Commit graph

2393 commits

Author SHA1 Message Date
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde
cd8d321961
Tabs: Remove unused 'panel' stylebox from default theme
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
2021-04-27 17:36:53 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde
b95a82d46a
Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27 10:42:51 +02:00
Stefan Boronczyk
f15cabcfd2 fix triplanar mapping for AO 2021-04-25 03:32:17 +02:00
Rémi Verschelde
759b876b8a
Merge pull request #46593 from pycbouh/theme-editor-better-edit-ui
Refactor Edit Theme menu in Theme Editor
2021-04-23 23:12:25 +02:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Rémi Verschelde
c36807994d
Merge pull request #47345 from nekomatata/heightmap-draw-triangles
Draw triangles for HeightMapShape debug collision
2021-04-20 17:41:11 +02:00
Rémi Verschelde
fdf041a466
Merge pull request #47347 from nekomatata/heightmap-support
Heightmap collision shape support in Godot Physics
2021-04-20 17:40:28 +02:00
Rémi Verschelde
29775a1714
doc: Sync classref with current source 2021-04-19 12:26:37 +02:00
Rémi Verschelde
8ba06e3161
Merge pull request #47448 from madmiraal/rename-lineedit-cursor
Rename LineEdit getters and setters to match property names
2021-04-19 10:40:29 +02:00
Rémi Verschelde
6269895ecb
Merge pull request #47980 from reduz/split-particle-shader-entry-points
Split particle shader entry points
2021-04-18 23:39:17 +02:00
Yuri Sizov
2524238bb3 Refactor Edit Theme menu in Theme Editor 2021-04-18 17:55:49 +03:00
Yuri Roubinsky
8ae5c6c6ec Fix sky visual shader mode after last rename 2021-04-17 20:59:48 +03:00
reduz
906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
Marcel Admiraal
86822b187e Rename LineEdit caret_* properties getters and setters to match property 2021-04-17 12:41:23 +01:00
Rémi Verschelde
8bbdd43b09
Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4
Lowers the navigation edge margin merge
2021-04-16 10:23:55 +02:00
Andrea Catania
fd2e652196
Lowers the navigation edge margin merge
Lowers the edge margin merge to avoid merge undesired edges.
2021-04-16 09:56:39 +02:00
reduz
d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Yuri Roubinsky
8d3e46098b Prevents default values of VSNodeCustom from overriding by a script 2021-04-12 14:41:08 +03:00
Rémi Verschelde
8b6e3d6375
Merge pull request #46340 from gongpha/various-color-picker
Add Various ColorPicker shapes
2021-04-10 13:29:50 +02:00
Rémi Verschelde
cba3b024b5
Merge pull request #43746 from CaptainProton42/master
Vulkan: Implement triplanar mapping in world space
2021-04-08 21:26:08 +02:00
Kongfa Waroros
6294507acb Add Various ColorPicker shapes 2021-04-06 22:48:03 +07:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Yuri Roubinsky
44af52d62c Prevents TextureUniform in visual shaders from conversion to constant 2021-04-04 17:32:44 +03:00
Rémi Verschelde
cbf5408685
Merge pull request #46273 from Chaosus/vs_comment
Added Comment node to Visual Shaders
2021-04-04 16:04:12 +02:00
Rémi Verschelde
4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
Rémi Verschelde
c2b7c69e2b
Merge pull request #42827 from lyuma/rename_bones_blendshapes
Allow renaming bones and blendshapes.
2021-04-01 00:20:07 +02:00
Rémi Verschelde
c6ff6707a4
Merge pull request #47457 from bruvzg/rtl_spacing
RichTextLabel: fix font extra spacing and style box size usage.
2021-03-29 17:07:38 +02:00
bruvzg
9f4893c70b
Use extra font spacing in the RichTextLabel line height calculation, and stylebox size in the minimum size calculation. 2021-03-29 17:26:53 +03:00
Rémi Verschelde
bc29f4bca1
Merge pull request #47435 from madmiraal/rename-texture-get_data
Rename Texture.get_data() to get_image()
2021-03-29 10:41:22 +02:00
Rémi Verschelde
b2eb838781
doc: Sync classref with current source 2021-03-29 09:51:33 +02:00
Marcel Admiraal
fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
PouleyKetchoupp
c8dd3c7d80 Heightmap collision shape support in Godot Physics 2021-03-25 16:52:41 -07:00
Rémi Verschelde
c6b9ceadf2
Merge pull request #47163 from bruvzg/macos_sandbox_file_dialog
FileDialog: add Back/Forward buttons, add message for inaccessible folders.
2021-03-26 00:00:25 +01:00
Morris Tabor
0fc8318f1a Fix ParticlesMaterial spread 2021-03-25 17:33:44 +01:00
Rémi Verschelde
9343a8a970
Merge pull request #47251 from pycbouh/theme-more-useful-methods
Add utility methods to Theme, improve error messages and documentation
2021-03-25 13:09:27 +01:00
PouleyKetchoupp
806a1a6646 Draw triangles for HeightMapShape debug collision
Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
2021-03-24 17:58:54 -07:00
Hugo Locurcio
b191a7547c
Rename the .shader file extension to .gdshader
This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
2021-03-24 21:33:44 +01:00
Rémi Verschelde
036a50e8b9
Merge pull request #37755 from KoBeWi/check_down
Add disabled theme icons for CheckBox
2021-03-23 13:06:02 +01:00
bruvzg
b202a0dd2a
FileDialog: add Back/Forward buttons, add message for inaccessible folders. 2021-03-23 08:03:41 +02:00
Rémi Verschelde
e0f19287f7
Merge pull request #47226 from fabriceci/improve-rayshape-2D
Bring the Raycast2D improvements to Rayshape2D
2021-03-22 23:56:18 +01:00
Juan Linietsky
97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Yuri Sizov
9df05745ba Add utility methods to Theme, improve error messages and documentation 2021-03-22 14:49:31 +03:00
fabriceci
f810ff35fa Bring the Raycast2D improvements to Rayshape2D 2021-03-21 14:52:44 +01:00
Marcel Admiraal
755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
CaptainProton42
856312ca6d Implement FLAG_UV*_USE_WORLD_TRIPLANAR
Implements triplanar mapping in world space for UV1 and UV2
when the respective flags are enabled.
2021-03-19 20:35:20 +01:00
PouleyKetchoupp
7bbd545432 Disable backface collision with ConcavePolygonShape by default
Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.

Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
2021-03-18 11:30:22 -07:00
Rémi Verschelde
08ca4184f4
Merge pull request #47024 from groud/navigation
Allow Navigation to be more flexible
2021-03-17 09:18:54 +01:00
Aaron Franke
a94cef0ea0
Move SpriteFrames to its own file in the resources folder 2021-03-16 02:00:47 -04:00
Gilles Roudière
ac7073f586 Allow Navigation to be more flexible 2021-03-15 15:58:59 +01:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Gilles Roudière
a9dc53d152 Remove Navigation2D/3D nodes, and move the navigation map to the world resource 2021-03-10 11:23:06 +01:00
Kongfa Waroros
d295d53b4a Add interpolation bar on each channel in ColorPicker 2021-03-09 14:58:19 +07:00
Rémi Verschelde
9a33c1b6a6
Merge pull request #46782 from bruvzg/fix_def_theme_size
Improve bitmap font scaling. Fix default theme font size.
2021-03-08 10:03:12 +01:00
bruvzg
43c7c279d5
Improve bitmap font scaling. Fix default theme font size. 2021-03-08 09:56:40 +02:00
Rémi Verschelde
c487f1e854
Merge pull request #46643 from YeldhamDev/hide_all_the_things
Hide more options of disabled properties
2021-03-07 15:12:15 +01:00
QbieShay
f1bb54d5e5 fixed particle rotate y flag 2021-03-05 11:37:00 +01:00
Rémi Verschelde
6b2577599f
Merge pull request #46665 from nekomatata/fix-crash-convex-shape-2d
Fix errors and crash with empty ConvexPolygonShape2D
2021-03-04 20:19:16 +01:00
PouleyKetchoupp
6fb6090748 Fix errors and crash with empty ConvexPolygonShape2D 2021-03-04 09:46:32 -07:00
Pedro Rodrigues
46218d8c37 Fix crash trying to destroy an ImageTexture object containing a null texture
The problem happened when `ImageTexture::create_from_image` was called
with an empty image. In this situation an RID was allocated despite the
texture being null. The destructor would then crash trying to acess this
null texture.

Fixes #46274
2021-03-03 23:54:27 +00:00
Michael Alexsander
4be282a269 Hide more options of disabled properties 2021-03-03 20:51:35 -03:00
sps1112
cf6bfea93f Add null check for NavigationMesh.create_from_mesh() 2021-03-03 15:59:30 +05:30
Rémi Verschelde
5895cd4c4f
Merge pull request #36202 from YeldhamDev/sprite_region_hide
Hide extra options from various nodes if they're not enabled
2021-03-02 14:15:25 +01:00
Michael Alexsander
70304f8633 Hide extra options from various nodes if they're not enabled 2021-03-02 09:25:09 -03:00
Rémi Verschelde
f49433c91c Fix Animation tracks disabled by default
Was a regression from #45845.
2021-03-02 09:15:01 +01:00
Rémi Verschelde
1eaa89a008
Merge pull request #46539 from Chaosus/vs_fix_return
Removes redundant code from get_input/output_port_type (visual shaders)
2021-03-01 09:44:20 +01:00
Yuri Roubinsky
6f9bdaf656 Fix incorrect switching port type in VisualShaderNodeStep 2021-03-01 08:45:49 +03:00
Yuri Roubinsky
9aca12a1af Removes redundant code from get_input/output/_port_type (visual shaders) 2021-03-01 08:34:39 +03:00
Delf Neumärker
04a4828c5e
Fix crash when loading a scene containing an uncreatable type 2021-02-25 23:58:30 +01:00
PouleyKetchoupp
c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00
Rémi Verschelde
f3864ec89f
Merge pull request #46357 from kleonc/mesh_data_tool_crash_fix
MeshDataTool::create_from_surface Fail on invalid index data
2021-02-24 13:23:13 +01:00
Rémi Verschelde
a527c6856b
Merge pull request #46045 from bruvzg/text_server_bmp_create
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24 12:55:36 +01:00
kleonc
8e82cf8174 MeshDataTool::create_from_surface Fail on invalid index data 2021-02-23 21:37:32 +01:00
Yuri Roubinsky
fe3051fcce Added Comment node to Visual Shaders 2021-02-21 12:40:17 +03:00
Rémi Verschelde
f6efa78173
Merge pull request #38565 from nekomatata/export-default-values
Fixed export var default value in PackedScene when script is not loaded in editor
2021-02-21 08:53:58 +01:00
Hugo Locurcio
23a1f616fd
Draw an outline for 2D debug collision shapes
This makes them easier to distinguish, especially when used
in a TileMap.

The default color's opacity has been slightly decreased to account
for the new outline.
2021-02-20 00:00:03 +01:00
Rémi Verschelde
4c4931eeae
Merge pull request #46196 from nmrkr/visual-shader-invalid-forced-connect
Fix crash when calling connect_nodes_forced with invalid params
2021-02-19 15:49:56 +01:00
Delf Neumärker
4a468171e5 Fix crash when calling connect_nodes_forced with invalid params 2021-02-18 22:57:41 +01:00
Delf Neumärker
735f75a16b Fix handling of negative indices in SurfaceTool 2021-02-18 22:43:39 +01:00
Pedro J. Estébanez
8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
andybarcia
f455f873c7 Fixes crash when calling VisualShader::set_mode 2021-02-16 14:57:40 +01:00
Rémi Verschelde
2a03886cbf
Merge pull request #46082 from YeldhamDev/styleboxline_margin_fix
Fix StyleBoxLine's incorrect style margin values
2021-02-16 14:00:45 +01:00
Michael Alexsander
ddf05a7c3c Fix StyleBoxLine's incorrect style margin values 2021-02-16 01:36:51 -03:00
Rémi Verschelde
f14008b600
Merge pull request #46069 from bruvzg/fix_font_crash_empty_data
Fix font `draw_*string` crash with empty data.
2021-02-15 22:19:53 +01:00
bruvzg
a354125d7d
Fix TextLine/TextParagraph crash when add_string / set_dropcap is called null font reference. 2021-02-15 22:57:42 +02:00
bruvzg
0fcbc1c6e3
Fix font draw_*string crash with empty data. 2021-02-15 22:41:16 +02:00
Rémi Verschelde
9d511ff924
Merge pull request #45704 from EricEzaM/PR/popup-menu-beautification
Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead
2021-02-15 13:38:47 +01:00
bruvzg
bee718f1af
[Text Server] Restores bitmap font dynamic construction functions. 2021-02-15 10:46:49 +02:00
bruvzg
f4d095cdd3
[TextServer] Restore character and space extra spacing support. 2021-02-15 10:46:23 +02:00
Eric M
26c29cc0d7 Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead. 2021-02-15 15:45:25 +10:00
kleonc
7d451c0040 VisualShader::_input_type_changed Fix index out of bounds crash. 2021-02-14 15:26:33 +01:00
bruvzg
d78336c65e
[CTL] Add missing font outline drawing routines and theme constants. 2021-02-14 14:11:44 +02:00
bruvzg
be14f065d1
Fix uninitialized BaseMaterial3D::features variable. 2021-02-14 01:12:30 +02:00
reduz
28537d8c84 Fix LineEdit minimum width
-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12 17:04:38 +01:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz
1aa2823fa3 Removed _change_notify
-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.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
e8f73124a7
Merge pull request #45845 from qarmin/cppcheck_scene_2
Initialize class variables with default values in scene/ [2/2]
2021-02-10 20:06:12 +01:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
reduz
3e2281a347 Improve SDFGI indirect light feedback loop
-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
reduz
7997544af5 Added temporal reprojection to Volumetric Fog
-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
Rémi Verschelde
2ba66c1457
Merge pull request #45672 from reduz/barrier-optimization
Rewrote how barriers work for faster rendering
2021-02-04 17:19:35 +01:00
Rémi Verschelde
69152af45d doc: Don't bind argument names with p_ prefix
This prefix is used in the C++ codebase, not in the scripting API.
2021-02-04 14:45:06 +01:00
George Marques
3f4d60616e
Make SyntaxHighligher::_clear_highlighting_cache virtual
Since it's meant to be used as a virtual method.
2021-02-04 09:54:09 -03:00
reduz
f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
George Marques
bcf1617755
Removed duplicated binding of two methods
They are bound as both regular and virtual methods which makes ClassDB
report the methods twice when querying the API. The non-virtual binding
is removed since both methods only seem to be used as virtual.
2021-02-04 09:30:41 -03:00
Rémi Verschelde
7185a7c3c2
Merge pull request #45496 from Chaosus/fix_particles
Fix particles not properly updated by their lifetime
2021-02-03 15:50:52 +01:00
clayjohn
814b41fef1 Add check for sun in PhysicalSky 2021-02-02 23:06:42 -08:00
Rémi Verschelde
b24c24f64b
Merge pull request #45594 from JFonS/improve_3d_grid
3D editor grid improvements
2021-02-01 23:18:24 +01:00
jfons
73e62dffb9 3D editor grid improvements
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.

