* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.
This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
This method was meant only as a convenience for editor code
to allow using a step of 0 to disable snapping.
It was exposed by mistake when refactoring GlobalScope.
* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively.
* Create specializations to allow proper bindings.
This fixes#44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object.
This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary.
A few small changes also had to be made to other files, due to the changes cascading down all the includes.
The same is done for `Vector` (and thus `Packed*Array`).
`begin` and `end` can now take any value and will be clamped to
`[-size(), size()]`. Negative values are a shorthand for indexing the array
from the last element upward.
`end` is given a default `INT_MAX` value (which will be clamped to `size()`)
so that the `end` parameter can be omitted to go from `begin` to the max size
of the array.
This makes `slice` works similarly to numpy's and JavaScript's.
* 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`.
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`.
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).
* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
Allow using String or StringName types as operand in any position of the
`in` operator, which is more convenient in scripting when interacting
with data in the engine (such as a Node name).
The GDVIRTUAL_NATIVE_PTR did not declare the correct GDNativeConstPtr
template, resulting in "void*" being used as it's type info in both the
documentation and the extension API dump.
This can be used as a shorthand for:
if OS.is_stdout_verbose():
print("...")
Unlike `print_debug()`, this works in release builds too and can
be toggled off in debug builds.
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
- Fix library loading and initialization.
- Add extra methods/parameters in the interface needed by extenstions.
- Add Variant destructors and functions for extracting values and
creating Variants from values.
Variants like dictionaries and arrays can have cyclic references, which
caused `encode_variant` to run an infinite recursion.
Instead of keeping a stack and looking for cyclic references which would
make serialization slower, this commit adds a `MAX_RECURSION_DEPTH`
constant to Variant, and have `encode_variant` keep track of the current
recursion depth, bailing when it's too high since this likely means a
cyclic reference has been encountered.
This should fix various issues where retrieving enum values from
scripting languages would result in corrupted values (where 32 bits
were valid, and the other 32 random data).
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
* Lua table syntax uses named indexing: `{ mykey = myvalue }`
* Python style syntax uses string indexing: `{ "mykey" : myvalue }`
* Both are incompatible since a StringName key wont fetch a String key, hence confusing.
* This PR proposes always using String for indexing at a very minimal performance cost. Always indexing with StringNames will be faster, but they are considerably more expensive to create.
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
Fixes#48420, fixes#48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
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.
-Decode/Encode functions for u8,s8,u16,s16,u32,s32,u64,s64,half,float,double,variant
-Improved binder template to allow this
Given in Godot 4.0 PackedByteArray is passed as reference, it is now possible to have these functions there, which makes the most sense.
This ensure that typed arrays are properly checked when setting an
element.
Moved the macro to a straight declaration since the macro was only used
for Array and it now is quite specific to the Array class.
The array should just assimilate the type of the other one since
assignment in this case means a change in the reference.
This also adds a `typed_assign` function for the cases where type
validation is wanted.
* Properly exposed, including validated and variant call
* Bound static functions in String and Color
* Did not add support for scripting languages, will have to be added manually.
Other functions in the same file validate parameters using the ERR_FAIL
macros. This validation was missing for Variant::construct resulting in
a crash when called with invalid data (p_type < 0).
fix#46067
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 🎆