Commit Graph

36722 Commits

Author SHA1 Message Date
Nathan Franke b57b8453b1
Follow-Up Add SNames to get theme icon 2021-08-09 17:50:26 -05:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Rémi Verschelde c68b109f27
Merge pull request #51453 from Blackiris/fix-new-inherited-script
Fix infinite loop when creating a newly inherited GDScript file
2021-08-10 00:38:16 +02:00
George Marques ee6e05ee68
Rename GDNative call error enum values to use GDNATIVE prefix
To make sure it does not clash with other libraries.
2021-08-09 19:21:37 -03:00
Julien Nguyen 51b7179b5a Fix infinite loop when creating a newly inherited GdScript file 2021-08-09 23:52:31 +02:00
Rémi Verschelde 2de5d2361a
Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:44 +02:00
Rémi Verschelde 7bcfc66fb4
Merge pull request #51294 from aaronfranke/double-time 2021-08-09 23:02:43 +02:00
PouleyKetchoupp 5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Aaron Franke 78d33a6e24
Use doubles for time in animation code 2021-08-09 14:04:25 -05:00
Rémi Verschelde 9d9161c719
Merge pull request #49753 from aaronfranke/render-server-floats
Handle both 32-bit and 64-bit floats for tangents and weights in RenderingServer
2021-08-09 21:02:01 +02:00
Rémi Verschelde dc20830348
Merge pull request #45568 from aaronfranke/node3d-real_t
Use real_t in 3D nodes
2021-08-09 21:01:29 +02:00
Fabio Alessandrelli 511f961973
Merge pull request #51097 from Faless/mp/4.x_spawnable
[Net] MultiplayerAPI remote scene spawning/despawning.
2021-08-09 19:45:31 +02:00
Rémi Verschelde e3b6c46a95
Merge pull request #51441 from CaptainProton42/CaptainProton42-prism-mesh-icon
Change PrismMesh editor icon to look like a prism.
2021-08-09 18:59:49 +02:00
John Wigg 6acc63c13a Change PrismMesh editor icon to look like a prism. 2021-08-09 17:24:11 +01:00
Hugo Locurcio 57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
Rémi Verschelde 0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Fabio Alessandrelli 9fcf3b5a9c [Net] Basic extensible MultiplayerAPI spawn/despawn.
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
  `SPAWN_MODE_SERVER`:
  - Spawn the scene (instantiate it, add it to tree).
  - Emit signal `network_spawn`.
- Else:
  - Emit signal `network_spawn_request`.

In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.

In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
2021-08-09 16:34:40 +02:00
Fabio Alessandrelli 9798d08ac2 [Core] Expose ResourceLoader.get_resource_uid. 2021-08-09 16:26:56 +02:00
Rémi Verschelde 25fd4edd29
Merge pull request #51427 from omar-polo/platform-detect-openbsd
automatically detect openbsd as platform=linuxbsd
2021-08-09 15:35:36 +02:00
Omar Polo 78cd0ffdba automatically detect BSDs as platform=linuxbsd 2021-08-09 13:11:53 +00:00
Yuri Roubinsky 90870fd48f
Merge pull request #51431 from Chaosus/vs_cosmetic
Added small offset to the content of nodes in VisualShader
2021-08-09 16:03:24 +03:00
Max Hilbrunner a5c179e4f8 FileAccessWindows: Cosmetic improvements 2021-08-09 14:43:09 +02:00
Max Hilbrunner b48cbb5da9 Fix Windows platform file access
This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See b902a2f2a7)
Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.")

This new function
1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings
2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE.

_SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems).
_SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read.

This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game).

What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.)

Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity.

