Commit graph

720 commits

Author SHA1 Message Date
Rémi Verschelde
8b454f8b41
Merge pull request from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8
c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Bastiaan Olij
1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
Rémi Verschelde
1e4b38fc5d
Merge pull request from Calinou/movie-maker-add-quit-on-end 2022-07-28 01:05:19 +02:00
Aaron Franke
6f333ba2bf
Allow setting a window stretch scale below 1.0 2022-07-27 12:55:16 -05:00
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
Pedro J. Estébanez
b96fe1e4bd Mark some editor settings as requiring editor restart 2022-07-24 20:25:34 +02:00
reduz
67a260d63f Implement a Worker ThreadPool
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:

* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.

After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
2022-07-22 11:46:48 +02:00
Rémi Verschelde
19db9ed863
Merge pull request from RandomShaper/fix_debugger_focus 2022-07-22 00:48:06 +02:00
Pedro J. Estébanez
033001375f Fix editor re-focus on debugger break on Windows 2022-07-21 21:47:05 +02:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
kobewi
5b47489bf8 Abort running if --path does not exist 2022-07-19 10:29:40 +02:00
Yuri Sizov
42537daeb1
Merge pull request from dalexeev/splash_delay
Add boot splash minimum display time setting
2022-07-12 15:58:15 +03:00
bruvzg
238ac2fdd5
[macOS] Improve file association handling, and allow URL schema handling. 2022-07-07 12:11:31 +03:00
Rémi Verschelde
2b31c88982
Merge pull request from akien-mga/displayserver-no-headless-fallback
DisplayServer: Don't fallback to headless
2022-07-02 10:54:46 +02:00
Jan Haller
d38d76d039 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.
2022-07-02 01:17:35 +02:00
Rémi Verschelde
833c786813 DisplayServer: Don't fallback to headless
Unless users requested the headless driver specifically, they expect to either
see a window, or that the process terminates if there's an error.

Currently it would fallback to headless so they'd unexpectedly get a valid headless
instance if their DisplayServer failed initializing (e.g. missing Vulkan support).

Fixes .
2022-07-01 23:52:08 +02:00
Jan Haller
e3a8edf536 Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward.
2022-06-30 13:55:15 +02:00
Rémi Verschelde
a7e589df38
Merge pull request from smix8/path_debug_options_4.x
Add Path2D/3D debug options
2022-06-29 20:36:43 +02:00
Danil Alexeev
dad9683d11
Add boot splash display time setting
Implements .
2022-06-28 18:54:51 +03:00
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
smix8
e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
Rémi Verschelde
7cc99d213f
Merge pull request from Calinou/ios-touch-delay-add-property-hint 2022-06-16 10:00:06 +02:00
Rémi Verschelde
941575b7b8
Merge pull request from Calinou/crash-handler-message-tweak-exported-project 2022-06-16 09:59:47 +02:00
Rafał Mikrut
24f45bd533 Add Godot 3.x -> Godot 4.x project converter 2022-06-15 10:11:17 +02:00
Hugo Locurcio
c178cfef8e
Mark some common project settings as basic 2022-06-12 19:50:14 +02:00
Hugo Locurcio
21da2fbbb0
Add a property hint for the iOS touch delay project setting 2022-06-12 19:30:00 +02:00
Hugo Locurcio
c850ccb7c0
Tweak default crash handler message in exported projects
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.

Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
2022-06-10 18:35:40 +02:00
reduz
54542ef3ec Change Server initialization order
* Registration of server classes happened after Display initialization.
* This made no sense in practice and avoided the registration of custom server drivers (like custom XR server, custom Rendering server, custom XR server).
* Initialization moved to _before_ Display.
2022-06-01 16:48:28 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Hugo Locurcio
2d56dfb746
Hide the first --print-fps outputs after the engine has started
The first 2 or 3 prints are inaccurate since the engine has just
started at that point.
2022-05-17 12:28:56 +02:00
Hugo Locurcio
cd99ea5882
Rename --vk-layers command line argument to --gpu-validation
The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
2022-05-16 22:29:26 +02:00
Rémi Verschelde
7b571ab8f7
Merge pull request from fire-forge/capitalism 2022-05-16 13:49:14 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde
349aa9c884
Merge pull request from derammo/derammo_opengl3_windows 2022-05-13 15:07:13 +02:00
FireForge
88a8038387 Capitalize/fix some property enum hints 2022-05-12 15:03:16 -05:00
kobewi
739242dd04 Move Display settings higher in the list 2022-05-12 16:38:59 +02:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
derammo
96c21bc749 opengl3 driver now works on windows including multi window
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
    this makes them work in OpenGL contexts
changed verbose error printing to write once
    this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
    these were previously discarded
    messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
2022-05-11 16:12:40 -04:00
Rémi Verschelde
bb73dafe37
Merge pull request from Calinou/editor-doctool-auto-headless
Make `--doctool` imply `--headless` to speed up class reference generation
2022-05-06 19:32:09 +02:00
Rémi Verschelde
84f64ddde9
Merge pull request from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Aaron Franke
0ae00a07d6
Rename variable names for some singletons 2022-04-26 22:53:50 -05:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Jason Yundt
1cc7e7ec33 Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes .
2022-04-04 15:51:02 -04:00
Bastiaan Olij
9b7b9de0e5 Add action map editor for OpenXR 2022-04-04 18:43:29 +10:00