Commit graph

227 commits

Author SHA1 Message Date
David Snopek
2733a6f762 Implement reloading of GDExtensions 2023-09-25 22:10:17 -05:00
Saracen
3f4513d4de Add error checks for DirAccess creation. 2023-09-26 03:07:43 +01:00
Rémi Verschelde
9750876d7a
Merge pull request #80962 from YuriSizov/godot-the-editor-engine
Differentiate between core and editor-only singletons
2023-09-25 18:38:17 +02:00
kobewi
cd0aaab48c Cleanup some GLOBAL_DEFs 2023-09-15 21:32:23 +02:00
Yuri Sizov
4cdbbfd071 Differentiate between core and editor-only singletons
This makes sure that running scenes in debug mode
(from the editor) does not crash Godot.
In export mode it should already work correctly, because
editor-only singletons are never registered in the first place.
2023-08-24 16:46:54 +02:00
kobewi
2cd63a1ef0 Made hidden ProjectSettings groups more explicit 2023-08-23 22:43:43 +02:00
Hugo Locurcio
6f1152bdbe
Add a --audio-output-latency command-line argument
This allows optimizing the audio output latency on higher-end CPUs,
especially in projects that do not expose a way to override this setting.
2023-08-17 14:45:17 +02:00
sakrel
80a36ff985 Add support for GLSL source-level debugging with RenderDoc (--generate-spirv-debug-info) 2023-08-12 14:56:49 +02:00
Rémi Verschelde
33198d0df0
Merge pull request #75784 from Riteo/int-scale
Add content scale stretch modes, implement integer scaling
2023-08-11 10:32:11 +02:00
Riteo
87cfc415a3 Add content scale stretch modes, implement integer scaling
Integer scaling is achieved (after aspect expansion) by "lying" to the
stretching code about the window's size, telling it that it's always an
integer multiple of the viewport so that it only gets stretched to an
integer factor.

This approach works with all stretch and aspect modes and doesn't
require handling for each, only requiring to "loosen up" some
self-excluding conditions (in other words, replacing some `else if`s
with just `if`s) regarding viewport offset and margin calculation (black
bars).

Includes a tiny usability change that adds a range hint for the content
scale factor between 0.5 to 8.0.

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-08-10 19:45:47 +02:00
kobewi
c5ec847aa0 Add settings_changed signal to ProjectSettings 2023-08-08 23:57:31 +02:00
Rémi Verschelde
432405a3e1
Merge pull request #79342 from RedworkDE/localize-win-path
Fix `ProjectSettings::localize_path` for Windows paths
2023-08-07 14:45:48 +02:00
Hugo Locurcio
ad4480bf2e
Add a "version" project setting and use it in new export presets
This makes it easy to retrieve the project version at runtime
for display purposes, while simplifying the export preset configuration.
You can now leave the version empty unless you need to override it on a per-preset
basis.

Since export presets save the values of default values to the `export_presets.cfg`
file, this change only affects export presets created after this commit was merged.
2023-08-04 10:29:33 +02:00
RedworkDE
aee1e50b48 Fix ProjectSettings::localize_path for Windows paths 2023-07-26 16:18:31 +02:00
Ninni Pipping
1cac72999b Fix root_node_layout_direction setting not enum 2023-07-18 14:33:13 +02:00
RedworkDE
92f13ba9ea C#: Unify project name handling and fix issues with the handling of some special characters
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-06-14 21:07:58 +02:00
Rémi Verschelde
3dd0307f3f
Merge pull request #76348 from warriormaster12/pipeline-cache
Implement Vulkan pipeline caching
2023-06-01 00:40:33 +02:00
warriormaster12
dded713dc0 Implement Vulkan pipeline caching 2023-05-31 22:24:18 +03:00
Yuri Sizov
eb5e0e07b4
Merge pull request #77459 from felaugmar/fix-override-merging-into-project-godot
Ignore the `project_settings_override` file when in editor
2023-05-31 13:09:46 +02:00
Winston
50d8ee8eee
Expose ProjectSettings.set_as_internal() 2023-05-30 21:16:29 +02:00
kobewi
e767ff5695 Add project tags 2023-05-30 00:53:02 +02:00
Rémi Verschelde
4c4bf58ffb
Merge pull request #77417 from winston-yallow/support-project-settings-usage-flags
Expose ProjectSettings.set_as_basic() to scripting
2023-05-25 09:25:19 +02:00
Felipe Augusto Marques
e759129dd5 Ignore "project_settings_override" in the editor 2023-05-25 01:30:37 -03:00
Winston
263aedc1ad
Expose ProjectSettings.set_as_basic() to GDScript 2023-05-24 13:28:08 +02:00
Fredia Huya-Kouadio
831b4a5366 Improve startup benchmarking
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
2023-05-23 13:22:35 -07:00
bruvzg
5b9984b5a2
Add audio/general/text_to_speech project setting to enable/disable TTS. 2023-05-18 20:16:03 +03:00
Juan Linietsky
273a6eeb66 Redo how the remote filesystem works
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.

