Commit graph

799 commits

Author SHA1 Message Date
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +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
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde
d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Yuri Roubinsky
6f162395ff Implementation of 'struct' for shaders 2020-02-11 20:00:42 +03:00
Juan Linietsky
6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
bruvzg
26318f3bd1 Fix Vector3 ambiguities and out of bounds init. 2020-02-11 12:03:39 +01:00
Juan Linietsky
920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky
8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Juan Linietsky
449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
bruvzg
b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg
eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Juan Linietsky
e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky
4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Andrea Catania
e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde
f3726ee994 Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
2020-02-07 11:50:40 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Rémi Verschelde
22d4caa4bb
Merge pull request #35418 from Calinou/project-manager-viewport-usage-2d
Use a cheaper viewport usage mode in the project manager
2020-01-31 10:46:47 +01:00
Hugo Locurcio
2423f75585
Improve the error message displayed when the PCK file can't be found
This explains what to do if the executable was renamed, which is helpful
for people exporting projects.
2020-01-28 00:12:32 +01:00
Rémi Verschelde
72c44bafac Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@fed28b1bf9.
2020-01-26 17:59:15 +01:00
Hugo Locurcio
1e2118ea22
Use a cheaper viewport usage mode in the project manager
This should speed up rendering slightly. While the project manager
is hardly demanding, this may help on high refresh-rate displays
or very slow machines.
2020-01-21 22:47:38 +01:00
Ignacio Etcheverry
d5122ab31c Sync pending VisualServer commands after ScriptServer finalization
This is needed as C# may free resources from the finalizer thread during
CSharpLanguage::finish(). Previously this would result in RIDs not being freed.
2020-01-13 21:46:44 +01:00
Rémi Verschelde
d88103172c Ignore command line --build-solutions when not editing project
This option is meant to use together with `--path` or from a project
folder. Otherwise the project manager is opened and the option triggers
a crash.

Fixes #25589.
2020-01-13 14:00:47 +01:00
Rémi Verschelde
ab97f78fa5 Revert "Enable Vsync via Compositor by default"
This reverts commit 9600fd5dde.

Add comment warning about possible implications of using this option.

Fixes #35038.
2020-01-13 09:33:27 +01:00
Hugo Locurcio
0218494e6b
Be stricter on what's considered a scene path in CLI argument parsing
This closes #8721.
2020-01-10 13:18:24 +01:00
Rémi Verschelde
83d950b58e
Merge pull request #34968 from Calinou/enable-vsync-via-compositor
Enable Vsync via Compositor by default
2020-01-10 10:04:55 +01:00
Rémi Verschelde
5377f062d4 Main: Prevent Project Manager-ception in editor
Fixes #34904.
2020-01-10 09:48:03 +01:00
Hugo Locurcio
9600fd5dde
Enable Vsync via Compositor by default
This feature was added in #33414 but it was disabled by default.
Now that it got some testing, it's probably safe to enable it
by default.
2020-01-09 22:22:11 +01:00
Rémi Verschelde
c456d87ee6
Merge pull request #34918 from vnen/gdscript-assign-op
GDScript: enable type checks on release mode
2020-01-08 18:22:38 +01:00
George Marques
d26414f9fe
GDScript: enable type checks on release mode
Also make builtin GDScript functions report return type as Variant in
release so type is converted when needed.
2020-01-08 12:38:18 -03:00
Rémi Verschelde
5e4d465356
Merge pull request #34913 from akien-mga/main-add-export-pack
Export: Add dedicated --export-pack option to export data pack
2020-01-08 15:43:44 +01:00
Rémi Verschelde
7c29ce4375 Export: Add dedicated --export-pack option to export data pack
The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).

We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.

Fixes #23073.
2020-01-08 14:57:46 +01:00
Rémi Verschelde
0749906d8a Gamepad: Fix parsing order for SDL2 controller databases
We were overriding values from `gamecontrollerdb.txt` (current, updated
upstream) with `gamecontrollerdb_205.txt` (legacy, SDL 2.0.5) and then
`gamecontrollerdb_204.txt` (legacy, SDL 2.0.4).

