Commit graph

1116 commits

Author SHA1 Message Date
Hugo Locurcio
a924cb3b54
Print requested V-Sync mode when Print Fps is enabled
This can be used to diagnose why the printed FPS is locked to the
monitor refresh rate.
2021-12-20 19:56:04 +01:00
bruvzg
ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Ansraer
c7a03412ac add 2d scale factor property 2021-12-17 19:19:41 +01:00
Haoyu Qiu
e4e4e475f8 Make --doctool locale aware
* Adds `indent(str)` to `String`:
    * Indent the (multiline) string with the given indentation.
    * This method is added in order to keep the translated XML correctly
      indented.
* Moves the loading of tool/doc translation into
  `editor/editor_translation.{h,cpp}`.
    * This will be used from both `EditorSettings` and the doc tool from
      `main`.
* Makes use of doc translation when generating XML class references, and
  setup the translation locale based on `-l LOCALE` CLI parameter.

The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
2021-12-16 17:49:22 +08:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
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
bruvzg
b11e619b19
[Vulkan] Check each device capabilities before selecting it.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
2021-11-22 20:04:57 +02:00
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
Hugo Locurcio
937c1a716c
Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
Fabio Alessandrelli
09386ba9fd [Headless] Add --headless switch (no rendering, no audio).
Also remove now unused "--no-window" option, and relative OS getter and
setter.
2021-08-03 17:45:50 +02:00
Hugo Locurcio
9c34db6cb4
Print a warning when the engine is started as root/superuser
This is a security risk (especially when hosting a game server)
and can make audio non-functional on Linux.
2021-07-31 16:23:26 +02:00
Aaron Franke
4ecb6fba80
Use doubles for time everywhere in Timer/SceneTree 2021-07-26 02:00:48 -04:00
Rémi Verschelde
2b1e6e303e
Merge pull request #50786 from reduz/implement-resource-uids
Implement Resource UIDs
2021-07-24 17:18:12 +02:00
reduz
32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
bruvzg
618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
Hugo Locurcio
c9c5eec6f9
Enable single-window mode by default in projects
There are many issues with using multiple windows by default:

- Taking screenshots of a specific window will not capture subwindows.
  This also applies when recording a video using tools such as OBS.
- Subwindows may not behave correctly when fullscreen mode is enabled,
  especially if exclusive fullscreen is implemented in the future
  to decrease input lag on Windows.

"Subwindows" is quite general here, and also refers to dropdown menus
(e.g. those spawned by OptionButton) and Control tooltips.

Therefore, it's safer to embed subwindows by default in projects.
Multi-window mode remains the default in the editor.
2021-07-21 03:55:04 +02:00
reduz
cee905f04f Adds ability to debug stringnames
* References (which include hash tables) can be profiled with --debug-stringnames
2021-07-20 17:31:51 -03:00
reduz
5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Hendrik Brucker
74ab336fe3 Change VSync mode project setting enum type from string to integer 2021-07-12 03:35:51 +02:00
Hendrik Brucker
043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
reduz
6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
reduz
b1d15c51bc Implement native extension system
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
2021-06-25 17:32:45 -03:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Hugo Locurcio
50187eb272
Use the keep stretch aspect by default
This makes Godot avoid distortion when resizing the window to an aspect
ratio that doesn't match the project's base aspect ratio.

Since this setting has no effect when the stretch mode is `disabled`
(the default), this won't impact projects not using the `canvas_items`
or `viewport` stretch modes.
2021-06-19 04:47:19 +02:00
Rémi Verschelde
aa2215e681
Main: Fixup bogus fallback to project manager with more bolognese
WARNING: Hacks everywhere!

The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.

Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).