The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.

Co-authored-by: m4gr3d
2023-05-08 11:57:54 +02:00
bruvzg
520a8d8ed2
Add project manager / editor initial screen settings, implement DisplayServer.get_keyboard_focus_screen method. 2023-04-19 08:54:53 +03:00
Ninni Pipping
bd30847e59 Exposing more project settings for documentation 2023-03-15 14:25:40 +01:00
Ninni Pipping
3de5332fcb Document editor/naming/scene_name_casing setting
Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
2023-03-09 21:17:49 +01:00
Rémi Verschelde
281a5c9e35
Merge pull request #74213 from timothyqiu/friendly-pot
Improve POT Generation dialog
2023-03-07 10:33:06 +01:00
Rémi Verschelde
0b98b470cc
Merge pull request #73716 from bruvzg/improve_locale_selection
Improve layout direction/locale automatic selection.
2023-03-06 10:57:56 +01:00
Haoyu Qiu
584136271c Improve POT Generation dialog
* Avoid "property not found" warnings when adding a file for the first
  time.
* When no file is added, disable the Generate POT button instead of
  printing a warning.
2023-03-03 18:18:58 +08:00
Haoyu Qiu
1e0b8d6240 Hide internal settings from the classref
Default actions are no longer internal since we want to document them.
They are still hidden from the Project Setting dialog because we hid the
whole `input/` group manually.
2023-03-02 17:52:37 +08:00
bruvzg
82d7923c65
Improve layout direction/locale automatic selection. 2023-02-22 08:37:14 +02:00
kobewi
ff42cb0d1e Fix missing directories when exporting from cmd 2023-02-20 17:39:38 +01:00
bitsawer
d1521933bb Expose and document ProjectSettings.get_global_class_list() 2023-02-04 23:22:27 +02:00
Rémi Verschelde
e52213e2fa
More codespell fixes, do more changes from previous ignore list 2023-02-01 12:11:36 +01:00
Rémi Verschelde
27fdb06fed
Merge pull request #71322 from EricEzaM/55856-proj-settings-initial-array-dict-shared-instance
Fix Project Settings array/dicts initial value being shared instances of the current value.
2023-02-01 07:29:44 +01:00
Rémi Verschelde
38a806e13f
Always create global class list, even if empty
Fixes #72451.
2023-01-31 15:28:53 +01:00
Juan Linietsky
79897dd5bc Restore script class cache if removed
I have no idea why anyone would do this, but this fixes it.