There was a comment to warn about this but it seems it did not prevent
using the wrong order for all this time...

Now `gamecontrollerdb.txt` mappings will properly override outdated
ones present in the `204` and `205` variants.
2020-01-08 12:26:53 +01:00
Rémi Verschelde
7d0342e87d Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@67b49052b4.
2020-01-08 11:45:00 +01:00
Rémi Verschelde
0584c7f094 Gamepad: Parse SDL_GAMECONTROLLERCONFIG env after default mappings
Addresses comment https://github.com/godotengine/godot/issues/21918#issuecomment-458764923.
2020-01-08 11:43:44 +01:00
Rémi Verschelde
5011afcb6a Export: Improve usability of command line interface
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.

- Streamline `can_export()` templates check in all platforms, checking
  first for the presence of official templates, then of any defined
  custom template, and reporting on the absence of any.
  Shouldn't change the actual return value much which is still true if
  either release or debug is usable - we might want to change that
  eventually and better validate against the requested target.

- Fix discrepancy between platforms using `custom_package/debug` and
  `custom_template/debug` (resp. `release`).
  All now use `custom_template`, which will break compatibility for
  `export_presets.cfg` with earlier projects (but is easy to fix).

- Use `can_export()` when attempting a command line export and report
  the same errors that would be shown in the editor.

- Improve error reporting after a failed export attempt, handling
  missing template and invalid path more gracefully.

- Cleanup of unused stuff in EditorNode around the export workflow.

- Improve --export documentation in --help a bit.

Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
2020-01-07 14:25:56 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
c2066fff3d
Merge pull request #34589 from Calinou/improve-cli-export-help
Fix and improve command-line exporting help
2019-12-30 16:33:11 +01:00
Hugo Locurcio
b076b2bdd6
Fix and improve command-line exporting help
It was previously mentioning only one of the two required arguments.
This also mentions that the export path is relative to the project
directory.

This partially addresses #28646.
2019-12-24 22:20:44 +01:00
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde
cf3a863fa9
Merge pull request #34229 from NoFr1ends/fix-home-indicator-ios
Allow to change the home indicator behaviour on iOS
2019-12-13 14:00:14 +01:00
Rémi Verschelde
9432520449 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@allkhor, @Eoin-ONeill-Yokai, @timothyqiu, @madmiraal, @zaksnet

Update sponsors on splash screen.

Thanks to all contributors and donors for making Godot possible!
2019-12-13 13:50:33 +01:00
Jonas Bernemann
4d61118f64 Add project setting to hide home indicator on iOS
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
2019-12-13 11:00:18 +01:00
TerminalJack
e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
bruvzg
2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
PouleyKetchoupp
85a955fc56 Flush remaining messages before quitting the game when loading fails
This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
2019-11-29 14:01:56 +01:00
Rémi Verschelde
502a667070 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@d329cb6a71.
2019-11-29 10:56:55 +01:00
Pawel Lampe
9feb9aef42 godot exit code improvement for --script --check-only, fixes #33895
this commit causes godot executable to return non-zero exit code
once invalid script is passed via --script during --check-only
2019-11-26 10:53:42 +01:00
Marcel Admiraal
83069a3c0f Remove ERR_EXPLAIN macros and the scaffolding they needed. 2019-11-11 10:57:00 +01:00
Rémi Verschelde
621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Rémi Verschelde
ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Rémi Verschelde
c663d65ffc New contributors added to AUTHORS:
@DavidSichma, @ptrojahn