Fixes #28036.
2021-08-09 14:41:38 +02:00
Yuri Roubinsky 72a9ca1505 Added small offset to the content of nodes in VisualShader 2021-08-09 15:19:27 +03:00
Bhuvan Vemula a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
Yuri Roubinsky 504eb48214
Merge pull request #51422 from Chaosus/shader_dialog_fixes
Fix some bugs in shader creation dialog (continue)
2021-08-09 13:21:38 +03:00
Yuri Roubinsky a1dd51f5e6 Fix some bugs in shader creation dialog (continue) 2021-08-09 11:49:57 +03:00
Rémi Verschelde 6e11017401
Merge pull request #51338 from V-Sekai/gltf-lights
Continue when glTF2 lights fail to parse.
2021-08-09 09:31:31 +02:00
Rémi Verschelde 27d6bce33e
Merge pull request #51420 from Chaosus/shader_dialog_fixed_typo
[WIP] Fix some bugs in shader creation dialog
2021-08-09 09:24:50 +02:00
Rémi Verschelde fa1a66dd68
Merge pull request #51180 from RandomShaper/native_script_inherits
Implement inherits_script() for NativeScript and PluginScript
2021-08-09 09:18:57 +02:00
K. S. Ernest (iFire) Lee 0c79a8fa22 Continue when glTF2 lights fail to parse. 2021-08-09 00:09:19 -07:00
Yuri Roubinsky 617a9429de Fix some bugs in shader creation dialog 2021-08-09 10:03:54 +03:00
Rémi Verschelde 85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
Rémi Verschelde 57d4d0ac88
Merge pull request #51412 from YeldhamDev/property_track_desc
Make property description in the animation editor actually show it
2021-08-09 08:02:57 +02:00
clayjohn 7bdea93497 Add horizon specular occlusion 2021-08-08 19:43:48 -07:00
Michael Alexsander bea868f750 Make property description in the animation editor actually show it 2021-08-08 22:56:34 -03:00
Rémi Verschelde 2df1765fc2
Merge pull request #49587 from bruvzg/text_server_inline_align
[Text Server] Improve object (image/table) inline alignment.
2021-08-09 00:59:35 +02:00
Rémi Verschelde 7fc570b5ac
Merge pull request #51405 from bruvzg/macos_recenter_mouse
[macOS] Move captured mouse cursor to the center when window gain focus.
2021-08-09 00:18:09 +02:00
bruvzg 7c3c5603d0 [Text Server] Improve object (image/table) inline alignment. 2021-08-08 22:35:47 +03:00
bruvzg ae7dbb678c [macOS] Move captured mouse cursor to the center when window gain focus. 2021-08-08 22:27:57 +03:00
Rémi Verschelde e010e05b3d
Merge pull request #51217 from timothyqiu/more-i18n
Fix various i18n failures
2021-08-08 19:25:00 +02:00
Rémi Verschelde 73cd3f0b38
Merge pull request #51395 from angad-k/pseudolocalization-squashed
Add pseudolocalization to Godot. (GSoC'21)
2021-08-08 17:55:30 +02:00
Angad Kambli e79dde1cbb add pseudolocalization to Godot 2021-08-08 20:37:57 +05:30
Rémi Verschelde bd94aa3c9e
Merge pull request #51385 from RandomShaper/fix_thread_default_null
Fix logic to allow default null thread argument
2021-08-08 13:58:13 +02:00
Pedro J. Estébanez a6303b70a5 Fix logic to allow default null thread argument 2021-08-08 12:53:30 +02:00
Rémi Verschelde ff52996e58
Merge pull request #51379 from follower/patch-15
Fix Unicode URL link tags to render correctly.
2021-08-08 09:39:46 +02:00
follower b85688ac7d
Fix Unicode URL link tags to render correctly.
Change incorrect `[/code]` closing tags to `[/url]` tags.

The `url` tags for the links to the Unicode code points information use `[/code]` rather than `[/url]` to close them.

This results in the links being rendered incorrectly in the IDE--the entire rest of the documentation for each method gets turned into a giant underlined link.

This issue was introduced in a2271ba3bd.
2021-08-08 15:10:17 +12:00
Nathan Franke 051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile 2021-08-07 16:40:50 -05:00
Rémi Verschelde 49309ac5fb
Merge pull request #51375 from Blackiris/fix-action-get-events
Fix action_get_events returning booleans instead of InputKey entries
2021-08-07 23:27:09 +02:00