I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
2021-02-01 22:19:54 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
d811f86102
Merge pull request #45281 from Chaosus/vs_unify
Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source 2021-01-28 11:26:37 +01:00
Yuri Roubinsky
aefce8000d Fix particles not properly modified by their lifetime 2021-01-27 16:28:15 +03:00
Yuri Roubinsky
64971bcc8a Added missed Button font_hover_pressed_color style 2021-01-27 10:44:53 +03:00
Yuri Roubinsky
6d82898470 Reveals Button "icon_color" style properties to the user 2021-01-26 22:05:59 +03:00
Rémi Verschelde
6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
Rémi Verschelde
d7aea6ff6c
Merge pull request #45447 from pycbouh/graphedit-minimap-active-invisible
Fix minimap capturing events and improve its theme and editor settings
2021-01-25 20:32:46 +01:00
Yuri Sizov
9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
reduz
51d8e32c93 Implement shadow meshes
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
Marcel Admiraal
8eb39f4e8b Change themes *_color_* to *_*_color
Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color

Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
Rémi Verschelde
d39f6386ce
Merge pull request #45314 from RandomShaper/modernize_rwlock
Modernize RWLock
2021-01-22 14:51:05 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
Pedro J. Estébanez
8ed259b792 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Yuri Roubinsky
4618e09f3b
Added SDF nodes to visual shader 2021-01-18 15:04:54 +01:00
Yuri Roubinsky
de5a8128d7 Unified several visual shader nodes 2021-01-18 13:32:12 +03:00
Hugo Locurcio
1f9cac1717
Fix typo in theming methods ("botton" -> "bottom") 2021-01-18 04:19:07 +01:00
Yuri Roubinsky
4a85f4cafe Fix replaced visual shader nodes updating 2021-01-15 21:10:32 +03:00
Rémi Verschelde
c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Yuri Roubinsky
ef941a6500 Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
K. S. Ernest (iFire) Lee
59b61a1f64 Scale error in mesh optimizer so it uses absolute scale.
Switch to simplify sloppy for another try.

Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
2021-01-11 06:07:54 -08:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
reduz
cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
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
Yuri Roubinsky
c98c6eadbe Add convert options between constants and uniforms in visual shaders 2020-12-30 13:07:08 +03:00
Rémi Verschelde
848f5ba05c
Merge pull request #44762 from KoBeWi/offset_is_now_point_not_offset_point
Rename offset to point in remove_point()
2020-12-29 13:37:49 +01:00
Rémi Verschelde
2086acfacc
Merge pull request #44614 from madmiraal/rename-normalmap-normal_map
Consistently use normal_map
2020-12-29 10:39:56 +01:00
Rémi Verschelde
09212fba1e
Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Rémi Verschelde
652bdd573e
Merge pull request #43691 from bruvzg/ctl_dropcap
[Complex Text Layouts] Add drop-cap support to RTL.
2020-12-29 09:14:46 +01:00
Marcel Admiraal
b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
kobewi
4f72a07eaa Rename offset to point in remove_point() 2020-12-28 17:57:55 +01:00
Rémi Verschelde
4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
b628912af0 Rename Rect2 and Rect2i grow_margin() to grow_side() 2020-12-28 12:47:33 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
clayjohn
44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Pedro J. Estébanez
b7367ac426 Add animation reset track feature
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.
2020-12-20 12:45:08 +01:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Rémi Verschelde
771b99b7f4
Merge pull request #44495 from godotengine/font-typo-44494
Font: Fix typo in DynamicFontData compat code
2020-12-18 14:08:15 +01:00
Rémi Verschelde
a5c47dab5b
Font: Fix typo in DynamicFontData compat code
Fixes #44494.
2020-12-18 12:59:52 +01:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Rémi Verschelde
c83d1b2526
Merge pull request #43416 from pycbouh/graph-minimap
Add a minimap to the GraphEdit
2020-12-17 17:34:36 +01:00
Yuri Sizov
8d608cdc40 Remove unused argument in Theme method and expose missing methods 2020-12-17 15:51:08 +03:00
reduz
bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
Marcel Admiraal
f5a3cbda19 Rename Animation::track_remove_key_at_position to track_remove_key_at_time 2020-12-14 18:00:11 +00:00
reduz
77a045e902 Rework Mesh handling on scene importing.
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
2020-12-13 21:29:51 -03:00
bruvzg
62927383ed
[Complex Text Layouts] Add drop-caps support to TextParagraph and RTL. 2020-12-13 22:20:02 +02:00
bruvzg
c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
bruvzg
6b6f101983
[Complex Text Layouts] Refactor RichTextLabel. 2020-12-11 09:48:49 +02:00
Rémi Verschelde
67259d07db
Merge pull request #44070 from YeldhamDev/popupmenu_separator_font_color
Add "font_color_separator" theme property to 'PopupMenu'
2020-12-10 11:13:07 +01:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
Rémi Verschelde
92c001ef09
Merge pull request #43931 from bruvzg/ctl_comp_font
[Complex Text Layouts] Add compatibility for legacy Font resources.
2020-12-09 11:28:11 +01:00
Rémi Verschelde
0c5d3b838c
Merge pull request #44199 from bruvzg/pvs_fixes_1
PVS-Studio static analyzer fixes
2020-12-09 10:23:21 +01:00
bruvzg
644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Hugo Locurcio
88f70b0c05
Increase dithering in the PhysicalSkyMaterial shader to combat banding
Banding should now be much less visible when using the default
PhysicalSkyMaterial settings.
2020-12-09 01:40:58 +01:00
Marcel Admiraal
43c9106806 Use box size instead of extents for Shape dimensions 2020-12-08 11:58:21 +00:00
Marcel Admiraal
d5d99aaed6 Use rectangle size instead of extents for Shape dimensions 2020-12-08 11:57:46 +00:00
bruvzg
a458e90179
[Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, TextEdit, TextLine and TextParagraph.
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
2020-12-06 20:30:59 +02:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
Hugo Locurcio
44d0c74768
Tweak BaseMaterial3D heightmap property hints
- Allow finer adjustments of the heightmap scale.
- Allow increasing the heightmap level detail (at the cost of performance).
2020-12-05 21:43:32 +01:00
Rémi Verschelde
c574b4d086
Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh
Rename CubeMesh to BoxMesh
2020-12-05 16:48:15 +01:00
Marcel Admiraal
df6b061dbb Rename CubeMesh BoxMesh 2020-12-05 11:48:26 +00:00
Aaron Franke
40b81339d0
Rebind Mesh/ArrayMesh enums 2020-12-04 19:34:50 -05:00
Aaron Franke
47f8ac7864
Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-12-04 19:34:29 -05:00
Rémi Verschelde
1a001ad964
doc: Sync classref with current source
And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
  already)
2020-12-04 22:28:08 +01:00
Michael Alexsander
383e8919e0 Add "font_color_separator" theme property to 'PopupMenu' 2020-12-03 11:36:03 -03:00
bruvzg
3c3590522f
[Complex Text Layouts] Add compatibility for legacy Font resources. 2020-12-03 10:34:03 +02:00
reduz
70f5972905 Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Yuri Roubinsky
dd32d7b7ee Fixed some errors when changing port name in visual shader expressions 2020-12-02 13:27:37 +03:00
Yuri Roubinsky
b74f1abd25 Fix few bugs in visual shader expressions
Fixed few bugs in visual shader expressions
2020-12-01 16:55:52 +03:00
Yuri Sizov
999ce610a2 Add a minimap to the GraphEdit 2020-11-30 16:48:52 +03:00
Yuri Roubinsky
82d64ebd19 Fixed several visual shader inputs
Fixed several inputs in visual shaders
2020-11-29 16:10:05 +03:00
Rémi Verschelde
ef2d1f6d19
Merge pull request #42761 from fire/color-grading-3d
Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28 23:07:52 +01:00
Yuri Roubinsky
07e752585c Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR) 2020-11-28 20:42:59 +03:00
clayjohn
076908bed9 Environment brightness, contrast, saturation restore with color correction.
Allow gradients and 2d images.

Use shader versions for LUT in tonemap

Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28 07:37:49 -08:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
Rémi Verschelde
43f60c94e8
Merge pull request #39056 from rileylyman/tscn_newlines
Skip extra newline in .tscn when renaming dependency
2020-11-27 15:35:15 +01:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Yuri Roubinsky
3e1e01b7ab Added extra warning to VisualShaderNodeTexture + fix warning appearing 2020-11-26 14:53:47 +03:00
Andrii Doroshenko (Xrayez)
0ee88d6705 Describe ImageTexture, Image creation and usage 2020-11-17 16:00:41 +02:00
Rémi Verschelde
99d0df2e33
Merge pull request #38812 from aaronfranke/brace-no-empty-line
Remove all empty lines from the start of blocks defined with braces
2020-11-17 08:59:50 +01:00
Rémi Verschelde
9de18cc946
Merge pull request #43547 from TokageItLab/lowering-s3d-and-camera-min-unit
Lowering the Minimum Unit at Shape3D and Cameras
2020-11-17 07:55:44 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Tokage
4a2aaabf9f Lowering the Minimum Unit at Shape3D and Cameras 2020-11-17 13:17:37 +09:00
Rémi Verschelde
d105c718fd
Merge pull request #43316 from YeldhamDev/rate_scale_wav_fix
Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
2020-11-16 15:52:48 +01:00
Rémi Verschelde
fc70f986b9
Merge pull request #42008 from Calinou/theme-rename-node-type
Rename the `type` parameter to `node_type` in Theme and Control
2020-11-16 13:20:24 +01:00
Nick Swoboda
bf8f763524 Improve error messages related to failing to open files 2020-11-12 17:30:56 -08:00
Rémi Verschelde
9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
bruvzg
061f65e410
Fix uninitialised variables in the BaseMaterial3D. 2020-11-06 10:17:11 +02:00
Michael Alexsander
04ebe4e7a4 Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value 2020-11-04 17:03:54 -03:00
Marios Staikopoulos
e5d7c7d5fc Alpha Hash and Alpha2Coverage Implementation 2020-11-02 20:11:20 -08:00
Juan Linietsky
a65481dd35
Update scene/resources/dynamic_font.cpp
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-28 22:09:37 -03:00
reduz
8ab9b39707 Implement CanvasGroup and CanvasItem clipping
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Hugo Locurcio
c3b246e6af
Rename the type parameter to node_type in Theme and Control
This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
2020-10-27 14:58:52 +01:00
Luke Costello
65eb02b236 Visual Shader Parenthesis fix
missing parenthesis were added to prevent conditional statement from interacting with operations
2020-10-27 03:20:29 -04:00
Rémi Verschelde
8ee44cc60c
Merge pull request #43075 from Xrayez/color-ramp-to-gradient
Fixup `ColorRamp` to `Gradient` renames
2020-10-26 08:44:27 +01:00
Andrii Doroshenko (Xrayez)
8ce2f401dd Fixup ColorRamp to Gradient renames 2020-10-25 18:32:44 +02:00
reduz
84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Rémi Verschelde
6b20859984
Merge pull request #42558 from Chaosus/vs_curve
Added visual shader node to easy gather data from a CurveTexture
2020-10-19 14:58:45 +02:00
Juan Linietsky
53d5a252bb
Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
Juan Linietsky
d98261ab8f
Merge pull request #42077 from clayjohn/MSSAO
Replace SAO implementation with MSSAO
2020-10-18 18:34:43 -03:00
Juan Linietsky
e799a2ba45
Merge pull request #42201 from clayjohn/Vulkan-new-glow
Optimize Glow with local memory
2020-10-18 18:32:36 -03:00
clayjohn
366ee46774 Replace SAO implementation with MSSAO 2020-10-18 13:15:51 -07:00
clayjohn
63a34b93aa Optimize Glow with local memory 2020-10-18 11:37:12 -07:00
Rémi Verschelde
d9e5c355e5
Merge pull request #41418 from clayjohn/Vulkan-aerial
Add aerial perspective to fixed fog
2020-10-18 17:32:19 +02:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Yuri Roubinsky
f402e1e675 Added VisualShaderNodeCurve to easy gather data from a CurveTexture 2020-10-18 09:57:15 +03:00
clayjohn
8c21c26fb5 Add aerial perspective to fixed fog 2020-10-17 10:53:07 -07:00
Lyuma
d13568a8d1 Allow renaming bones and blendshapes. 2020-10-15 07:53:18 -07:00
Yuri Roubinsky
f4eef287f9 Adds Metallic to spatial light input of visual shaders 2020-10-10 16:55:36 +03:00
reduz
26f5bd245c Implement GPU Particle Collisions
-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Rémi Verschelde
2e99d0b26f
glTF: Fix parsing image data with mimeType undefined
The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.