New Platinum sponsor, added to splash screen:
Interblock

New Gold sponsor:
Image Campus
2019-11-07 10:22:04 +01:00
Hugo Locurcio
8ca0f1a71c
Remove unused editor/active project setting
This closes #33322.
2019-11-04 14:35:46 +01:00
Rafał Mikrut
9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Erik
8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
qarmin
616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
Hugo Locurcio
c8a8be6dd1
Optimize images losslessly using oxipng -o6 --strip all --zopfli 2019-10-12 23:23:33 +02:00
Michael Alexsander
d12a8940cb Make possible to use just one "size/test_*" value in the settings 2019-10-04 10:27:11 -03:00
Rémi Verschelde
664d7e7336 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@creikey, @IronicallySerious, @LikeLakers2, @minraws, @NilsIrl,
@profan, @raphael10241024

New Platinum sponsor, added to splash screen:
Heroic Labs

Merged some duplicates via .mailmap to allow better tracking of
commit counts with `git shortlog -s -n -e --no-merges`.

Thanks to all contributors and donors for making Godot possible!
2019-10-02 20:06:03 +02:00
Shiqing
0c35994f2f Add stress test between A* and Floyd-Warshall 2019-09-28 16:17:57 +08:00
Shiqing
c2b824687d Reduce memory usage for edges in A* and add tests 2019-09-28 16:17:52 +08:00
Hugo Locurcio
ca268dfecd
Validate audio/video driver command-line arguments
This will exit early if the audio/video driver specified doesn't exist.
2019-09-27 15:11:56 +02:00
Andrii Doroshenko (Xrayez)
752debe204 SCons: do not build tests with tools=no
This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
2019-09-26 16:12:07 +03:00
Rémi Verschelde
084481b79d
Merge pull request #32230 from kawa-yoiko/oa-backward-shift
Implement backward shift deletion for OAHashMap
2019-09-26 08:03:46 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Shiqing
78bee16e05 Implement backward shift deletion for OAHashMap 2019-09-21 14:32:40 +08:00
iwek7
617797c47c Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00
Hugo Locurcio
1c1928774c
Mark the V-Sync project setting to require an editor restart
The V-Sync project setting also applies to the editor, but
it will only take effect when the editor is restarted.
2019-08-27 23:16:55 +02:00
Rémi Verschelde
9ceab52892 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@ef8542c9f3.
2019-08-27 10:13:05 +02:00
Rémi Verschelde
6b7117ce3f
Merge pull request #31662 from profan/perf/astar-reserve
Allow to reserve space for nodes in A* and elements in OAHashMap explicitly.
2019-08-27 10:09:08 +02:00
Robin Hübner
1031833fb0
allow to reserve space in OAHashMap explicitly and also in AStar.
* also handle overflow occurring in _get_probe_length
2019-08-27 00:38:35 +02:00
Rémi Verschelde
4b53fdb25d
Merge pull request #31481 from Calinou/generate-gdnative-use-gles2
Always use the GLES2 backend when generating the GDNative API JSON
2019-08-26 14:05:20 +02:00
Hugo Locurcio
3d61ca5696
Register as an editor instance when generating the GDNative API JSON
This enables the automatic GLES2 fallback if the hardware
doesn't support the GLES3 backend.

This closes #27768.
2019-08-24 00:09:52 +02:00
Rémi Verschelde
1a4dbd9ee2
Merge pull request #31437 from volzhs/vibrate-mobile
Support vibration for Android and iOS
2019-08-21 21:10:22 +02:00
Fabio Alessandrelli
ce5a3f56a6 Rewrite StreamPeerSSL with SSLContext helper class
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
2019-08-21 16:59:38 +02:00
volzhs
4061e5bb75 Support vibration for Android and iOS 2019-08-21 23:38:53 +09:00
Rémi Verschelde
0743a07447
Revert "Add Min/Max Window Size Setting" 2019-08-17 16:19:18 +02:00
Rémi Verschelde
822a41a8c0
Merge pull request #31367 from sparkart/add_minmax_winsize_setting
Add Min/Max Window Size Setting
2019-08-17 11:21:56 +02:00
Emmanuel Barroga
a7bf643a7b Add Min/Max Window Size Setting
Add project settings to easily set the minimum and maximum window size.
2019-08-15 12:19:09 -07:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Rémi Verschelde
839cc98cb9
Merge pull request #31290 from nekomatata/fix-test-regex-disabled
Fixed link errors when building in debug with RegEx module disabled
2019-08-12 10:05:35 +02:00
PouleyKetchoupp
360fb0ffa8 Fixed link errors when building in debug with option module_regex_enabled=no 2019-08-11 12:17:18 +02:00
Michael Alexsander Silva Dias
5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
Hugo Locurcio
47c615caf3
Cap the number of warnings/errors per second rather than per frame
This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.