Fixes #41435.
Fixes #49392.
Fixes #49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
2021-06-16 19:11:08 +02:00
Rémi Verschelde
529bf43134
Merge pull request #49432 from Calinou/tweak-physics-fps-property-hint
Tweak the physics FPS property hint to only allow reasonable values
2021-06-15 15:19:24 +02:00
Rémi Verschelde
1074017f04
Refactor editor paths validation in EditorPaths and EditorSettings
- EditorSettings: Ensure that `create()` makes a valid singleton.
  Fixes #49179, fixes #49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
  EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
  next to other paths.
2021-06-14 19:56:20 +02:00
Rémi Verschelde
ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Aaron Franke
f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Hugo Locurcio
8f4ac7bc4a
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
2021-06-08 19:52:48 +02:00
reduz
0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Hugo Locurcio
660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00
bruvzg
11ccfad1aa
[macOS] Prefer .app bundle icon over the default one. 2021-05-13 09:25:09 +03:00
Hugo Locurcio
cf1e30a2ed
Tweak CanvasItem/material sampling property hints for readability
The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
2021-05-06 03:05:37 +02:00
bruvzg
b56241f22f
ICU: Update to version 69.1, improve ICU data export process. 2021-04-22 16:56:53 +03:00
Rémi Verschelde
200d9a734c
Merge pull request #47701 from vnen/gdscript-test-runner 2021-04-16 10:34:39 +02:00
totlmstr
634ed3e128 Add option modules_enabled_by_default 2021-04-10 14:17:20 -07:00
Hugo Locurcio
157d8e4d36
Improve command line --print-fps display
- Display the frame time in addition to FPS.
  - Frame time is a more objective measurement in comparison to FPS,
    but FPS is more familiar to people less acquainted with profiling.
- Rename "Game" to "Project" for the project FPS printing line.
2021-04-09 14:59:10 +02:00
George Marques
c165814d36
Set up PackedData when setting up tests
Some tests need functions of ProjectSettings that rely on this being
available.
2021-04-08 09:35:06 -03:00
Rémi Verschelde
096ef0dc91
Main: Default --doctool path to '.' if none given 2021-04-06 10:23:50 +02:00
Hugo Locurcio
6c9259ff2f
Fix feature tag casing in the Windows pen tablet project setting name
Feature tags are case-sensitive.
2021-03-22 14:18:48 +01:00
Hugo Locurcio
ff2871f9ac
Tweak the editor splash screen color to better match the default theme
This helps achieve a visually "smoother" transition between the splash
screen and the editor.
2021-03-17 22:57:35 +01:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Johannes
2ac9f37b17
Move cursor shape loading after module loading
fixes #46685
2021-03-05 17:22:06 +01:00
Mateo Kuruk Miccino
89283b7b53 Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts.
ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
2021-02-28 19:36:10 -03:00
Emmanuel Leblond
60d2c1fd47
Remove GDScript bindings for OS.get/set_exit_code, SceneTree.quit(<exit_code>) should be used instead 2021-02-25 18:34:50 +01:00
Rémi Verschelde
88ee248db0
Merge pull request #46307 from RandomShaper/fix_crash_mono_glue
Make glue generation shutdown more graceful
2021-02-22 21:39:01 +01:00
Rémi Verschelde
a0cb81b119
Merge pull request #46313 from goostengine/tests-init-translation-server
Initialize `TranslationServer` in the test environment
2021-02-22 15:46:04 +01:00
Andrii Doroshenko (Xrayez)
c7b91309f2 Initialize TranslationServer in the test environment 2021-02-22 15:16:46 +02:00
Pedro J. Estébanez
23907e6f19 Make glue generation shutdown more graceful 2021-02-22 11:06:33 +01:00
Rémi Verschelde
247b7e2448
Merge pull request #46131 from bruvzg/move_tablet_to_ds
Move tablet driver API from OS to DisplayServer
2021-02-18 20:36:46 +01:00
Eric M
074f53563d Added ability to override built-in actions for the editor
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-18 16:22:50 +01:00
bruvzg
3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Fredia Huya-Kouadio
526b99ee36 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:20:49 -08:00
reduz
8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rémi Verschelde
bb5dcb6892
Main: Load translations and remaps before scene types
This ensures that settings like `gui/theme/custom_font` handle resource
remappings properly, as they load resources in `register_scene_types()`.

