* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
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`
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
Removes redundant method_select popup.
- Move the "sync" property for RPCs to RPCConfig.
- Unify GDScript annotations into a single one:
- `@rpc(master)` # default
- `@rpc(puppet)`
- `@rpc(any)` # former `@remote`
- Implement three additional `@rpc` options:
- The second parameter is the "sync" option (which also calls the
function locally when RPCing). One of "sync", "nosync".
- The third parameter is the transfer mode (reliable, unreliable,
ordered).
- The third parameter is the channel (unused for now).
Check for each body individually if it collides with the other one or
ignores it.
When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.
Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.
Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.
The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.
**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Previously, only StandardMaterial3D could be defined as an alternative
to ShaderMaterial.
This also reorders the CanvasItemMaterial property hints to follow
alphabetical order (which is enforced by the inspector).
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
* Ability to allocate empty objects in RID_Owner, so RID_PtrOwner is not needed in most cases.
* Improves cache usage, as objects are now allocated together
* Should improve performance in 2D rendering
Allows customization of the maximum time a client is allowed to stay in
the the "pending" state (i.e. awaiting HTTP handshake).
This used to be 1 second by before, the new default is 3 seconds.
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
Apparently this feature utilized a completely commented out 7+ years old
method, effectively doing nothing. Since it was designed with a completely
different editor design in mind it is pretty much incompatible and as such
it's best to remove it for now.
Instead of the String representation, which can be finicky to work with.
VariantWriter is more robust since changes to it affects the whole
system thus it's changed less often and it's never ambiguous.
- Fix C++ compile errors about pending variable renames after the `Reference` to `RefCount` change.
- Fix C# compile errors due to the recent rename of `EnablePlugin()` and `Build()`, which are now underscore-prefixed in bindings.
- Additional rename: `godot_icall_Reference_Dtor` to `godot_icall_RefCounted_Dtor`.
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
With the change of the shortcuts for common actions like delete, copy
and paste the delete menu items in the visual script editor for members
where missing because of a missing shortcut.
MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER
No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
The Adaptive text editor theme is the default, and has therefore
been renamed Default for consistency with the Default theme preset.
It keeps its automatic dark/light switch status.
The Default text editor theme was actually a legacy Godot 2-style theme,
so it has been renamed to Godot 2 to match the theme preset.
Its background color has been changed to be a constant opaque color,
since the new editor theme made the theme look less good on a translucent
background. The previous background color on light theme also lacked
contrast.
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
Fixes#34541
Renamed MAX_DIGITS to MAX_DECIMALS, since it only changes the
amount of digits after the decimal point.
Increased MAX_DECIMALS to 32, and made String::num use
MAX_DECIMALS consistently. If -1 is passed as
decimal precision to String::num, it now gets changed to
the correct precision based on the number's magnitude,
instead of using printf default(which is 6)
String::num_real also calculates the correct precision now.
Also made the types used in floating-point math more
consistent in a few places.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
Since there might be tricky cases in the analyzer (in the case of unsafe
lines) which would need to be properly checked again. Instead, this
splits the code generator in two functions and use information set by
the analyzer to tell which function to use, without a need to re-check.
This changes the error message to be more clear on the output files and
also fixes an issue with the relative path of the offending file that
was not trimmed correctly.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
This adds initialization to every typed temporary stack slot at the
beginning of the function call instead of emitting instructions, since
those might be in a conditional branch and not be called.
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.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
More saturated icons go better with the new editor theme.
These color changes only apply when using a dark theme.
The editor icon saturation can still be adjusted in the Editor Settings.
Setting the editor icon saturation setting to 0.77 should roughly match
the old icon saturation.
Fixes#48420, fixes#48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
Setting `server_relay = false` prevents the server from letting clients
communicate with each other, but without this fix, the server would also
ignore broadcast packets.
With this change, the server still does not relay messages to other
clients, but will correctly process broadcast messages (and "exclusive"
messages) as if they were directed to just the server.
In attribute expressions (`a.b`) it's possible that the base has an
incorrect syntax and thus become a nullptr expression in the tree. This
commit add the check for this case to fail gracefully instead of
crashing.
Lambda syntax is the same as a the function syntax (using the same
`func` keyword) except that the name is optional and it can be embedded
anywhere an expression is expected. E.g.:
func _ready():
var my_lambda = func(x):
print(x)
my_lambda.call("hello")
The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.
The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
There was a mixup between String and StringName keys. Now they're
clearly separated. This also means you have to consider which type
you're using for the dictionary keys and how you are accessing them.
Avoid unnecessary allocation of temporary buffers for each mip, and creates
only one Image with the compressed data.
Also renames variable and reorders code for clarity.
Clarify that squish is now only used for decompression.
Documented which formats can be decompressed in Image.
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored.
The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable.
Features/Fixes:
Adds ability for multiple millions of polygons to be loaded.
Fixes memory leaks with tokens
Fixes memory leaks with property table
Fixes loading some corrupt files
Fixes meshes not having a unique name to the mesh node.
Opens up loading for two more versions: 7100 and 7200, up to 2020.
Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now.
FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
We do our own image loading, threading, and memory management in Godot already,
so the only components we need from etcpak (at least as of now) are the
`Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`.
So we don't need to compile or vendor the rest.
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
- `etc` module was renamed to `etcpak` and modified to use the new library.
- PKM importer is removed in the process, it's obsolete.
- Old library `etc2comp` is removed.
- S3TC compression no longer done via `squish` (but decompression still is).
- Slight modifications to etcpak sources for MinGW compatibility,
to fix LLVM `-Wc++11-narrowing` errors, and to allow using vendored or
system libpng.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
There's now only 3 addressing modes: stack, constant, and member.