This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.

This closes #21896.
2019-07-31 17:29:26 +02:00
Guilherme Felipe
508761e0cd Fix set_default_cursor_shape always sending motion event 2019-07-29 14:00:37 -03:00
Tomasz Chabora
bd5b73108f Don't release action if it's not pressed 2019-07-24 18:18:03 +02:00
Chaosus
080c0bb7fe Added count method to String 2019-07-23 18:55:54 +03:00
Rémi Verschelde
66d09a6b4c SCons: Fix uses of [].append instead of env.add_source_files()
Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.

Part of #30270.
2019-07-22 15:08:32 +02:00
Rémi Verschelde
20a3bb9c48
Merge pull request #30226 from lawnjelly/interpolate
Add access to interpolation fraction for fixed timestep interpolation
2019-07-18 15:44:14 +02:00
Chaosus
c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
lawnjelly
bf6c301b9c Add access to interpolation fraction for fixed timestep interpolation
Addresses #30068

This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.

The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
2019-07-11 08:25:26 +01:00
Hugo Locurcio
28d3a6051c
Use base Color() constructors instead of Color::html()
This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
2019-07-08 21:17:10 +02:00
Rémi Verschelde
56269e2db8
Merge pull request #29613 from Calinou/doctool-create-directories
Make `--doctool` create directories if they don't exist
2019-07-08 15:08:45 +02:00
qarmin
9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Hugo Locurcio
a84124fd1d
Make --doctool create directories if they don't exist
This prevents errors due to missing directories when generating
engine documentation.

This closes #17297.
2019-07-04 17:01:07 +02:00
Rémi Verschelde
98e7ec1e26
Revert "Add godot version in backtrace message" 2019-07-01 13:58:57 +02:00
Rémi Verschelde
d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
Rémi Verschelde
336010d676
Merge pull request #28572 from lupoDharkael/trace-info
Add godot version in backtrace message
2019-07-01 09:44:53 +02:00
Rémi Verschelde
b0809046be
Merge pull request #30154 from bojidar-bg/30149-export-flag-editor
Ensure --export implies --editor
2019-06-29 18:16:43 +02:00
Bojidar Marinov
9ebc146383
Ensure --export implies --editor
Fixes #30149
2019-06-28 15:34:09 +03:00
Bojidar Marinov
0c4c36d823
Add default values to the editor help, docs, and generated RST
Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
2019-06-27 18:29:35 +03:00
Rémi Verschelde
eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Nils ANDRÉ-CHANG
d2833d4f4d Replace + "/" + with String::file_add() 2019-06-23 13:33:50 +01:00
Luka Dornhecker
ad504b926f Add option to toggle console window on Windows
This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.

Does not impact exported games, which will still run without
console in release and with console in debug mode.

A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.

Fixes #17889.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-20 16:55:52 +02:00
Andrii Doroshenko (Xrayez)
33f55369cb Enforce Unicode encoding in MSVC
This can help to solve compilation issues on systems with Japanese
locale with encodings like Shift_JIS and UTF-8-BOM.

