Commit Graph

498 Commits

Author SHA1 Message Date
Aarni Koskela 20c563de40
Replace hand-written pre-commit hooks with `pre-commit` Python tool
`pre-commit` can be installed with pip, and configured in the Godot repo with
`pre-commit install`. It can then easily be run both locally with
`pre-commit run`, and on CI, in a cross-platform way.

This makes it much easier for contributors to set up pre-commit hooks,
without having to manually copy files to their git folder.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-26 14:57:53 +01:00
Zi Ye 995bc8d049 Make Skeleton3D::add_bone return the new bone index right away, instead of requiring an additional call to get_bone_count. 2024-02-25 05:24:48 -06:00
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00
Rémi Verschelde 5fd9d0891f
SCons: Add proper MinGW support to D3D12 deps install script
Fix a couple GCC warnings.
2024-02-23 22:13:22 +01:00
Raul Santos 5ba92e5a57
Fix some DEFVALs to use the right type
- Use `StringName()` in DEFVAL for StringNames.
- Use `Variant()` in DEFVAL for Variants.
2024-02-23 01:50:18 +01:00
Bastiaan Olij 5a98845655 Implement hooks into renderer 2024-02-18 21:54:21 +11:00
Rémi Verschelde e8755b380a
Merge pull request #84792 from scriptsengineer/distance-fog
Add optional depth fog to Environment
2024-02-18 11:23:29 +01:00
Eidolon 08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
Rémi Verschelde 92fcbe2f5c
Revert "Allow configuration warnings to refer to a property"
This reverts commit bf37a9bac6.
2024-02-17 19:04:18 +01:00
Silc Lizard (Tokage) Renew 4659090543 Make consistent the retrieval of audio tracks 2024-02-18 00:15:33 +09:00
Silc Lizard (Tokage) Renew bc20fdf16f Add CallbackModeDiscrete to AnimationMixer 2024-02-17 18:25:56 +09:00
David Snopek 99fd6ca98c Unbind GDExtension methods that can't reasonably be used 2024-02-16 16:31:09 -06:00
bruvzg 94238d0462
[iOS/macOS] Add option to automatically build (and sign / archive) bundles. 2024-02-13 16:36:41 +02:00
Rémi Verschelde 2db4dd42cf
Merge pull request #88253 from shana/vs-add-custom-config-support
Visual Studio: Fix user workflows with custom user VS configurations
2024-02-13 11:25:10 +01:00
Rémi Verschelde 3be3d5099c
Merge pull request #87340 from DarioSamo/rd_common_context
Finish splitting functionality of the `RenderingDevice` backends into `RenderingDeviceDriver`.
2024-02-12 23:29:32 +01:00
Rémi Verschelde 1b55fa15b0
Merge pull request #86089 from adamscott/pwa-coop-coep
Add PWA option to ensure cross-origin isolation headers on web export
2024-02-12 23:29:16 +01:00
Andreia Gaita 1d29fb0853 VS: Fix user workflows with custom user VS configurations
Users can add additional VS project configurations with their own
custom settings, but to support this workflow, we can't rely directly
on $(Platform) and $(Configuration), because VS needs those to be
both unique Configuration|Platform combos, and we need to allow for
different combos of Configuration|Platform to point to the same
scons build configuration.

GodotPlatform and GodotConfiguration properties lets us decouple from
the magic VS properties that we don't control, so users can add
however many Platform|Configuration combos they want and still
point to a specific GodotPlatform|GodotConfiguration build config.
2024-02-12 17:09:52 +01:00
Adam Scott 62cec03a06
Add option to ensure cross-origin isolation headers on web export 2024-02-12 09:27:39 -05:00
Dario 73eff10c76 Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
Gilles Roudière 5a999d67ec Change TileMapEditor to TileMapLayerEditor 2024-02-12 10:11:45 +01:00
Rémi Verschelde d87dd6e779
Merge pull request #87000 from akx/pre-commit-clang-format-ignore-fix
Add `tests/python_build` to clang-format pre-commit hook ignore list
2024-02-09 18:09:09 +01:00
Rémi Verschelde dd275238d1
Merge pull request #86907 from aaronfranke/getter-const
Change AudioStreamPlayer autoplay and GLTFBufferView getters to be const
2024-02-09 12:33:09 +01:00
RedMser bf37a9bac6 Allow configuration warnings to refer to a property
This is used by the inspector so it can show a warning icon on
a specific property.
2024-02-08 23:05:20 +01:00
Aaron Franke 35c99bbcc1
Change AudioStreamPlayer autoplay and GLTFBufferView getters to be const 2024-02-08 13:01:50 -06:00
Rémi Verschelde 7223c5b54a
Fix various typos with codespell
Using 2.2.7.dev115+g0eb441d6.

Had to add `cancelled` to the ignore list, as it's a Wayland signal which
we're handling in our code, so we don't want codespell to fix that "typo".

