Commit Graph

93 Commits

Author SHA1 Message Date
kobewi c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
reduz 6236a688b7 Implement Feature Build Profiles
This PR is a continuation of #50381 (which was implemented exactly a year ago!)

* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.

Obligatory Screen:

A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size

TODO:

* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.

In general this PR is a starting point for more contributors to improve and enhance this functionality.
2022-07-22 10:53:23 +02:00
Rémi Verschelde fbc3777467
Merge pull request #62185 from reduz/export-node-pointer-path
Add ability to export Node pointers as NodePaths
2022-06-27 11:14:36 +02:00
reduz b7c41f9ba1 Add ability to export Node pointers as NodePaths
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.

NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.

Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
2022-06-25 15:50:15 +02:00
Rémi Verschelde b192073001
Merge pull request #62309 from reduz/remake-resource-thread-safety
Remake ResourceCache thread safety code and API
2022-06-25 14:09:28 +02:00
Rémi Verschelde 5fc2864b05
Merge pull request #56185 from nikitalita/fix-save-as-binary
Fix ResourceLoaderText::save_as_binary()
2022-06-22 14:37:43 +02:00
reduz e772b65d92 Remake resource thread safety and API
* Ensures thread safety when resources are destroyed.
* Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe.
* Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem.

Supersedes #57533
2022-06-22 13:46:46 +02:00
Hugo Locurcio 514624c58e
Remove spaces in `SubResource()/ExtResource/Resource()` in text resources
These spaces are not needed for the file to be successfully parsed.

Other types such as Vector3 are no longer serialized with spaces
after the opening parenthesis and before the closing parenthesis,
so this is also more consistent.
2022-06-19 05:54:03 +02:00
Rémi Verschelde 9923851370 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
reduz 0a57f964a3 Implement missing Node & Resource placeholders
Implemented by request of @neikeq to advance in the GDExtension version of Mono.

* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).

This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
2022-05-03 17:08:09 +02:00
Hugo Locurcio 180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
kobewi e3511dd9d7 Fix tscn not listed as Resource extension 2022-05-02 23:21:15 +02:00
bruvzg 7b18c35ab2 Fix resource dependence renaming. 2022-05-02 16:38:09 +03:00
Haoyu Qiu caf8e5e339 Close FileAccess before accessing it with DirAccess 2022-04-22 18:15:31 +08:00
nikitalita 6c00f8111d Fix binsary resource export 2022-04-13 16:33:44 -07:00
bruvzg 4bf99f4af2 Narrow FileAccess scope to prevent deadlocks. 2022-04-12 10:54:39 +03:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde 768f9422bc Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaks
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-03-11 09:13:11 +01:00
kobewi 678ec9bcde Don't abort loading scene on missing dependency 2022-02-26 12:02:05 +01:00
Rémi Verschelde 317cd0b19a
Refactor some object type checking code with `cast_to`
Less stringly typed logic, and less String allocations and comparisons.
2022-02-08 10:08:34 +01:00
Anilforextra adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Rémi Verschelde 42312f066b
Merge pull request #53313 from KoBeWi/debinded_konnekt 2022-01-04 12:22:46 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
kobewi 4682f22293 Improve various texts 2021-11-23 12:20:57 +01:00
kobewi e393c2a734 Add is_built_in() method to Resource 2021-11-04 12:45:58 +01:00
kobewi cdac60759e Add support for unbinding in connection dialog 2021-10-04 21:41:21 +02:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Hugo Locurcio d33a7367b6
Write node groups one a single line when saving a `.tscn` file
This makes `.tscn` files more readable by ensuring sections are always
written on a single line.
2021-08-31 17:06:18 +02:00
Wilson E. Alvarez d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
SaracenOne d00c151db1 Assign embedded text resource path earlier to prevent error on embedded scripts. 2021-08-10 05:42:35 +01:00
K. S. Ernest (iFire) Lee 04703c6f66
Merge pull request #51042 from nikitalita/fix_binary_res_load_save
Fix binary resource loading and saving
2021-08-02 18:41:05 -07:00
Rémi Verschelde f3aaa713d9
VariantParser: Fix uninitialized ResourceParser funcs
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.

Fixes crash part of #42115.
2021-07-30 23:23:31 +02:00
nikitalita bc58bf5477 Use constant for reserved field count 2021-07-29 22:24:29 -07:00
nikitalita 160601cc78 Fix binary resource loading and saving 2021-07-29 18:17:49 -07:00
Rémi Verschelde ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +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
reduz 75755beeee
Implement textual ext/subresource IDs.
* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
  user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
  imported files.
* This will allow better reloading on changes (including resources already
  loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
  compatibility.
2021-07-22 19:37:47 +02:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 1cc6385858
Merge pull request #49624 from nekomatata/fix-sub-resource-cache
Fix sub-resource storing the wrong index in cache
2021-06-15 20:38:34 +02:00
PouleyKetchoupp 3c3d7380e2 Fix sub-resource storing the wrong index in cache
The subindex within Resource wasn't synchronized with the path stored
in cache when saving a packed scene. It could cause sub-resources to be
swapped when loading the same packed scene in the same session.

Now the subindex in Resource reflects the sub-resource path in cache,
making saving and loading sub-resources consistent.

Co-authored-by: latorril <latorril@gmail.com>
2021-06-15 09:55:16 -07:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Pedro J. Estébanez 469fa47e06
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17 15:06:19 +02:00