Commit graph

30 commits

Author SHA1 Message Date
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
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.
2020-03-30 09:05:53 +02:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Bastiaan Olij
f0b1edef8b Exposing get_tracker_id for ARVRPositionalTracker to GDScript 2020-03-04 10:22:26 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
follower
8499033354
Typo fix: "differt" -> "different" 2019-08-28 19:12:54 +12:00
qarmin
01cc7a996b Use reference to constant in functions 2019-07-10 11:54:12 +02:00
BastiaanOlij
02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Bastiaan Olij
1a1b35721a Send notifications to ARVRInterfaces 2019-04-27 08:39:21 +10:00
Rémi Verschelde
4942e96897
Merge pull request #27527 from BastiaanOlij/render_ext_target
Add option to have viewport render into supplied texture (VR)
2019-04-07 11:11:50 +02:00
Bastiaan Olij
8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
Bastiaan Olij
005fb62284 Added a mesh interface to the arvr positional trackers 2019-02-06 21:03:43 +11:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Bastiaan Olij
6fd51b6a1b Reserved controller ids 1 and 2 for left and right hand controllers and added new center on hmd option 2017-12-22 01:21:23 +11:00
BastiaanOlij
9d3f8418ca Removed add/remove interface bindings and added get_interfaces 2017-11-13 22:08:43 +11:00
Bastiaan Olij
167b7b5533 Adding rumble support to ARVR controllers (if implemented on the ARVR interface) 2017-11-01 23:59:14 +11:00
BastiaanOlij
cc37d43f86 Redoing the ARVR GDNative interface as module and tighter implementation 2017-10-14 09:10:18 +11:00
BastiaanOlij
ce74efacbb Made a few tweaks to the interface 2017-10-06 20:35:55 +11:00
Bastiaan Olij
de309c426d Added ID to tracker signals and property for storing hand 2017-09-10 16:25:12 +10:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
BastiaanOlij
e7aed24add Added ARVRAnchor support and a few small enhancements 2017-08-03 18:58:05 +10:00
BastiaanOlij
d2ba2d0873 Adding base classes and structures for ARVR support
Added ArVrScriptInterface

Added ARVRCamera, ARVRController and ARVROrigin helper objects
2017-07-28 10:39:15 +10:00