The logic was documented and refactored to better handle the spec, notably:

- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
  if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
  attempt loading the file with the specified format (even if its extension is
  not the one expected for this format). So we can support bad extensions (PNG
  data with `.jpg` extension) or custom ones (PNG data in `.img` file for
  example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
  `data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
  or `application/gltf-buffer` will fall back to trying both PNG and JPEG
  loaders.

Fully fixes #33796 (and fixes up #42501).
2020-10-05 13:06:50 +02:00
Yuri Roubinsky
2d45f7ac87 Fix typo in VisualShaderNodeSample3D::generate_code 2020-10-04 10:34:58 +03:00
Yuri Roubinsky
e3006d4064 Fix def parameter in Texture visual shader nodes for sky/particles modes 2020-10-03 22:20:45 +03:00
Paulb23
ee4a1c99a7 Switch from recursion to iterative for backfilling colour regions 2020-10-03 14:58:55 +01:00
Yuri Roubinsky
dc713e149f Fix VisualShaderNode::set_output_port_connected 2020-10-02 09:06:13 +03:00
lolligerjoj
ff4af94414 Expose Animation::value_track_interpolate to GDscript 2020-10-01 14:27:09 +02:00
Danil Alexeev
02c0edac60 Improve appearance of [connection] and [editable] sections in .tscn files 2020-09-29 14:01:01 +03:00
Rémi Verschelde
bebf424c80
Merge pull request #42078 from Chaosus/vs_rename_type
Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-29 10:34:22 +02:00
Rémi Verschelde
5e9194086d
Merge pull request #35924 from doot24/fix_#35863
Fixed Gradient.remove_point not allowing fewer than two points.
2020-09-27 09:51:24 +02:00
Hugo Locurcio
feb4002017
Add a property hint to StyleBoxFlat shadow_size for editor usability
This adds a visible range to the slider so it can be dragged more easily.

This closes #42309.
2020-09-24 17:41:40 +02:00
Rémi Verschelde
cadba267b5
Merge pull request #42203 from rcorre/physicsmat_hint
Fix hints on PhysicsMaterial bounce/friction.
2020-09-23 09:06:59 +02:00
Yuri Roubinsky
81a44a4145 Fix expressions nodes in visual shaders 2020-09-22 23:07:55 +03:00
Yuri Roubinsky
07fb960a88 Fix some bugs in visual shader editor 2020-09-21 22:19:20 +03:00
Ryan Roden-Corrent
6c18baee9c
Fix hints on PhysicsMaterial bounce/friction.
These values are only meaningful in the range 0 to 1.
Make sure the editor enforces reasonable values.
Fixes #42202.
2020-09-19 18:44:49 -04:00
Rémi Verschelde
3e78963bb9
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 13:44:25 +02:00
Yuri Roubinsky
f137f14e1c Renames Type to OpType in VisualShaderNodeMultiplyAdd
To prevent possible conflicts with C# and other languages.
2020-09-15 11:06:18 +03:00
Yuri Roubinsky
ca9b3e929b Fix triplanar texture code generation in visual shaders 2020-09-11 18:23:26 +03:00
Yuri Roubinsky
01191178bf
Merge pull request #41955 from Chaosus/vs_performance_fix3
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 16:24:11 +03:00
Yuri Roubinsky
8dbf3d7c44 Improve performance of Add/Remove/Connect/Change nodes in visual shader 2020-09-11 15:45:18 +03:00
Rémi Verschelde
a2a78a8066
doc: Sync classref with current source
Bind missing enums.
2020-09-11 12:22:10 +02:00
Paulb23
33ab9cd621 Move safe line color into editor 2020-09-10 20:35:28 +01:00
Paulb23
7829fdc1d0 Add folding gutter to code_edit 2020-09-10 20:35:28 +01:00
Paulb23
4d7df24d46 Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit 2020-09-10 20:35:28 +01:00
Paulb23
907f9f2a84 Changed line_edited_from(from) to lines_edit_from(from, to) 2020-09-10 20:35:28 +01:00
Paulb23
1353ed5e44 Added Line numbers to CodeEdit 2020-09-10 20:35:28 +01:00
Paulb23
a0b409cb14 Add and convert editor to use CodeEdit 2020-09-10 20:35:27 +01:00
Yuri Roubinsky
5ba8246cfb Added Texture3D to visual shaders 2020-09-10 07:40:06 +03:00
Juan Linietsky
1ce46f2a3f
Merge pull request #41918 from reduz/implement-3d-textures
Implement 3D textures as import and resource format.
2020-09-09 14:40:22 -03:00
reduz
a674da4eec Implement 3D textures as import and resource format. 2020-09-09 13:50:21 -03:00
Yuri Roubinsky
14a24fa19c Improve performance for Show/Hide port preview in visual shaders 2020-09-09 19:24:55 +03:00
Yuri Roubinsky
ea49d8b9d5 Improve performance of Undo:change node position in visual shader 2020-09-09 11:29:40 +03:00
Yetizone
701493ab33 mesh_library.h: Update header guard to reflect file name 2020-09-08 15:12:31 +03:00
Yuri Roubinsky
e50b2e58b2 Added active boolean to particles mode output in visual shaders 2020-09-07 19:21:22 +03:00
Yuri Roubinsky
dc6685d28f Remakes particles in visual shaders 2020-09-07 13:33:51 +03:00
Yuri Roubinsky
e2aca7e047 Fix some broken visual shader nodes 2020-09-07 12:39:20 +03:00
Rémi Verschelde
753b2bd010
Merge pull request #41767 from lolleko/patch-1
Remove ArrayMesh::surface_remove declaration
2020-09-07 08:33:12 +02:00
reduz
d0bddf53c5 Implement manual particle emission and particle sub emitters. 2020-09-06 10:29:27 -03:00
Yuri Roubinsky
f188c41ffd Cleanup constructor code in visual shader nodes 2020-09-05 16:13:38 +03:00
Lorenz Junglas
9367310e2b
Remove ArrayMesh::surface_remove declaration
Removal was omitted in 449df8f688
2020-09-04 16:27:59 +02:00
Rémi Verschelde
de284f931d
doc: Sync classref with current source 2020-09-04 10:43:11 +02:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Rémi Verschelde
d84954a281
Merge pull request #41459 from Paulb23/nested_color_regions
Fix colour region end key seach and start key order
2020-09-03 11:32:04 +02:00
Yuri Roubinsky
58f0aa44d1
Merge pull request #41724 from Chaosus/vs_fix_particles
Restore Particles functionality in visual shader
2020-09-03 11:18:09 +03:00
Yuri Roubinsky
c291b1d23c Restore Particles functionality in visual shader 2020-09-03 10:22:00 +03:00
Rémi Verschelde
1956c7ad33
Merge pull request #41533 from Chaosus/vs_fix_specular
Fix specular render_mode for visual shaders
2020-09-03 07:36:58 +02:00
Juan Linietsky
f5f27bacdb Re-Implement GPU particles on master.
-No new features yet
-Unlike godot 3.x, sorting happens using GPU
2020-09-02 21:37:11 +02:00
Rémi Verschelde
74dbcf1e4d
Merge pull request #30148 from zaksnet/fix-texture-editor
Adds automatic update for StyleBoxTexture > region_rect
2020-08-31 13:25:28 +02:00
Andrii Doroshenko (Xrayez)
528056a3c5 Make AnimatedTexture.MAX_FRAMES public
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
2020-08-30 23:44:41 +03:00
Zak
7d7727bade Adds automatic update for region_rect
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
2020-08-29 19:46:52 +02:00
Yuri Roubinsky
4e2d699745 Fix specular render_mode for visual shaders 2020-08-28 12:50:46 +03:00
Paulb23
6cdcdbc242 Fix color region end key seach and start key order 2020-08-22 19:55:44 +01:00
Juan Linietsky
4e52c75a98
Merge pull request #41345 from clayjohn/VULKAN-sky-fog
Add fog to sky shaders
2020-08-20 09:50:52 -03:00
clayjohn
9d341acf2d Add fog to sky shaders 2020-08-19 22:58:14 -07:00
jjjlalonde@gmail.com
94b09da9a1 Update ResourceLoaderText::load to not update progress if resources are 0
Include check in other progress update statement

