Commit graph

4335 commits

Author SHA1 Message Date
Ignacio Roldán Etchevery
e72fdc4b95 C#+iOS: Cache AOT compilater output
Implemented some basic caching to avoid unnecessary AOT compilation
of unchanged assemblies that were already compiled previously.
This reduces iOS export times considerably for subsequent builds
since many dependencies never change, such as framework assemblies
and the Godot bindings.

The AOT compiler asm output and object files are now placed in
`res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a
temporary directory.
2021-08-02 17:27:47 +02:00
Rémi Verschelde
02967a9c5e
Merge pull request #51037 from winterpixelgames/ws-fix
3.x WebsocketPeer outbound buffer fixes and buffer size query
2021-08-01 11:14:03 +02:00
Jordan Schidlowsky
023548c0a5 Websocket peer outbound buffer fixes. Expose outbound buffered amount. 2021-07-31 19:50:05 -06:00
Haoyu Qiu
a3b221e99f Make action names translatable 2021-07-31 22:19:47 +08:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
lawnjelly
e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
Aaron Franke
48308a5e0a
Fix CSGSphere3D mesh creation
(cherry picked from commit b2156b22ea)
2021-07-28 15:34:00 +02:00
Rémi Verschelde
bcc5250cde
Merge pull request #50914 from Razoric480/3x-lsp-symbolkind-fix
[3.x] Fix LSP reporting wrong types
2021-07-27 13:32:46 +02:00
Raul Santos
9fd201c7a4
Ignore paths with invalid chars in PathWhich
(cherry picked from commit d636ebbfe9)
2021-07-27 12:17:14 +02:00
Raul Santos
2d60a64260
Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.

(cherry picked from commit accd05f4ad)
2021-07-27 12:17:09 +02:00
Rémi Verschelde
6a6b6fa5cb
Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
Gallilus
9342457bcd
Change "Add Preload Node" action to "Add Node(s)"
The action might also drop Custom Nodes

(cherry picked from commit 70a6ff0a71)
2021-07-26 13:36:07 +02:00
Aaron Franke
1180256090
Add documentation to Array in C#
(cherry picked from commit 080f44a3b7)
2021-07-26 13:35:52 +02:00
Raul Santos
6ea8334012
Fix documentation in StringExtensions
(cherry picked from commit ba99387bf3)
2021-07-26 13:35:12 +02:00
Hugo Locurcio
974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
Aaron Franke
17551fe29e
[3.x] Add a simple C# .editorconfig 2021-07-24 16:27:57 -04:00
Francois Belair
02bc1bf355 Fix LSP SymbolKind reporting wrong types
Classes were properties, functions interfaces, etc.
2021-07-24 16:25:47 -04:00
Hugo Locurcio
069281d58f
Improve documentation for GDScript constants
(cherry picked from commit 8ff8c1e5f8)
2021-07-24 00:59:35 +02:00
Rémi Verschelde
48d80b31b1
Merge pull request #50709 from DavidCambre/Improve-and-stramline-VisualScriptFuncNodes-Call-Set-Get
[3.x] Improve and streamline VisualScriptFuncNodes Call Set Get
2021-07-23 13:00:24 +02:00
David Cambré
af1ea1800d Improve and streamline VisualScriptFuncNodes Call Set Get
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
port 'pass' not backported to 3.x to keep script backwards compatibility
2021-07-22 21:13:37 +02:00
Rémi Verschelde
ca8e4889eb
Merge pull request #50706 from dsnopek/webrtc-gdnative-version-3.x
Update GDNative API version for changes from #50659 (Godot 3.x)
2021-07-22 12:47:24 +02:00
Rémi Verschelde
5ca46ee1fd
Merge pull request #50696 from DavidCambre/Allow-dropping-custom-node-scripts-in-VisualScript-editor
[3.x] Allow dropping custom node scripts in VisualScript editor
2021-07-22 12:42:06 +02:00
Rémi Verschelde
9178e24d30 Expose visual script custom node type hints 2021-07-21 19:33:10 +02:00
David Snopek
a27f4de2ef Update GDNative API version for changes from #50659 2021-07-21 10:30:31 -05:00
David Cambré
968dd73141 Allow dropping custom node scripts in VisualScript editor 2021-07-21 15:01:07 +02:00
David Snopek
5b2dcc5f6b Add get_buffered_amount() to WebRTCDataChannel 2021-07-20 16:52:33 -05:00
David Snopek
1899a3b1ea
Fix "IDHandler.get_prop is not a function" error when calling some methods on WebRTCDataChannel
(cherry picked from commit 756ed308ee)
2021-07-20 13:05:11 +02:00
Rémi Verschelde
f8264abb46
Mono: Remove info dialog discouraging use in production
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.

