Commit graph

53 commits

Author SHA1 Message Date
Rémi Verschelde
31ded7e126
Fixup last commit, change misleading CodeEditor for consistency 2021-12-09 11:40:46 +01:00
Rémi Verschelde
3752e8f52e
Fix mid-air conflict between #55299 and #55692 2021-12-09 11:17:16 +01:00
Yuri Roubinsky
a651610c43 Add CanvasItem mode support to the MaterialEditor 2021-12-07 17:16:41 +03:00
Yuri Roubinsky
7528c204d3 Added convertor from ORMMaterial3D to ShaderMaterial 2021-10-29 17:49:24 +03:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Manuel Dun
3e8b54bfc3 Conversion now includes "Local to scene" flag and name 2021-09-15 19:45:07 -04:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz
6631f66c2a Optimize StringName usage
* 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.
2021-07-18 21:20:02 -03:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
qarmin
559bc3ca87 Change non-existent World to World3D 2020-04-18 11:00:51 +02:00
Rémi Verschelde
60f77fa059
Merge pull request #37509 from wazzy47/issue_36228
Add "preview_on_sphere" setting of material editor plugin
2020-04-10 12:08:51 +02:00
Vasiliy
48b144afb7 Add "preview_on_sphere" setting of material editor plugin 2020-04-04 12:36:05 +03:00
Michael Alexsander
0c6851ae53 Rename ViewportContainer to SubViewportContainer 2020-04-01 16:11:44 -03:00
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
d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Juan Linietsky
eaae4b6408 Renamed 2D and 3D nodes to make their types explicit
Fixes #30736.
2020-03-27 14:54:04 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +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
clayjohn
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
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
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
dd3682e5fe Modernized default 3D material, fixes material bugs. 2020-02-11 12:01:24 +01:00
Juan Linietsky
2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +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
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Juan Linietsky
53bec9deeb Fix and restore text, material and mesh previewers. 2019-03-04 15:53:18 -03:00
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
5fe01d4cfc Move ParticlesMaterial code to its own resource file
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.

Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
2018-09-04 11:32:56 +02:00
JFonS
ee06cfe6e5 Fix "Convert To ShaderMaterial" option not working, closes #20891 2018-08-26 12:25:41 +02:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
04edfc090b Finalized ability to convert from CanvasItem/Spatial/Particles materials to ShaderMaterial, closes #10242 2017-11-14 15:45:30 -03:00
Rémi Verschelde
8cb76888ae Merge pull request #12228 from hi-ogawa/fix-spatial-shader-conversion-with-texture
Fix spatial shader conversion with texture
2017-10-20 23:55:58 +02:00
Hiroshi Ogawa
3bd2a4c421 Fix spatial shader conversion with texture 2017-10-19 16:10:24 +09:00
Hiroshi Ogawa
d777681882 Create ParticlesMaterialConversionPlugin and format generated shader code 2017-10-12 21:30:19 +09:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
Rémi Verschelde
f577efd47e Merge pull request #11424 from groud/control_node_presets
Implements set_margins_preset(...)
2017-09-26 00:11:46 +02:00
Juan Linietsky
3237e05c36 Ability to convert from SpatialMaterial to ShaderMaterial 2017-09-22 09:20:52 -03:00
Gilles Roudiere
05bb8e0c10 Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE) 2017-09-22 11:39:44 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Rémi Verschelde
565600e844 Cleanup tons of obsolete commented out code
Mostly in EditorNode, dropping some obsolete editor plugins and also a
cleanup of ProjectSettings/EditorSettings.
2017-08-26 17:47:57 +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