Fixes #72154. Depends on #72444 being merged to function properly.
2023-01-31 11:28:21 +01:00
Yuri Sizov
fab9926a95
Merge pull request #65137 from dalexeev/editor-naming
Rearrange `editor/naming/*` project settings
2023-01-24 22:26:03 +03:00
Rémi Verschelde
cd031fd31a
Merge pull request #71663 from bruvzg/init_pos_x
Reorganize main and sub-window initial position properties.
2023-01-22 11:25:58 +01:00
kobewi
c0083e431b Cleanup unused engine code v2 2023-01-19 13:02:18 +01:00
bruvzg
aade5abd4f
Reorganize main and sub-window initial position properties. 2023-01-19 13:44:06 +02:00
kobewi
6444c7d127 Move global script class cache to separate file 2023-01-16 10:16:30 +01:00
Juan Linietsky
6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
Eric M
7c73b6c71c Fix Project Settings array/dicts initial value being shared instances of the current value. 2023-01-13 21:48:43 +10:00
Danil Alexeev
8f706be6fa
Rearrange editor/naming/* project settings 2023-01-12 11:41:13 +03:00
bruvzg
2718a7b7d3
Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
Rémi Verschelde
163f6f5fe8
Merge pull request #68429 from KoBeWi/PropertySettings
Add PropertyInfo overload for GLOBAL_DEF
2023-01-06 22:59:29 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Marius Hanl
5aa243f9da Added the possibility to define a default value in ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.

Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-12-21 19:49:57 +01:00
Hugo Locurcio
70f6d42c92
Remove Disable Touch debug project setting
This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.

It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
2022-12-17 18:47:29 +01:00
kobewi
7c6b659bd7 Add PropertyInfo overload for GLOBAL_DEF 2022-12-11 21:36:48 +01:00
Rémi Verschelde
f21f75eb6f
Project Manager: Fix hacky code for project rename
Instantiating a new ProjectSettings is *not* the way to go.
ConfigFile works just fine to read/change a single value.

Fixes memory leaks as the instantiated ProjectSettings was never freed.
Forbid doing this to prevent such problems.

Fixes #25661.
2022-11-29 15:38:22 +01:00
Rémi Verschelde
d0025a1f02
Merge pull request #64077 from Calinou/tweak-audiostreamplayer2d3d-default-panning
Decrease default AudioStreamPlayer2D/3D panning strength
2022-11-15 22:29:23 +01:00
Rémi Verschelde
94e9860b82
Merge pull request #65836 from Calinou/add-max-physics-steps-per-frame-setting
Implement adjusting the maximum number of physics steps per rendered frame
2022-11-15 16:24:56 +01:00
Markus Sauermann
3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
kobewi
d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Gilles Roudière
56fa8f1d58 Fix localize_path with custom protocol identifiers 2022-10-20 14:12:25 +02:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Hugo Locurcio
66f7c48e39
Implement adjusting the maximum number of physics steps per rendered frame
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.

This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
2022-10-09 23:00:09 +02:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Hugo Locurcio
1c6c72caf1
Rename Engine.target_fps and associated project setting to max_fps
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
Rémi Verschelde
dc4a634c0d Project supported features: Ignore old 'Vulkan Clustered/Forward' names
This eases transition from beta 1 to beta 2 so that users don't get a warning
about a missing feature. The names were just changed.