Update additional progress update statement
2020-08-16 13:12:21 -07:00
Juan Linietsky
6a5ecfdef1 Restored fog (non volumetric).
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
2020-08-13 22:09:22 -03:00
Juan Linietsky
079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
Rémi Verschelde
dc90b17691
Merge pull request #41166 from somnathsarkar/gradient-fix
Sort points in a Gradient for color and offset updates.
2020-08-12 12:38:46 +02:00
Somnath Sarkar
d5d832417e Sort points in a Gradient for color and offset updates. 2020-08-12 01:55:41 -04:00
Rémi Verschelde
5ffbc7d678
Merge pull request #40964 from DrRevert/debug-mesh-lines-const
Change Shape3D::get_debug_mesh_lines into const methods
2020-08-11 19:02:19 +02:00
Paulb23
5cf2cf8646 Fix colour region continuation over blank lines, issue 41120 2020-08-08 15:36:46 +01:00
Arkadiusz Marcin Kołek
8e1c9ff1c1 Shape3D::get_debug_mesh_lines const methods 2020-08-02 11:10:43 +02:00
Yuri Roubinsky
4d52456613 Fix small reconnection bug in visual shader 2020-07-31 10:40:05 +03:00
Brian Semrau
69d1c48b73 Fixed shader editor comment highlighting 2020-07-28 15:16:24 -04:00
Yuri Roubinsky
cf03f90fa8
Merge pull request #40785 from Chaosus/vs_uniform_ref
Added UniformRef visual shader node
2020-07-28 16:17:37 +03:00
Yuri Roubinsky
7ddaff47a3 Added UniformRef visual shader node 2020-07-28 14:44:53 +03:00
Yuri Roubinsky
8fefdcf113 Added default value for uniforms in visual shaders 2020-07-27 15:44:22 +03:00
Yuri Roubinsky
167f033782 Optimize code generation for fresnel node in visual shaders 2020-07-27 11:35:53 +03:00
Yuri Roubinsky
5dfef9d8bc Removes redundant code generation in VisualShaderNodeTextureUniform 2020-07-26 04:28:07 +03:00
Tomasz Chabora
e1a1bb0a6e Keep transition value when replacing key 2020-07-23 22:59:04 +02:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
Pedro J. Estébanez
80a5df4821 Add DynamicFont::get_available_chars() 2020-07-20 17:44:39 +02:00
Rémi Verschelde
2921827387
Merge pull request #40327 from pkdawson/patch-1
Avoid overflow when calculating visible_cells
2020-07-14 14:16:29 +02:00
Patrick Dawson
9e28df22a0 Avoid overflow when calculating visible_cells 2020-07-13 16:53:58 +02:00
Paulb23
bc4cee4458 Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
- 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
2020-07-11 17:09:58 +01:00
Paulb23
156daddaaf Expose Syntax highlighter for editor plugins 2020-07-11 15:40:00 +01:00
Paulb23
2f1080be9b Convert syntax highlighters into a resource 2020-07-11 15:26:58 +01:00
Rémi Verschelde
9678a41b19
Merge pull request #40272 from clayjohn/VULKAN-time-slicing
Add incremental update mode to sky
2020-07-11 10:00:39 +02:00
clayjohn
a54f93c169 Add incremental update mode to sky 2020-07-11 00:10:15 -07:00
Marcel Admiraal
7517821950 Add missing overrides to visual_shader_nodes.h 2020-07-10 21:25:37 +01:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Juan Linietsky
110e650dc8 Change how default fonts are created, fixes #39235
Also fixes file dialog icons.
2020-07-03 21:29:12 -03:00
lordkettune
4313a7bdc8 Fix issues with custom tracks on reimport 2020-07-02 16:08:20 -07:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde
372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Hugo Locurcio
a31fc59ff3 Write "Aces" tonemapping in uppercase as it's an acronym 2020-06-30 15:21:35 +02:00
Juan Linietsky
201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Hugo Locurcio
9bd2d7a617
Fix default editor/project Button styles after ToolButton removal
Before this fix, all Buttons made with the default project theme
looked flat until hovered.
2020-06-24 17:21:47 +02:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00
Yuri Roubinsky
cb9cbf840d Added Texture2DArray support to visual shaders 2020-06-19 18:02:05 +03:00
Rémi Verschelde
78d09a4163
Merge pull request #37903 from Xrayez/shape-2d-draw-bind
Bind Shape2D draw method
2020-06-16 15:15:51 +02:00
Yuri Roubinsky
cc6ca5f1eb Use path instead classname to prevent errors for exported visual shaders 2020-06-15 21:44:03 +03:00
Michael Alexsander
637927f803 Add generic file icon and its modulation to the 'FileDialog' 2020-06-08 10:31:45 -03:00
Rémi Verschelde
c080ec5da2 PackedScene: Prevent crash when root node has parent attribute
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.

