-08 12:37:55 +02:00