Also be more consistent using String::utf8() to represent cyrilic
unicode characters in test_string.cpp

Clarified some comments in test_string.cpp for some Unicode characters.
2019-06-19 14:42:09 +03:00
Rémi Verschelde
d2f38dbb28
Merge pull request #29470 from KoBeWi/_
Add a separator in debug output for readability
2019-06-19 00:19:14 +02:00
Rémi Verschelde
6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio
786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
Emmanuel Barroga
2cce5699ea Limit Physics Process FPS above 0
Resolves: #19734
2019-06-13 08:53:48 -07:00
Rémi Verschelde
0e6cac8ab8
Merge pull request #29465 from bruvzg/per_pixel_transp_impr
Removes redundant "splash" setting, improves per pixel transparency documentation.
2019-06-12 12:50:17 +02:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Tomasz Chabora
c478f2cb1a Add a separator in debug output for readability 2019-06-04 15:20:37 +02:00
bruvzg
54863b20e6
Removes redundant "display/window/per_pixel_transparency/splash" setting, improves per pixel transparency documentation. 2019-06-04 11:21:29 +03:00
Hugo Locurcio
dc981d8af7
Display longer Git hashes in engine version dialogs
Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.

In contrast, 9-character hashes are currently unambiguous for
all commits.
2019-06-01 13:52:58 +02:00
Rémi Verschelde
af2c742f53 Fix and expose String::strip_escapes(), use it in LineEdit paste
Supersedes #27736.
2019-05-31 15:49:14 +02:00
Rémi Verschelde
b10dd110e5 Print engine version to stdout when starting Godot
Also include website URL and make it configurable via version.py
together with the rest of the engine branding.

Add mention to MIT license in --help output.
2019-05-28 11:19:21 +02:00
Rémi Verschelde
e8fbb28e20
Merge pull request #29119 from bruvzg/native_icon_support
Add native window/taskbar icon support for Windows and macOS.
2019-05-27 12:09:42 +02:00
Rémi Verschelde
a1a71c05ba
Merge pull request #28993 from Calinou/server-hide-noop-cli-arguments
Hide non-applicable CLI arguments in the server platform
2019-05-24 22:56:29 +02:00
Hugo Locurcio
2964e198e0
Hide non-applicable CLI arguments in the server platform
This refactors some of the CLI parsing code to follow the CLI help's
order, making it easier to toggle using compile-time defines.
2019-05-24 20:11:37 +02:00
bruvzg
2b9ed68d6a
Add native window/taskbar icon support for Windows and macOS.
Co-authored-by: Markus Törnqvist <mjt@nysv.org>
2019-05-24 14:23:57 +03:00
Rémi Verschelde
b4e22cb98a
Merge pull request #28792 from Calinou/low-processor-mode-144hz
Tweak the default low-processor usage mode to be 144 Hz-friendly
2019-05-20 17:52:51 +02:00
Ryan Stein
42d6205e8c Add RegEx substitution testcase and fix relevant docs
(cherry picked from commit a31bbb4bd9)
2019-05-11 09:03:19 +02:00
Hugo Locurcio
8c7ee6dac4
Tweak the default low-processor usage mode to be 144 Hz-friendly
On high-refresh rate displays, the old default value (8000) effectively
limited redrawing to 125 FPS, no matter whether V-Sync was enabled
or not. The new value limits redrawing to a value slightly above
144 FPS, decreasing input lag and making the editor feel smoother
when using freelook.

60 Hz displays aren't affected by this change when V-Sync is enabled,
since V-Sync will take care of limiting redrawing to 60 FPS.
2019-05-09 22:40:20 +02:00
lupoDharkael
92ea1c3cca Add godot version in backtrace message 2019-05-01 16:52:02 +02:00
Guilherme Felipe
c709dfdf06 [Input] Release keys/actions pressed if window loses focus
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
2019-04-27 12:05:12 -03:00
Daw11
f104731b81 Add missing enum value to Performance::get_monitor_type 2019-04-22 15:15:09 +02:00
Daw11
04d0371648 Add a monitor for the orphan nodes
- Allow the user to keep track of the nodes that might leak
- Possible fix for #27103
2019-04-17 23:13:16 +02:00
Guilherme Felipe
1bae73d7d0 Add Input::get_current_cursor_shape
[Clean up] Removed unused/unnecessary methods.
2019-04-15 15:22:09 -03:00
Bojidar Marinov
f04f127680
Fix as operator generating opcode 38 errors
Closes #27489
Fixup of 466a76ac2c