Path remaps used to be done before loading scene types in early Godot
versions (as hinted by the "Load Remaps" comment just before "Load Scene
Types") but this was broken when developing new localization features.

Fixes #17640.
2021-02-02 15:17:49 +01:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
George Marques
8a8dbd76b1
Add GDNative JSON generator for the builtin API
Which can be used by language bindings to generate code statically. This
is generated as a different file from the class API because it has
different requirements (the builtin types have constructors and don't
have signals), so bindings can better make use of each JSON file without
extra parsing.

This also cleans up a bit the old API generator, mainly initializing
structs and renaming "instanciable" to the more correct "instantiable".

The argument description in help text was updated to better reflect how
it should be used. The <path> argument is mandatory.
2021-01-29 11:40:37 -03:00
Pedro J. Estébanez
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz
6fe342478b Several GI related optimizations and fixes
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
2021-01-24 19:29:07 -03:00
Pedro J. Estébanez
8ed259b792 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Marcel Admiraal
2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Hugo Locurcio
5cd37de125
Fix warning spam when using --help or --version command line argument
When a project setting is not found, a warning message is printed.
This moves the default value declaration so it can be found when
the `--help` or `--version` command line arguments are used.
2020-12-29 22:52:16 +01:00
Marcel Admiraal
d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
Hugo Locurcio
341b9cf15a
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.
2020-12-15 16:40:52 +01:00
reduz
e93b2242c2 Reorganize rendering server.
-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
2020-12-03 19:01:01 -03:00
Thakee Nathees
42bfa16996 Refactor DocData into core and editor (DocTools) parts 2020-12-02 00:48:39 +05:30
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
bruvzg
493da99269
[Complex Text Layouts] Implement TextServer interface. Implement Fallback TextServer. 2020-11-26 13:55:26 +02:00
Rémi Verschelde
2ca1c17a5c
Merge pull request #43661 from EricEzaM/PR/INP2-rename_load_from_globals
load_from_globals() -> load_from_project_settings()
2020-11-19 07:40:21 +01:00
Eric M
e5376fb129 load_from_globals() -> load_from_project_settings() 2020-11-19 09:21:21 +10:00
Jordan Schidlowsky
e9527d0353 allow vulkan validation layers in release builds if explicity asked for 2020-11-18 14:07:28 -06:00
Fabio Alessandrelli
032a1c5dc3 Fix CLI export when export_path is in preset.
Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
2020-11-17 18:26:03 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde
d7176e9040
Merge pull request #42167 from madmiraal/fix-42108
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:32:48 +01:00
Rémi Verschelde
5d89b1ad43
Merge pull request #43369 from Calinou/allow-svg-project-icon
Allow using SVG images as project icon
2020-11-10 09:37:18 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Hugo Locurcio
0f9432f060
Allow using SVG images as project icon
Since exporters will save their own icon, the target platforms
don't have to support SVG to display the icon correctly.

This closes #23068.
2020-11-06 23:09:44 +01:00
reduz
f2397809a8 Refactored Variant Operators.
-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06 12:45:50 -03:00
reduz
0e6664539d Refactor pixel snapping.
-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful

Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
2020-10-30 08:57:32 -03:00
Rémi Verschelde
2eaedcf14e
Merge pull request #42361 from akien-mga/vulkan-layers-opt-in
Vulkan: Make validation layers optional
2020-10-28 21:43:22 +01:00
Rémi Verschelde
4960894880
Update AUTHORS and DONORS list
New corporate sponsors:
  Spiffcode (Platinum)
  ASIFA-Hollywood (Silver)
  Zenva Academy (Silver)

Thanks to all contributors and donors for making Godot possible!
2020-10-28 14:06:22 +01:00
Rémi Verschelde
54e6338c9b
Vulkan: Make validation layers optional
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.