The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.

(cherry picked from commit 671467b888)
2021-07-20 13:05:04 +02:00
Tomasz Chabora
6021ab5b01
Document remaining Visual Script classes
(cherry picked from commit 1054956461)
2021-07-15 10:46:04 +02:00
Andrea Catania
74e6adda57
Add env.Depends to modules_enabled.gen.h generator
Sometimes scons doesn't detects that a new module is being added. This commit fix it.

(cherry picked from commit b667e72adf)
2021-07-14 23:46:44 +02:00
Rémi Verschelde
875045adde
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.

(cherry picked from commit f3726ee994)
2021-07-14 23:36:38 +02:00
Rémi Verschelde
cbbea6084d
SCons: Generate header with info on which modules are enabled
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.

Now this is defined in a single header which can be included in the
files that need this information.

(cherry picked from commit b7297fb39c)
2021-07-14 23:09:47 +02:00
Rémi Verschelde
6cff43e093
Merge pull request #50150 from Valeryn4/3.x-fix_lightmap_cpu 2021-07-14 12:19:53 +02:00
Rémi Verschelde
aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
Rémi Verschelde
b0b2b7df31
Merge pull request #50257 from Calinou/physicsserver3d-add-set-iterations-3.x
Add a method to set the number of physics solver iterations in 3D (3.x)
2021-07-14 07:56:57 +02:00
Rémi Verschelde
9a04e2afeb
Revert "Fix gdnative api generation for methods that return enums"
This reverts commit aaacc753a7.
2021-07-13 17:02:59 +02:00
Francois Belair
5774098a91
Implement didClose notification in LSP
(cherry picked from commit 10429019ad)
2021-07-13 10:20:02 +02:00
Rémi Verschelde
9d2cbe2c02
Merge pull request #50328 from nekomatata/convex-hull-simplification-3.x
[3.x] Options to clean/simplify convex hull generated from mesh
2021-07-12 22:34:22 +02:00
Hugo Locurcio
9259b4adc4
Add a method to set the number of physics solver iterations in 3D
This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
2021-07-10 16:29:41 +02:00
PouleyKetchoupp
240c33708c Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.

Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
2021-07-09 17:45:59 -07:00
JestemStefan
9513354f68 Added signed_angle_to for Vector3
Added signed_angle_to method for Vector3

Added signed_angle_to for Vector3

formatting fix...
2021-07-09 12:49:12 +02:00
Hugo Locurcio
4a140294fe
Fix typo in Bullet method name: "collisin" -> "collision"
This method is not exposed to scripting, so compatibility with
existing projects should be preserved.
2021-07-07 22:07:32 +02:00
Hugo Locurcio
37ff524d8c
Improve error reporting in WebSocketServer
This should make troubleshooting easier.

(cherry picked from commit 58455b18b5)
2021-07-06 13:38:54 +02:00
Ranie Jade Ramiso
aaacc753a7
Fix gdnative api generation for methods that return enums
(cherry picked from commit 78f55698f2)
2021-07-06 13:36:07 +02:00
Hugo Locurcio
3b11b1022d
Remove unused code related to Travis CI
(cherry picked from commit 257a8a337e)
2021-07-06 11:19:56 +02:00
Fabio Alessandrelli
32e91b232c
[Crypto] Delete mbedtls ctx in deconstructor.
Would cause memory leak when the context was `start`ed but not
`finish`ed.

(cherry picked from commit a28d25c441)
2021-07-06 11:10:47 +02:00
Pitanov V.V
d3dab1d06c
Fix GridMap erase Octans
(cherry picked from commit 4da4514b71)
2021-07-06 11:10:45 +02:00
JFonS
a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Питанов Валера
47b9afa3e9 fix lightmap cpu crashes 2021-07-06 01:45:04 +10:00