The old feature names are removed from project.godot when opening such a
project.
2022-09-28 23:27:27 +02:00
Rémi Verschelde
0b06f8b0bd Merge pull request #65816 from bruvzg/proj_settings_missing_flags
Add missing initial window flags and window mode to the project settings.
2022-09-21 18:56:31 +02:00
Rémi Verschelde
7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Rémi Verschelde
4ebf7d14ac Merge pull request #66079 from Zylann/project_settings_restart
Expose ProjectSettings.set_restart_if_changed(name, restart)
2022-09-19 15:33:11 +02:00
Marc Gilleron
2a8aeddc93 Expose ProjectSettings.set_restart_if_changed(name, restart) 2022-09-19 13:57:07 +01:00
bruvzg
d104a4cdbd
Add missing initial window flags and window mode to the project settings. 2022-09-19 12:30:10 +03:00
ryburnj
9d6af9323a Fix inconsistent scene file name casing by moving existing Name_Casing code to separate function in editor_node, and adding a call from both editor_node and scene_tree_dock. 2022-09-18 11:17:22 +10:00
Fabio Alessandrelli
6baf530bcb Fix arm32 detection in Engine.
The `__ARM_ARCH_7A__` and `__ARM_ARCH_7S__` are not enough, since they
do not cover e.g. `__ARM_ARCH_8A__` in 32 bit mode, so instead of trying
to cover any possible ARM version that can work in 32 bit mode, we
can replace it with the `__arm__` macro which is defined for arm32 only
(arm64 uses `__aarch64__`).
2022-09-03 13:41:59 +02:00
Rémi Verschelde
3f5d5a6370 Merge pull request #64180 from aaronfranke/project-features-tools-only 2022-09-01 22:58:24 +02:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Aaron Franke
0a87bd7b54
Only compile project features logic in editor builds 2022-08-27 21:02:35 -05:00
bruvzg
8dab4a2aa3
[Windows] Improve build environment detection, add support for Windows on ARM. 2022-08-27 16:10:53 +03:00
Pedro J. Estébanez
e08a2be436 Determine ProjectSettings' resource path early 2022-08-26 15:01:52 +02:00
kobewi
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Rémi Verschelde
1fbf7b1ba5
Merge pull request #64610 from reduz/startup-benchmark-support 2022-08-22 19:36:03 +02:00
Yuri Sizov
7895a66cf2
Merge pull request #64334 from YuriSizov/core-bind-property-revert-methods
Make `property_*_revert` methods multilevel and expose them for scripting
2022-08-19 20:41:41 +03:00
Juan Linietsky
a3936adb29 Add Startup benchmarking support
This adds support for benchmarking engine startup (and editor startup if used).
The goal is to use this in the benchmarking server to track improvements and changes to engine, editor, importer and scene loading startup times.
2022-08-19 14:21:43 +02:00
Hugo Locurcio
e559dcb8f5
Increase the default project window size for better usability
The new default window size is tuned to:

- Have a 16:9 aspect ratio,
- Have both dimensions divisible by 8 to better play along with
  video recording,
- Be displayable correctly in windowed mode on a 1366×768 display
  (tested on Windows 10 with default settings).

This breaks compatibility with projects that didn't change the
window size from the default value (or that kept one of the values
to its default).
2022-08-18 21:22:18 +02:00
Yuri Sizov
980f5f32f4 Make property_*_revert methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
Hugo Locurcio
160d10dc7b
Decrease default AudioStreamPlayer2D/3D panning strength
The default panning strength is now more in line with how other
engines play positional sound.
2022-08-09 18:46:52 +02:00
Hugo Locurcio
27a072c884
Print expected os.arch tuple for current platform in GDExtension error
This also adds `Engine.get_architecture_name()` to get the name of the
CPU architecture the Godot binary was built for.
2022-08-08 19:30:34 +02:00
RedMser
c939f336d6 Only define keep_screen_on project setting once 2022-08-06 22:10:24 +02:00
Rémi Verschelde
33258d850c
Merge pull request #61315 from lawnjelly/variant_bucket_pools
Variant memory pools
2022-08-02 15:54:18 +02:00
Hugo Locurcio
aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Aaron Franke
9403173994
Allow loading override.cfg from PCK files 2022-07-25 22:34:54 -05:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
lawnjelly
b221eab426 Variant memory pools
Memory pools via PagedAllocator for Transform2D, Transform3D, Basis and AABB.
2022-07-04 12:01:46 +01:00
Rémi Verschelde
40c360b870
Merge pull request #62122 from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz
5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
Juan Linietsky
15837ec191
Revert "Disable VRAM compression by default for small textures in Detect 3D" 2022-06-20 15:30:19 +02:00
Rémi Verschelde
0daa868ab4
Merge pull request #62023 from Calinou/detect-3d-small-textures-no-vram-compress
Disable VRAM compression by default for small textures in Detect 3D
2022-06-17 21:07:04 +02:00
Ellen Poe
d384d84f45 Audio: Expose 2D/3D panning strength parameters 2022-06-17 13:08:48 +02:00
Hugo Locurcio
04d5626bc0
Disable VRAM compression by default for small textures in Detect 3D
This is done to prevent reducing texture quality when it doesn't save
much video memory, especially for pixel art.

The size threshold can be adjusted in the project settings.
To get the previous behavior where textures detected to be used in 3D
had their compression mode always set to VRAM, set this to the lowest value
(16).
2022-06-14 13:08:20 +02:00