When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.

Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).

Also moved VulkanContext member initializations to header.

Fixes #37102.
2020-10-27 16:19:15 +01:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Sergey Minakov
1d9b6b01db iOS: move touch delay to settings 2020-10-01 12:36:11 +03:00
Rémi Verschelde
819c3524a5
OS: Remove unused get_splash_tick_msec
It was added in 3e20391bf6 but it doesn't seem
particularly useful, and it was only implemented for the custom splash branch
and not the default one, so it could return an uninitialized int.
2020-09-24 15:40:30 +02:00
Fabio Alessandrelli
f3c6ac1d71 Ignore thread models when compiling with NO_THREAD
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).

This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
2020-09-23 11:24:01 +02:00
Marcel Admiraal
41209efa7f Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:43:31 +01:00
Rémi Verschelde
92d1964d1a
Donors: Add Gamblify, remove Interblock from splash screen 2020-09-16 16:10:35 +02:00
Marcel Admiraal
e3d698dae9 Remove unused Python imports. 2020-09-10 11:38:52 +01:00
Rémi Verschelde
a77106bf7e
Merge pull request #41332 from bruvzg/win_subsys_option
Revert #41164, add subsystem build option.
2020-09-03 11:52:29 +02:00
Rémi Verschelde
358e209fa0
Merge pull request #41190 from Xrayez/main-loop-type-class
Accept global classes  for `MainLoop` type in project settings
2020-09-02 11:52:56 +02:00
Marcel Admiraal
5f092cf7bb Fix new black style check failures in various files. 2020-08-21 16:51:30 +01:00
bruvzg
03ffd6451a
Revert "[Windows] Attach to parent console instead of creating new one."
This reverts commit 4f7a49db53.
2020-08-17 19:05:48 +03:00
Andrii Doroshenko (Xrayez)
6f426c3360 Port ClassDB tests to use doctest
Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).

Display and rendering servers/singletons are not initialized at all.

Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
  `register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).

Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.

ClassDB tests:

Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-08-16 16:41:02 +03:00
bruvzg
9d1cf0b6af
Fix "on top" incorrectly set on init (all platforms).
Fix "on top" reseting on window update. (macOS).
2020-08-15 17:53:18 +03:00
Rémi Verschelde
33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
Andrii Doroshenko (Xrayez)
871b1d76d2 Accept global classes for MainLoop type in project settings
`application/run/main_loop_type` setting can handle custom global
classes (`class_name`).  For instance: `MySceneTree`.

The setting's default is changed from empty to `SceneTree` as to give
some hint of what kind of input is accepted for the main loop type.
2020-08-11 20:20:30 +03:00
Rémi Verschelde
0e751ea7c3
Merge pull request #41164 from bruvzg/win_attach_console
[Windows] Attach to parent console instead of creating new one.
2020-08-11 12:58:12 +02:00
bruvzg
4f7a49db53
[Windows] Attach to parent console instead of creating new one. 2020-08-11 13:02:50 +03:00
Andrii Doroshenko (Xrayez)
6a495f4d04 Properly detect --test command-line argument
Do not prematurely parse anything which beings with `--test`
to run doctest. This allows other commands to be run, such as
`--test-gdscript` or other custom arguments.
2020-08-08 21:54:23 +03:00
Andrii Doroshenko (Xrayez)
63720648e8 Cleanup obsolete tests from displaying in help 2020-07-29 15:07:16 +03:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Andrii Doroshenko (Xrayez)
d86de6c98e SCons: Refactor running commands through builders
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.

Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
2020-07-28 00:09:21 +03:00
Rémi Verschelde
a3a980eb0d SCons: Build tests/ and main/ in cloned environments
Allows switching `tests=yes`/`no` and rebuilding only tests and main,
instead of the whole engine.

Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
2020-07-26 16:03:11 +02:00
Andrii Doroshenko (Xrayez)
9f649efe5d Move tests to the top-level directory 2020-07-26 00:06:07 +03:00
Rémi Verschelde
6f292f906e
Merge pull request #38900 from bruvzg/docs_ignore_os_spec_def_vals
Docs: Ignore OS specific values (constants, project settings, properties)
2020-07-25 18:54:25 +02:00
Andrii Doroshenko (Xrayez)
f6465f46b4 SCons: Add tests option to enable or disable unit tests 2020-07-25 18:44:18 +03:00
Gordon MacPherson
a55b10a053 fix crash on shutdown 2020-07-24 14:48:14 +01:00
Gordon MacPherson
2bdbdc4702 Fix arguments always being found and returned some items back to normal 2020-07-24 14:16:02 +01:00
RevoluPowered
579342810f t Add unit testing to Godot using DocTest and added to GitHub Actions CI
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.

Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.

This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
2020-07-24 13:05:33 +01:00
George Marques
5d6e853806
New GDScript tokenizer and parser
Sometimes to fix something you have to break it first.

This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.

Don't worry: other huge commits will come after this.
2020-07-20 11:38:39 -03:00
bruvzg
0181c3dde1
Docs: Ignore OS specific values (constants, project settings, properties). 2020-07-15 12:24:59 +03:00
Hugo Locurcio
b89dc6ae00 Disable file logging for the project manager
Due to `user://` returning the current working directory when no
project is open, this caused logs to be written to `$HOME`
most of the time.

This closes #40305.
2020-07-14 12:42:51 +02:00
Rémi Verschelde
28e8347d6c
Merge pull request #40354 from bruvzg/add_vulkan_init_message
Display error popup instead of crashing if Vulkan init failed.
2020-07-14 09:03:25 +02:00
Aaron Franke
9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
bruvzg
996910b627
Add error messages if Vulkan init failed, prevent Vulkan context freeing uninitialized device and instance. 2020-07-13 19:24:21 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Rémi Verschelde
aeccd1e287
Merge pull request #40121 from Calinou/enable-file-logging
Enable file logging by default on desktops to help with troubleshooting
2020-07-10 11:02:57 +02:00
PouleyKetchoupp
b2d27214aa Keep debug & verbose options after loading project from project manager 2020-07-09 09:51:32 +02:00
Hugo Locurcio
20af28ec06
Enable file logging by default on desktops to help with troubleshooting
- Use the `.log` file extension (recognized on Windows out of the box)
  to better hint that generated files are logs. Some editors provide
  dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
  the date from the time in log filenames. This makes the filename
  easier to read.
- Keep only 5 log files by default to decrease disk usage in case
  messages are spammed.
2020-07-08 18:57:25 +02:00
George Marques
9654365547
Add a map of autoloads to ProjectSettings
So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
2020-07-06 12:35:51 -03:00
Aaron Franke
5c21732da1
Fix string test code for MinGW 2020-07-05 04:57:21 -04:00
Rémi Verschelde
c020eea184
Merge pull request #40092 from hinlopen/remove-find-last
Remove String::find_last (same as rfind)
2020-07-04 01:38:01 +02:00
Stijn Hinlopen
929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Juan Linietsky
ac7e9479ce Fix content scale mode, closes #37941 2020-07-02 17:16:13 -03:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
Rémi Verschelde
58be2887f7
Merge pull request #36885 from Xrayez/doctool-err-msg
Fix doctool misleading error message
2020-07-01 15:10:09 +02:00
Fabio Alessandrelli
1b6e3458b2 Move frame delaying functions from Main to OS.
Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.
2020-06-30 19:39:09 +02:00
simpu
bfadb882b1 Added Custom Performance Monitor and feature to read intermediate values of Monitor
Custom monitors can be added/removed/checked using `Performance.add_custom_monitor`/`Performance.remove_custom_monitor`/`Performance.has_custom_monitor`

The value can be viewed in the `Monitor` tab of Debugger.

