Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).
Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
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`
* 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.
* 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.
- EditorSettings: Ensure that `create()` makes a valid singleton.
Fixes#49179, fixes#49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
next to other paths.
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
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
When using a negative contrast value, the base color will be lightened
to create the derivative colors instead of being darkened.
This can lead to better-looking themes, especially for light themes.
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.
This provides better power savings compared to the previous value.
This also speeds up project execution slightly while the editor
is running in the background.
The setting hint can now go as low as 1 FPS (1 million microseconds
per frame), for those who really need the best possible power savings.
This will make previewing animated shaders or particles impossible
when the editor window isn't focused though.
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
-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.
With smaller arrays/dictionaries, this makes it possible to view all of
an array/dictionary's items on a single page.
Larger values could be used, but make switching between node selections
quite slow, especially on low-end CPUs. They could also be problematic
with complex resource inspectors for arrays/dictionaries that contain
Resources.
This closes https://github.com/godotengine/godot-proposals/issues/2058.
-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.
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 🎆
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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.
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
- Parse `.po` files from `doc/translations/*.po` like already done
with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
Strings are automatically dedented and stripped of whitespace to ensure
that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
`EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
not really meaningful.
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
- 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.
The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
This closes https://github.com/godotengine/godot-proposals/issues/347.
The `project.godot` file will always be modified when editing a project,
but not when running it. This effectively makes the option sort by
last edition date, rather than modification as is typically understood
by users.
This closes#36127.
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.
This makes precise adjustments easier, without having to
touch the mouse wheel. This modifier is also available in
Blender, so this makes the freelook behavior more consistent
with it :)
In the interest of simplifying the Editor Settings, this also
removes the freelook modifier speed factor setting
(the value is now hardcoded to its default).
Add Navigation category for scroll and minimap settings.
Rename Line Numbers category to Appearance.
Rename Open Scripts category to Script List.
Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings).
Reorder settings by category in code_editor.cpp to match settings list
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.
The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.
Templates have at most two origins now:
1. Project-specific, defined in `ProjectSettings`, for instance:
- res://script_templates/
2. Editor script templates, for instance:
- %APPDATA%/Godot/script_templates/
As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
The "Auto" setting picks the font hinting setting that best matches
the operating system's font rendering settings.
This font hinting setting is now the default.
A single setting is now used to control the font hinting/antialiasing
settings of both main and code fonts. This means there are 2 settings
in total (instead of 4).
Font settings were also reordered for clarity.
Only a single checkbox is now exposed to control whether the editor
window should be dimmed when opening a popup. The main use case
for disabling it is picking colors from the editor window while
a popup is open.
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.
Does not impact exported games, which will still run without
console in release and with console in debug mode.
A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.
Fixes#17889.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This was a regression from #28107 due to a typo in the `initial_set`
call.
I used the opportunity to harmonize the font settings by ensuring we
only get values in `editor_fonts.cpp` and set them all with proper and
consistent hint ranges in `editor_settings.cpp`.
Fixes#29774.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
This decreases CPU/GPU usage when the window is unfocused, which can
be beneficial to laptop users.
This also makes the low-processor mode sleep project setting no longer
affect the editor. Instead, two new editor settings now define the
duration of sleeping when the editor is focused and unfocused.
This closes#24209 and partially addresses #29257.
Godot currently can't properly render scripts that require Right-To-Left
and font shaping support, so we skip those.
This is a temporary measure until these features are supported.
Fixes#28577.
IPv4 has link-local addresses like IPv6 (block 169.254.0.0/16).
Those addresses should not be considered a valid option when selecting
the `remote_host` setting for the debugger.
-Made relationship lines appear based on theme settings, not previous hack
-Fix drawing of relationship lines (was broken)
-Fix double initialization of theme settings
We used to abort if the system-specific data folder (e.g. `~/.local`
or `%APPDATA%`) is missing, but the next code chunk actually creates
it with `make_dir_recursive` if missing.
Fixes#26598.
- Editor font anti-aliasing can now be disabled in the Editor Settings.
- DynamicFonts used in projects can now have their anti-aliasing
disabled in their DynamicFontData child. Changes will be visible
upon reloading the scene in the editor.
Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
It is now possible to use the previous or next monitor (relative to
the editor) to display running projects. If either end is reached,
it will wrap around to the last or first monitor (respectively).
This closes#20283.
Previously we had a check to see if cache and data directories exist and
another check to try to make them if they do not. However the second
check was never reached if we don't have the directories in question.
Furthermore for cache directories on Linux people who never started a
desktop environment we need to recurisively create the XDG directory as
well as the godot specific directory.
This fixes#17963
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.
- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
KEY_MASK_CMD is automatically replaced by KEY_MASK_CTRL on non-OSX
and KEY_MASK_META (Command key) on OSX, so it should be used for all
Ctrl/Cmd + key shortcuts.
Also de-hacked the macOS shortcut replacements with proper conditional
definition. Not tested on macOS, cannot judge if they are good shortcuts.
Fixes#10761.
- The grid's primary and secondary colors can now be changed
- The number of grid steps (subdivisions) can now be changed
- The grid size can now be changed
- The grid is now darker by default
- Editor font hinting can now be tweaked in the Editor Settings.
- DynamicFonts used in projects now have tweakable hinting settings
in their DynamicFontData child. Changes will be visible upon
reloading the scene in the editor.
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
renamed interface/editor/custom_font to interface/editor/main_font
moved text_editor/theme/font to interface/editor/code_font
renamed interface/editor/font_size to interface/editor/main_font_size
renamed interface/editor/source_code_size to interface/editor/code_font_size
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.
Fixes#14832
- Added an option in the editor settings/cursor to make the cursor move with right click.
- If the option is activated (true by default), a right click will move the cursor before displaying context menu.
- If there is a selection, a right click on it will keep it selected, a right click outside it will unselect it.
- The option is available in textEdit via an inspector property (or via GDScript): caret_moving_by_right_click
- The option is available in the script editor and the shader editor via the editor settings
- The documentation has been updated with the new property, and a few other entries in TextEdit.xml.
It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988,
forgetting that Windows would still use the same path and thus conflict with 2.1
(contrarily to macOS and Linux).
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.