* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
this makes them work in OpenGL contexts
changed verbose error printing to write once
this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
these were previously discarded
messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.
Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.
Fixes#59884.
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.
Co-authored-by: thebestnom <shoval.arad@gmail.com>
- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.
This also updates the shell completion files to the latest `master`
branch.
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
* Adds `indent(str)` to `String`:
* Indent the (multiline) string with the given indentation.
* This method is added in order to keep the translated XML correctly
indented.
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`.
* This will be used from both `EditorSettings` and the doc tool from
`main`.
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
The Godot Project Leadership Committe has decided to update the sponsoring
tiers so that the Platinum Sponsorship no longer includes a logo on the
editor splash screen.
This lets us reclaim the editor splash screen space for community-related
content instead of sponsors (e.g. a different community-designed splash
screen for each stable branch?).
Also removes two Platinum Sponsors whose sponsorship has expired earlier this
year.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.
This also adds documentation for the project setting.
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.
This also makes the rendering driver checks use lowercase names
everywhere for consistency.
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
That removal was correct, but triggered a bug in our messy-as-heck main.cpp
detection logic for editor/project manager/project/command line tool...
Fixing this is for another day.
This gives visual feedback when not starting Godot from a terminal.
This could lead to confusion when placing a Godot binary within a
project folder that has no main scene defined.