But here the proper fix is to catch the invalid scene file early on
and fail loading it.

Part of #17372.
2020-06-08 13:07:07 +02:00
Marcus Brummer
ffbb211bbe Set "shader_param/" prefix in Shader::has_param() 2020-06-04 17:41:10 +02:00
Phischermen
2fc274d572 Made property hint consistent with other property hints 2020-06-03 13:01:27 -07:00
Rémi Verschelde
7460bc36dd
Merge pull request #39130 from Calinou/dynamicfont-disable-outline-antialiasing
Disable antialiasing on the DynamicFont outline as well when requested
2020-06-03 12:59:15 +02:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
Andrii Doroshenko (Xrayez)
9bb070b030 Move RayShape2D implementation into its own translation unit 2020-06-01 01:52:07 +03:00
Rémi Verschelde
1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Hugo Locurcio
2919fc7317
Disable antialiasing on the DynamicFont outline as well when requested
This partially addresses
https://github.com/godotengine/godot-proposals/issues/943.
2020-05-28 22:30:38 +02:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Maganty Rushyendra
a4413710f9 Expose get_char_size() from Font instead of BitmapFont
`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.

This commit exposes the function through `Font` instead.

Fixes #23967
2020-05-27 17:28:23 +08:00
rileylyman
40ce9bfc2d skip extra newline in .tscn when renaming dependency 2020-05-25 14:25:34 -07:00
Dominik 'dreamsComeTrue' Jasiński
08377b3f04 Clarifies 'icon_separation' in TabContainer (instead of 'hseparation')
Fixes: #38911
2020-05-21 21:53:17 +02:00
clayjohn
4408efade3 Add night sky to PhysicalSkyMaterial 2020-05-16 12:59:55 -07:00
Hugo Locurcio
d935a4348d
Remove HQ2X and the Image.expand_2x_hq2x() method
As of Godot 3.0, HQ2X is no longer used to upscale the editor theme
and icons on hiDPI displays, which limited its effective uses.
HQ2X was also used to upscale the project theme when the "Use Hidpi"
project setting was enabled, but results were often less than ideal.
The new StyleBoxFlat and SVG support also make HQ2X less important
to have as a core feature.

This decreases binary sizes slightly (-150 KB on most platforms,
-212 KB on WebAssembly release).

This partially addresses #12419.
2020-05-16 16:10:50 +02:00
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
Rémi Verschelde
a1aaed5a84 Remove redundant void argument lists
Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2020-05-14 13:51:45 +02:00
Rémi Verschelde
dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Rémi Verschelde
d3bd219362 doc: Sync classref with current source
Adds API changes from the new GPU lightmapper.
2020-05-12 10:10:50 +02:00
Juan Linietsky
1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Rémi Verschelde
94721f5ab8 Revert "Renamed plane's d to distance"
This reverts commit ec7b481170.

This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde
9cc67b19b8
Merge pull request #38613 from MCrafterzz/plane
Renamed plane's d to distance
2020-05-10 13:06:55 +02:00
Marcel Admiraal
68eaaa6d6b Prevent CapsuleShape2D height from being less than zero. 2020-05-10 11:45:27 +01:00
Marcus Elg
ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Marcus Elg
9a7e515d50 Rename Lineshapes d to distance 2020-05-09 15:10:00 +02:00
PouleyKetchoupp
4e14eefd94 Fixed export var default value in PackedScene when script is not loaded in editor 2020-05-08 12:43:23 +02:00
Rémi Verschelde
d7b85fbaa1
Merge pull request #31086 from volzhs/underline
Use underline position and thickness value in font file
2020-05-07 21:18:41 +02:00
Rémi Verschelde
42649565e9
Merge pull request #38475 from Chaosus/vs_quals
Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
Yuri Roubinsky
463e4ad0f5 Some fixes for canvas item visual shader inputs 2020-05-05 13:19:36 +03:00
Yuri Roubinsky
082542b525 Added uniform qualifiers to visual shaders 2020-05-05 11:25:48 +03:00
volzhs
9f1de2cfdd Use underline position and thickness value in font file 2020-04-29 21:56:15 +09:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Rémi Verschelde
dfe38fbf8a
Merge pull request #38287 from JiRuifanCR/animatedtexture-oneshot-pause-set-frame
Add set_frame, pause, and oneshot to AnimatedTexture
2020-04-29 09:14:37 +02:00
Revan Ji
f5029e18ca Add set_frame, pause, and oneshot to AnimatedTexture
Add API documentation for said changes.
2020-04-29 00:26:37 +08:00
Rémi Verschelde
d8066aa6a4
Merge pull request #38286 from bojidar-bg/x-expose-cell-size
Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28 11:19:16 +02:00
Bojidar Marinov
d49ff7aff7
Expose the cell_size affecting VisibilityNotifier2D precision
Refs: #4803
2020-04-28 10:33:45 +03:00
Rémi Verschelde
717f053e37
Merge pull request #38121 from JFonS/add_unwrap_caching
Add caching the lightmap unwrapping on import
2020-04-27 18:51:32 +02:00
Hugo Locurcio
ad55749718
Tweak SSAO property hints to allow setting more precise values
This was requested by an user on Twitter who was working on a
game with a very small-scale world.
2020-04-23 21:46:20 +02:00
JFonS
f7dadc4796 Add caching the lightmap unwrapping on import
This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.