Self, class, and nil are now present respectively in the first 3 stack
slots. Global and class constants are moved to local constants when
compiling. Named globals is only present on editor to use on tool
singletons, so its use now emits a new instruction to copy the global to
the stack.
This allow us to further optimize the VM later by embedding the
addressing modes in the instructions themselves, which is better done
with less permutations.
This is meant for testing the GDScript implementation, not for testing
user scripts nor testing the engine using scripts.
Tests consists in a GDScript file and a .out file with the expected
output. The .out file format is: expected status (based on the enum
GDScriptTest::TestStatus) on the first line, followed by either an error
message or the resulting output. Warnings are added after the first
line, before the output (or compiler errors) if the parser pass without
any error.
The test script must have a function called `test()` which takes no
argument. Such function will be called by the test runner. The test
should not have any dependency unless it's part of the test too. Global
classes (using `class_name`) are registered before the runner starts, so
those should work if needed.
Use the command `godot --gdscript-generate-tests
godot-source/modules/gdscript/tests/scripts` to update the .out files
with the current output (make sure the output are the expected values
before committing).
The tests themselves are part of the doctest suite so those can be
executed with `godot --test`.
Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
When the type cannot be validated at compile time, the runtime must do a
check to ensure type safety is kept, as the code might be assuming the
return type is correct in another place, leading to crashes if the
contract is broken.
This ensures that annotations that rely on the datatype (such as
@export) can validated it timely, allowing compound expressions instead
of only literal values.
- Use `Array[type]` for type-hints. e.g.:
`var array: Array[int] = [1, 2, 3]`
- Array literals are typed if their storage is typed (variable
asssignment of as argument in function all). Otherwise they are
untyped.
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.
WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.
Fixes#47127.
Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.
Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
- Added new_copy to all types, since trivial copy won't work for all
types.
- Added functions to convert from String to char array types, which is
not provided by the methods bound in Variant.
- Added operator index to String.
- Added missing cstring version of some Variant functions. They existed
in the header but didn't have the implementation and were missing from
the gdnative_api.json file.
- Added support for static calls on Variant types.
This is a tricky one, it used to work, but it was wrong, because in such
a scenario instead of passing NULL as required by the API, it would pass
a buffer containing the `\0` terminator.
This stopped working on a specific miniupnpc version, when they fixed
some network endianess issue on Windows, to which we made a workaround,
which in turn would probably result in failures when the interface is
specified.
This commit address the issue properly, by checking the specified
interface string size, and correctly passing NULL instead of the empty
string when necessary.
Also reverts the commit that introduced the bogus workaround:
e85330231c
One of those PR when the explaination is much longer then code changes
:).
The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
- `Texture::~Texture` expects `props` to be dynamically allocated.
- `GetPropertyTable` returned a pointer to an existing `PropertyTable`
but is expected to return a newly, dynamically allocated one.
- `PropertyTable::PropertyTable()` suggests that an empty `element`
property is valid.
fix#46876fix#45573
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:
- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.
A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.
We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.
This is an example of what the generated code looks like:
```
using Godot;
namespace Foo {
[ScriptPathAttribute("res://Player.cs")]
// Multiple partial declarations are allowed
[ScriptPathAttribute("res://Foo/Player.cs")]
partial class Player {}
}
[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```
The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
When this code was changed for 4.0, a "break" statement inside a for loop in 3.x was changed to "return".
This means that the two special cases (autoloads and input actions) are never checked.
Removing the return lets these work properly in the editor.
(Also reorder conditionals to short-circuit and avoid expensive methods.)
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
-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.
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
- Add indexed type to the builtin types output, which is useful for
bindings implementing array-like access.
- Use getter type instead of hint for property types, as the hint can be
unreliable and include multiple comma-separated possible types.
- Moved Variant struct definition to its own file so it can be used
without include cycles (like on Dictionary).
- Add `index` operator function so bindings like C++ can implement the
operator[] overload (which needs a reference to the actual value).
- Added missing new/destroy functions to Vector3i array.
- Added print error/warning functions as helpers so bindings can print
messages in the same manner as Godot itself does.
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.
Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
Which can be used by language bindings to generate code statically. This
is generated as a different file from the class API because it has
different requirements (the builtin types have constructors and don't
have signals), so bindings can better make use of each JSON file without
extra parsing.
This also cleans up a bit the old API generator, mainly initializing
structs and renaming "instanciable" to the more correct "instantiable".
The argument description in help text was updated to better reflect how
it should be used. The <path> argument is mandatory.
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004
note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
Named color constants renamed to UPPERCASE. Unlike #41019, this PR
is complete and implements these changes in the simplest way possible.
Co-authored-by: Shivam Mukherjee <mshivam98@gmail.com>
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
This API now uses the discovery functions present in Variant instead of
wrapping every built-in function. Users now need to query for function
pointers and use those.
The ClassDB tests will detect when the core API has dependencies on
the editor API, which is not allowed.
This should prevent or warn early about issues like #44856
The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.
The Docs have been updated to reflect the format changes.
limitations:
- always has to use generated normal's.
- some animations won't be compatible (yet)
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
We should first attempt loading as external files, thus creating a dependency.
Loading as a buffer should only be used as fallback to support manually loading
as PNG or JPEG depending on the defined mimeType.
Fixes#44309, was a regression from #42504.
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 🎆
Fixes#44761, was a regression from #44524.
The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
Ports FBX module from 3.2 branch to 4.0
This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.
Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
This is needed with newer Mono versions, at least with Mono 6.12+
Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes#28669.
- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.
Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.
Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
Multiple calls to the same `await ToSignal` were resulting in
"signal already connected to slot" error because the custom
callable comparer was wrong. Comparing only the signal awaiter
handle is the correct way (it's unique for the target).
And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)