Additionally, update `GDScriptCompiler` test to use Ref and to include `as` expressions.
2019-04-10 13:18:50 +03:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Rémi Verschelde
1ca555f1fb
Merge pull request #26760 from Xrayez/26744-fix-string-to-lower
Reorder reverse caps characters table for string lower case conversion
2019-04-08 10:48:15 +02:00
Rémi Verschelde
03bd93e3b3
Merge pull request #26830 from KidRigger/physics_fps_bug
Fixes physic_fps=0 bug that prevented quit.
2019-04-05 16:56:29 +02:00
Rémi Verschelde
fc370b3feb Fix -Wimplicit-fallthrough warnings from GCC 8
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.

The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.

Fixes #26135.
2019-04-05 15:14:53 +02:00
Andrii Doroshenko (Xrayez)
34e6737413 Reorder reverse caps characters table for string lower case conversion
The binary search algorithm used to lookup character codes in the table
relies that the data must be ordered. This fixes `to_lower()` string
method to convert upper case to lower case properly, so that the
algorithm doesn't terminate prematurely.

Co-authored-by: AndreevAndrei (avandrei) <avandrei@MacBookAAV.local>
2019-04-05 11:10:15 +03:00
Pedro J. Estébanez
9c3ddf05cb Revert accidental commits
This reverts commit fb37284c02.
This reverts commit 4db0f51b9a.
2019-03-20 21:43:55 +01:00
Pedro J. Estébanez
4db0f51b9a Create live view dock [wip] 2019-03-20 20:44:43 +01:00
Bojidar Marinov
b64f9f03f8
Fix duplicated lines in GDScript bytecode
Fixes #26789
2019-03-14 18:38:07 +02:00
Rémi Verschelde
775e74e0d4
Merge pull request #26484 from Andrettin/Configurable-Tooltip-Offset
Make the Tooltip Position Offset Configurable
2019-03-13 20:12:22 +01:00
Rémi Verschelde
bba854bac6
Merge pull request #26851 from RandomShaper/fix-26460-fake-event-flood
Fix fake null-motion mouse event flood
2019-03-09 22:40:53 +01:00
Pedro J. Estébanez
f757460ec8 Fix fake null-motion mouse event flood
This commit also improves a bit the code quality by making the intent of fake events (and themselves) more explicit.

Fixes #26460.
2019-03-09 22:04:17 +01:00
Anish Bhobe
3c27980a17 Fixes physic_fps=0 bug.
Added a condition to check if the loop exited without iteration
being run by checking the return value from idle().

Fixes: #26321
2019-03-09 17:13:08 +05:30
Rémi Verschelde
d462e5153d Set editor hint early for Project Manager and Editor
We need it in setup() already before initializing the renderer,
as it's used to force fallback to GLES2 if GLES3 fails.

Fixes #26806.
2019-03-09 01:04:55 +01:00
Juan Linietsky
34a29cb0de
Merge pull request #26669 from RandomShaper/fix-26460
Improve/fix picking
2019-03-06 13:55:01 -03:00
Rémi Verschelde
05ed316114 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@4f9962c7b2.
2019-03-06 17:13:40 +01:00
Pedro J. Estébanez
82902656ac Improve/fix picking
Acknowledge mouse button events as position tellers (to make picking more solid; for instance, the touch mouse is raised with a mouse unpressed event that may have a more current position)
Forget mouse position for physics if touch mouse raised (because the position known as last is no longer meaningful)
Remove needless check for mouse over/exit (now there's code to inject an spurious move for cases where camera/objects have moved)
Restrict 2D mouse over/exit to mouse events (including emulated from touch; true touches shouldn't trigger the signals)

Fixes #26460.
2019-03-05 22:33:34 +01:00
Rémi Verschelde
b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00