Commit graph

960 commits

Author SHA1 Message Date
Rémi Verschelde
8c1fc562dc
Merge pull request #55483 from pycbouh/theme-load-and-order 2021-12-02 17:20:04 +01:00
Yuri Sizov
d567ce3582 Make default/project theme wait for modules before initializing 2021-11-30 19:09:29 +03:00
Rémi Verschelde
c283fce698
Remove editor splash screen with sponsors logo
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.
2021-11-30 12:47:25 +01:00
Hugo Locurcio
15e8c4052e
Fix strip_edges() call that was removed in boot splash image change 2021-11-23 19:07:41 +01:00
Hugo Locurcio
3f34832dba
Add a project setting to disable the boot splash image
This allows disabling the boot splash image while keeping the
background color.
2021-11-23 02:20:25 +01:00
kobewi
7dc97d6558 Ignore override.cfg when in editor 2021-11-22 16:10:31 +01:00
Rémi Verschelde
88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Hugo Locurcio
a9a45ee7ee
Move Mono unhandled exception setting to be located within a subsection
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.
2021-11-10 17:31:54 +01:00
Hugo Locurcio
f61ee47a2e
Display 2 decimals instead of 1 in editor frametime labels
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
2021-11-09 17:17:55 +01:00
qarmin
071829acc5 Enable mono editor build in CI 2021-11-09 11:02:04 +01:00
Hugo Locurcio
665d29c16d
Fix new projects always being created with OpenGL
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.
2021-11-01 22:04:36 +01:00
bruvzg
0b6b8427c8 [macOS] Add create_instance function to spawn editor copies.
[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
2021-11-01 11:48:23 +02:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- 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.
2021-10-31 15:56:45 +01:00
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly
e3491a3744
Add GLES2 2D renderer + Linux display manager
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>
2021-10-30 02:05:48 +02:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
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`.
2021-10-28 15:19:35 +02:00
Pawel Lampe
75ae3164a4 Fix exit code for --script --check-only, fixes #54087
this commit makes godot executable to return zero exit code
once a valid script is passed via --script during --check-only
2021-10-21 20:44:24 +02:00
Rémi Verschelde
f4c3192d0a
Main: Fixup --dump-extension-api after #54017
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.
2021-10-21 09:43:39 +02:00
Rémi Verschelde
af976e4834
Merge pull request #50680 from Calinou/project-default-single-window-mode 2021-10-20 19:09:13 +02:00
Rémi Verschelde
da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Rémi Verschelde
73f6351e28
Main: Add documentation for --dump-extension-api 2021-10-20 12:05:05 +02:00
Bastiaan Olij
5d1ea92daf Rework XR positional trackers 2021-10-17 12:12:20 +11:00
Aaron Franke
7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
bruvzg
0c0b5c84b0 Implement TextServer GDExtension interface, remove TextServer GDNative interface. 2021-10-01 15:13:29 +03:00
Rémi Verschelde
3a19400889
Merge pull request #48685 from bruvzg/bundle_icon_4 2021-09-30 14:55:04 +02:00
Bastiaan Olij
0623d3676b Improve unregistering XR interfaces so we don't get crashes in GDExtensions by destroying the XRServer too early 2021-09-28 12:25:15 +10:00
Hugo Locurcio
87fb9297e3
Display an alert when attempting to run a project with no main scene
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.
2021-09-20 14:38:14 +02:00
Paulb23
1c08719d09 Add remaning code edit unit tests 2021-09-20 09:42:39 +01:00
Jacob Edie
2b292a1a2a
--single-window is passed through project manager.
This means you can start godot with --single-window
2021-09-15 10:20:50 +02:00
Rémi Verschelde
0e7beb183a
Merge pull request #52562 from BastiaanOlij/gd_extensions_register_drivers
Add driver types to GD extension initialisation levels
2021-09-15 08:46:43 +02:00
Rémi Verschelde
3cc01b2824
Merge pull request #52226 from Faless/debugger/4.x_start_options 2021-09-14 16:20:02 +02:00
Rémi Verschelde
70ba366743
Merge pull request #50375 from Paulb23/code_edit_unit_tests 2021-09-13 21:51:20 +02:00
Bastiaan Olij
f9849a2717 Add driver types to GD extension initialisation levels 2021-09-13 18:50:00 +10:00
Juan Linietsky
58388f8cec
Merge pull request #47391 from Calinou/platform-feature-tags-lowercase
Make platform feature tag names lowercase
2021-09-07 16:30:50 -03:00
Paulb23
427d3d7207 Allow unit testing SceneTree Ojects 2021-09-01 16:46:04 +01:00
Manuel Moos
6be702bace Fix negative delta arguments
Three attack points, all after the regular calculations:
1. Prevent negative physics timestep counts. They could occur if
   physics_jtter_fix is changed at runtime.
2. idle_step is not allowed to go below 1/8th of the input step.
   That could happen on physics_jitter_fix changes or heavily
   fluctuating performance.
3. Prevent that the idle_step modification breaks the promise
   that Engine.get_physics_interpolation_fraction() is between
   0 and 1 by doing more physics steps than the base system wants.

Fixes #26887

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-31 22:16:23 +02:00
Hugo Locurcio
2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Wilson E. Alvarez
d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Fabio Alessandrelli
4123612eeb [Editor] Add "--debug-server <uri>" option.
Allow starting the editor debugger server for the given protocol (and
optionally bound to the given ip/port combination:

godot -e --debug-server tcp://*:8080
2021-08-29 18:03:20 +02:00
Lyuma
31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Hugo Locurcio
337574d7f2
Merge pull request #37260 from Calinou/define-minimum-window-size
Define a default minimum window size to workaround rendering issues
2021-08-22 09:08:33 +02:00
Hugo Locurcio
9396d408c8
Merge pull request #36872 from Calinou/default-stretch-aspect-expand
Use the `keep` stretch aspect by default
2021-08-22 08:30:21 +02:00
Hugo Locurcio
f02a040d48
Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.

This closes #37242.
2021-08-22 08:19:49 +02:00
Anilforextra
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
Pedro J. Estébanez
abdfbef075 Add project setting for agile input event flushing
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-13 11:45:50 +02:00
Pedro J. Estébanez
dc187324be Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13 11:19:19 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
reduz
ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00