Commit graph

179 commits

Author SHA1 Message Date
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde
09a6a2d8f8 Signals: Port more uses of connect_compat
Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.

To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +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
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky
9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +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
Tomasz Chabora
6c0ef9f729 Auto-increment frame_coords when keying 2019-10-22 20:12:55 +02:00
qarmin
616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
Gilles Roudiere
b27ec4aea7 Fixes Sprite frame_coords 2019-10-13 08:44:44 +02:00
Rémi Verschelde
9762372329
Merge pull request #30635 from KoBeWi/billbo_3dns
Add a Billboard property for Sprite3D
2019-08-29 13:06:37 +02:00
Tomasz Chabora
b055ade1c3 Add a Billboard property for Sprite3D 2019-08-28 23:00:44 +02:00
groud
11cb4eb363 Add frame_cords accessors to Sprite and Sprite3D 2019-07-27 13:05:02 +02:00
Rémi Verschelde
336846e547 Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGE
This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.

To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
2019-07-25 09:29:51 +02:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Hugo Locurcio
ff7184c5cb
Improve the node configuration warning display
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
  blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
Ibrahn Sahir
4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
qarmin
33c15799c7 Set to enum variables, only correct values 2019-06-24 14:53:26 +02:00
Michael Alexsander Silva Dias
1e3e770073 Add frame support for Sprite3D with region enabled 2019-02-04 20:31:45 -02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij
fa63a0fe83 Reverse bitangent on everythings to ensure default normal map behavriour is consistent 2018-12-08 13:43:46 +11:00
Bastiaan Olij
bcef4b8dc6 Fixing tangent and binormal logic 2018-11-19 22:27:05 +11:00
Rémi Verschelde
5613aa489e
Merge pull request #23299 from FlamyAT/sprite3d-floating-offset
Changed Sprite3D to float based drawing
2018-11-13 21:28:08 +01:00
Juan Linietsky
f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
FlamyAT
3d07a1c10f
Changed integer based drawing to floating numbers 2018-10-26 11:50:21 +02:00
Rémi Verschelde
c52a3646f1
Merge pull request #21502 from Web-eWorks/atlasfixes
AtlasTexture fixes, part 2.
2018-09-14 15:02:23 +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
Webster Sheets
c522fe05e0 AtlasTexture fixes, part 2. 2018-08-27 15:24:56 -04:00
JFonS
9cd1c20f6a Polished 3D selection 2018-06-13 17:52:37 +02:00
Webster Sheets
4b545e3105 Fix AtlasTexture usage in Sprite3D.
Changes as requested in b484d5c.
2018-05-08 11:22:56 -04:00
Juan Linietsky
b484d5c2d8
Revert "Fix Sprite3D's incorrect behavior when using AtlasTextures." 2018-05-07 15:44:27 -03:00
Webster Sheets
973be3711a Fix Sprite3D's incorrect behavior when using AtlasTextures. 2018-02-15 10:33:58 -05:00
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
Stefano Bonicatti
a15721e5c9 Fix Sprite3D alpha_cut member not being initialized 2017-12-17 22:07:43 +01:00
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Juan Linietsky
df573f5c3a -Restored Sprite3D to working function, fixes #2061, fixes #9738
-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
Juan Linietsky
e47ecc63ef Properly update frame range after modifying the vframe/hframes, closes #7624 2017-08-05 16:19:36 -03:00
Juan Linietsky
d41978eb63 Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility. 2017-06-25 18:57:28 -03:00
Thomas Herzog
bfac7c476d Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master
Add double-sided flag to SpriteBase3D [master]
2017-06-19 23:46:54 +02:00
alexholly
935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Andrea Faulds
fd5b929831 Add double-sided flag to SpriteBase3D (fixes #8007) 2017-05-02 21:03:17 +01:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
f3f4a11cfb - _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
7c1ab42571 Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422 2016-07-06 23:46:04 -03:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
beabefe432 port changes from AnimatedSprite to AnimatedSprite3D 2016-06-08 18:03:06 -03:00
Juan Linietsky
bed3efb17e New reworked AnimatedSprite!
-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library,  etc.
2016-05-14 23:48:45 -03:00
Juan Linietsky
1fecba6b5b -added hints to sprite v/hframes, fixes truncation problem
-removed an error being printed often unnecesarly about missing child
2015-08-29 13:02:56 -03:00
Juan Linietsky
f36e7dcb40 improved animation editor
-same-value link keys
-new layout
-forward, backwards playback
-integrated curve/property editor
-auto increment sprite frame after insert
-copy & paste animation resoucres
2015-05-25 01:47:02 -03:00
Nathan Warden
6212946927 Fixed some items caught in cppcheck 2015-05-02 12:17:59 -05:00
Juan Linietsky
2e08e11120 -fixed signal in #1075 2015-01-02 13:08:28 -03:00
Juan Linietsky
c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky
9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky
6f0b4678e2 More 3D Improvements
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00