Also includes the typo fix from #87927.

Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
2024-02-07 11:09:34 +01:00
Hugo Locurcio 93be97e6a7
Make ShaderMaterial always the last option in inspector resource dropdowns
ShaderMaterial is the "advanced" option, while the "basic" options
should be listed first for easier accessibility (and because they're
generally used more often).

This makes sky and particle materials consistent with
canvas/spatial/fog materials on this aspect.
2024-02-05 21:49:17 +01:00
Rémi Verschelde bbccd95d22
Merge pull request #84885 from shana/vsproj-for-everyone
New VS proj generation logic that supports any platform that wants to opt in
2024-02-03 23:17:18 +01:00
A Thousand Ships 6da378afea
Fix `printf` for format checks
Prevents errors with input being invalid format strings
2024-02-02 15:10:46 +01:00
Andreia Gaita 7638a6c981 Add new VS proj generation logic that supports any platform that wants to opt in
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.

Invoked with `scons vsproj=yes`

To generate build configuration files for all platforms+targets+arch combinations, users should call

```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```

for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.

All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.

Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.

Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.

To generate AND build from the command line, run

```
scons vsproj=yes vsproj_gen_only=no
```
2024-01-31 16:42:42 +01:00
bruvzg 85df221610
[TextServer / Font] Add support for customizable baseline offset. 2024-01-28 13:26:49 +02:00
Rémi Verschelde b4e519b07f
SCons: Fix Windows cross-compilation from Linux after #86717 2024-01-26 12:42:09 +01:00
MrBBBaiXue ea2c6f1d0b Add a python script to install Direct3D 12 SDK components.
This makes it much faster to get started with Direct3D 12 builds,
as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py`
then run `scons d3d12=yes`.

This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime
and DirectX 12 Agility SDK.

- Define a default path that uses the locations from the script.
- Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\"
- Updated CI to use this new python script.

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-01-24 20:11:43 +08:00
Hugo Locurcio 6e5e7b8cb7
Add `--log-file` command line argument to write output log to a file
This works even if file logging is disabled in the project settings,
or for the editor/project manager.

`--log-file`'s value can be an absolute path or relative to the project
directory (similar to existing arguments like `--write-movie`).
2024-01-19 20:30:04 +01:00
Rémi Verschelde 7827c8e370
Merge pull request #87358 from bruvzg/ios_xc1520_4
[iOS] Update linker flags for Xcode 15.2.
2024-01-19 10:20:16 +01:00
bruvzg ac57f10f82
[iOS] Update linker flags for Xcode 15.2. 2024-01-19 08:05:42 +02:00
Hendrik Brucker 9d7c2978f4 Rework GraphEdit connections (drawing, API, optimizations)
- GraphEdit now uses Line2D nodes to draw connection lines and uses a dedicated canvas item shader for them
2024-01-18 16:53:15 +01:00
Rémi Verschelde fa81059b9d
Merge pull request #85939 from adamscott/single-threaded-godot-4
Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread
2024-01-18 09:33:52 +01:00
Adam Scott bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Gilles Roudière 48bed5050b Make TileMapLayers extend Node2D and work as children of TileMap 2024-01-17 16:05:50 +01:00
bruvzg 491077239c
[macOS/iOS export] Add option to set custom Info.plist data. 2024-01-11 21:05:35 +02:00
Dario 80eacf1b7a Fix incorrect mapping of initial action as clear region continue to clear. 2024-01-09 22:03:21 -03:00
Aarni Koskela de7133ee07 Add tests/python_build to clang-format pre-commit hook ignore list
It had been ignored by misc/scripts/clang_format.sh since 388d35b74d but not the hook.
2024-01-09 16:07:22 +02:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Silc Lizard (Tokage) Renew a51958a2a0 Remove Object pointer/solve types conflict in AnimationTrackCache
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-08 21:48:19 +09:00
Rémi Verschelde e72e63a6b5
Merge pull request #85837 from akien-mga/clang-format-16
Style: Mark clang-format 16 as supported for pre-commit hook
2024-01-05 12:04:44 +01:00
bruvzg d8a0eed726
[iOS export] Add export options for performance capabilities and min. iOS version. 2024-01-04 19:38:53 +02:00
Rémi Verschelde 27a9119b8a
Merge pull request #86312 from bruvzg/ios_fix_screen_res
[iOS] Remove deprecated LaunchImages support and switch to Storyboard by default.
2024-01-03 15:44:57 +01:00
Robert Borghese 7bf88df324
Fix PhysicsShapeQueryParameters3D.motion type wrongly set to Vector2 2024-01-02 12:30:35 +01:00
bruvzg da3d5f780d
[iOS] Remove deprecated LaunchImages support and switch to Storyboard by default. 2023-12-18 22:21:58 +02:00
Gilles Roudière 18fe0bd025 Move tile transforms handling cache to TileData 2023-12-13 17:44:59 +01:00