The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
2020-04-22 15:34:00 +02:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
clayjohn
7cd2ff309c Add light size to Sky Shaders 2020-04-17 09:32:24 -07:00
Andrii Doroshenko (Xrayez)
430d1fd795 Bind Shape2D draw method 2020-04-15 18:17:21 +03:00
Tomasz Chabora
3a40c268a6 Add disabled theme icons for CheckBox 2020-04-10 15:10:29 +02:00
Rémi Verschelde
5566c5eb8d
Merge pull request #37517 from nekomatata/slider-grab-area-highlight
Add style for highlighted Slider grab area
2020-04-10 12:08:02 +02:00
Juan Linietsky
4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
Yuri Roubinsky
8dfe6716ec Adds warning to the uniform name in visual shader if its equal to keyword 2020-04-06 12:29:50 +03:00
Juan Linietsky
c54f80d35c Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
Rémi Verschelde
6a38ce1b31
Merge pull request #37512 from reduz/implement-ssr
Re-Added screen space reflection.
2020-04-02 17:17:27 +02:00
Juan Linietsky
87c658b304 Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
PouleyKetchoupp
4c8173af0f Add style for highlighted Slider grab area 2020-04-02 15:05:46 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut
359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde
96e654335a
Merge pull request #37481 from ThakeeNathees/bind-method-typo
some typo in method binds fixed
2020-04-01 12:57:26 +02:00
Thakee Nathees
cb53b1d88e some typo in method binds fixed 2020-04-01 14:01:18 +05:30
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Juan Linietsky
89e1263117 Move glow upscale quality to a global setting, for consistency 2020-03-30 10:46:03 -03:00
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
Rémi Verschelde
3f7fa93179
Merge pull request #37362 from reduz/audioserver-memory-cleanup
Remove the audio memory allocator, use regular one instead.
2020-03-28 15:49:48 +01:00
Rémi Verschelde
60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Rémi Verschelde
0c320a6bf3 More server renames for consistency after #37361 2020-03-28 13:20:48 +01:00
Juan Linietsky
16245f2c29 Remove the audio memory allocator, use regular one instead. 2020-03-27 20:36:43 -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
Martin Liska
c554677c95
Fix various -Wmaybe-uninitialized (#37352). 2020-03-27 13:57:20 +01:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +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
Yuri Roubinsky
898b843718 Added sky shader mode to visual shaders 2020-03-25 19:04:42 +03:00
Rémi Verschelde
641c85a54f
Merge pull request #37268 from clayjohn/VULKAN-sky-color
Replace subpass textures with color in sky shader
2020-03-24 19:22:55 +01:00
clayjohn
61c67cd5e1 Replace subpass textures with color in sky shader 2020-03-24 10:11:00 -07:00
Rémi Verschelde
9d24541597 Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
2020-03-24 09:50:51 +01:00
Dominik 'dreamsComeTrue' Jasiński
f530c38174 Remove unreferenced & undocumented class Space2D 2020-03-24 01:30:28 +01:00
clayjohn
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Bastiaan Olij
c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
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`.
2020-03-17 07:36:24 +01:00
Ev1lbl0w
380b8039ec
Fix divison by zero issue 2020-03-14 13:08:01 +00:00
Rémi Verschelde
3c376a898a
Merge pull request #36961 from JFonS/fix_mesh_selection
Return correct mesh format for PrimitiveMesh
2020-03-12 12:35:56 +01:00
Rémi Verschelde
98cdf50a55
Merge pull request #36977 from lupoDharkael/decompose-copy
Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 15:12:15 +01:00
lupoDharkael
ee0262977e Loop over faces in create_trimesh_shape() 2020-03-11 00:33:39 +01:00
lupoDharkael
97d1149c3b Mesh::convex_decompose: Remove unneeded vector copy 2020-03-11 00:14:29 +01:00
JFonS
9f2f7ee5eb Return correct mesh format for PrimitiveMesh.
The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
qarmin
1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Juan Linietsky
c9cab7ac9f Properly handle EOF when parsing text resource
Fixes #36652
2020-02-28 17:45:33 -03:00
Rémi Verschelde
620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
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
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d Renamed NavigationPolygonInstance to NavigationRegion2D 2020-02-28 08:28:53 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde
f9d93ee819
Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
2020-02-27 21:10:09 +01:00
Andrea Catania
2e0fb66c6f Renamed PlaneShape to WorldMarginShape 2020-02-27 17:45:16 +01:00
Andrea Catania
3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Yuri Roubinsky
1e8108310a Changed float type to int for INDEX visual shader input 2020-02-26 16:39:42 +03:00
Yuri Roubinsky
4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
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
Yuri Roubinsky
3b0638fe1c Changed default capsule axis to vertical
Co-authored-by: Hugo Locurcio <https://hugo.pro>
2020-02-23 23:18:01 +03:00
Rémi Verschelde
2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Rémi Verschelde
bf7d6de556
Merge pull request #36441 from YeldhamDev/tabs_unused_constants
Remove unused theme constants in Tab(Container)
2020-02-22 08:17:33 +01:00
Michael Alexsander
e9244c4c23 Remove unused theme constants in Tab(Container) 2020-02-22 01:24:16 -03:00
Yuri Roubinsky
7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky
b78b37ed3f Refactor node processing in visual shader member dialog 2020-02-21 18:34:31 +03:00
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
9a34f39d32 Add support for named binds in Skin.
Helps better reutilization of skeletons from Maya exported files.
2020-02-21 09:40:29 -03:00
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
Rémi Verschelde
f8c87c0ac4
Merge pull request #36375 from Xrayez/pimpmaps-typos
Fix MIMPAMPS typos in constants throughout the engine
2020-02-20 07:00:25 +01:00
Haoyu Qiu
a7578459c2 Fixes crash when loading StreamTexture from file 2020-02-20 09:45:00 +08:00
Andrii Doroshenko (Xrayez)
fa766265a7 Fix MIMPAMPS typos in constants throughout the engine 2020-02-20 01:31:43 +02:00
Rémi Verschelde
49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
Rémi Verschelde
ae99439667
Merge pull request #36317 from godotengine/revert-36182-how_to_text_file
Revert "Remove TextFile from public API"
2020-02-18 12:59:15 +01:00
Rémi Verschelde
77b05256d6
Revert "Remove TextFile from public API" 2020-02-18 10:35:30 +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
Yuri Roubinsky
ed05e27c81 Fix GDCLASS for Texture2D/TextureLayered 2020-02-17 08:21:10 +03:00
Hugo Locurcio
64fac9dd5d
Allow using MeshLibrary.get_item_preview() in non-editor builds again
This closes #36268.
2020-02-17 00:07:44 +01:00
Haoyu Qiu
3584e27948 Fixes memory leak when loading StreamTexture 2020-02-16 13:22:25 +08:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Handola
697b8a891e Fix bind method set_override_exposure_enabled of CameraEffects 2020-02-14 20:05:54 +01:00
Rémi Verschelde
4a5eab05f5
Merge pull request #36182 from KoBeWi/how_to_text_file
Remove TextFile from public API
2020-02-14 17:41:55 +01:00
Tomasz Chabora
591cd3fd84 Remove TextFile from public API 2020-02-14 15:46:16 +01:00
Rémi Verschelde
d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00