Make the first iteration as soon as the canvas is setup, avoiding a
black screen before the next animation frame is requested.
Also create OS and do setup before syncing FS to avoid crash when IDBFS
access is denied.
The old logic was incorrect, the first item with lights would prevent joining the next item in case it didn't have lights. Now the check is deferred so that items without lights check to see if the previous item had lights, and if so they prevent a join.
Build PCRE2 thirdparty library with unicode support. RegEx objects
in Godot can now be used to recognize unicode strings.
(cherry picked from commit 9f10f6779c)
Ensure that presets are updated with the latest files when
starting up or opening the Project Export dialog. Fixes the
error where Godot would attempt to export deleted files that
were previously selected.
(cherry picked from commit 44094b082d)
Godot currently supports zero padding for integers, octals and
hexadecimals when using format strings, but not for floats.
This commit adds support for zero padding for floats, thus ensuring
consistent behavior for all types, and making Godot's format specifiers'
behavior closer to c's `printf()`.
Before: `print("<%07.2f>" % -0.2345)` prints `< -0.23>`.
Now: `print("<%07.2f>" % -0.2345)` prints `<-000.23>`.
`print("<%7.2f>" % -0.2345)` prints `< -0.23>`.
(cherry picked from commit b7d835d9ca)
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer.
This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
(cherry picked from commit db9fa88160)
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
Note:
Casting to the C++ classes and calling the methods there would work as well,
but would require including he header files for the specific object types handled
here, which wouldn't be OK either.
A new `methods.dump(env)` is added to dump the construction environment
used by SCons to build Godot to a `.scons_env.json`. The file can be used
for debugging purposes and any external tool.
(cherry picked from commit 42bee75e86)
Some required changes are made:
- locally imported SCons-specific packages within the method;
- `global` variables converted to `nonlocal` (used in nested functions).
(cherry picked from commit d753a7630a)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
- Improve the bug reporting guidelines for readability.
- Make some guidelines more strictly applied in the interest of
bug report quality.
- Mention that feature proposals should now be opened on the
Godot Proposals repository.
- Update the Git commit message guide to be easier to follow.
- Fix warnings reported by markdownlint.
(cherry picked from commit 7b5c502ba5)