Text before `/` is used to categorize the custom monitor.

`EditorPerformanceProfiler` class is created to separate logic from `ScriptEditorDebugger`

User can click on the graph of monitors to read the value at that point.

Graph includes intermediate base lines.
2020-06-29 17:20:29 +05:30
Rémi Verschelde
23f7f86914 Style: Fix copyright headers 2020-06-25 16:33:44 +02:00
Rémi Verschelde
4dede9e644
Merge pull request #36052 from Calinou/improve-low-processor-sleep
Improve the low processor mode sleep precision
2020-06-24 23:14:05 +02:00
Rémi Verschelde
6480efba45 Main::cleanup: Move MessageQueue deletion further down where it's safer
Partial revert of #15702 which triggered the issue.

Fixes #39786.
2020-06-24 16:58:18 +02:00
Rémi Verschelde
2b6bbf8dce Mono: Always define options in main.cpp to keep them in docs
Otherwise generating docs with non-Mono builds removes them,
which is not so convenient for the documentation work.
2020-06-18 12:06:24 +02:00
Rémi Verschelde
93d79023ad
Merge pull request #39541 from Ev1lbl0w/feature/disable-rendering
Expose disable_render_loop property to GDScript
2020-06-16 20:48:41 +02:00
Ev1lbl0w
03879a564a
Expose disable_render_loop property to GDScript 2020-06-16 15:43:44 +01:00
Hugo Locurcio
a9c60007a9 Add a suffix to the window title when running from a debug build
Since projects started from the editor or exported in debug mode
run slower than those exported in release mode, this should be
clearly presented to the user.

This partially addresses #20219.
2020-06-16 11:39:37 +02:00
Rémi Verschelde
6f938c761e
Merge pull request #39483 from AndreaCatania/euler
Added more euler rotation orders support.
2020-06-15 20:38:11 +02:00
Hugo Locurcio
1c28b269d8
Improve the low processor mode sleep precision
The Low Processor Usage Mode Sleep Usec setting is now used as a
FPS limiter rather than a constant sleep duration.

This will increase CPU/GPU usage slightly due to the higher
effective FPS, but the increase in overall smoothness is worth it.

If both Force Fps and Low Processor Usage Mode settings are enabled
in the project settings, only the setting that causes the highest
sleep duration will be retained.

This closes #11030.
2020-06-15 19:30:39 +02:00
Rémi Verschelde
de9d43ae0f Main: Ensure existing of user data dir in setup()
When it was in `setup2()`, it would arrive too late for the optional file
logging feature.

Fixes #32488.
2020-06-15 14:33:39 +02:00
Andrea Catania
2331300989 - Added more euler rotation orders support.
- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.

This work has been kindly sponsored by IMVU.
2020-06-12 20:03:27 +02:00
Aaron Franke
bb8aa107fd
Remove 32-bit String to_int method 2020-06-03 00:03:34 -04:00
Rémi Verschelde
1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde
f8005cb699
Merge pull request #28289 from aaronfranke/grid
Dynamic infinite 3D grid
2020-05-26 13:39:53 +02:00
Andrii Doroshenko (Xrayez)
a96f0e98d7 Add custom_modules build option to compile external user modules
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.

```
scons platform=x11 tools=yes custom_modules="../project/modules"
```

Features:

- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.

Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.

Also fixed doctool bug mixing absolute and relative paths respectively.

Implementation details:

- `env.module_list` is a dictionary now, which holds both module name as
  key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
  second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
  split into `detect_modules` which collects a list of available modules
  and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
  or absolute paths respectively. `custom_modules` scons converter
  ensures that the path is absolute even if relative path is supplied,
  including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
  that there's no need to change include paths in cases where custom
  modules are included as dependencies in other modules.
2020-05-25 15:33:32 +03:00
Rémi Verschelde
a55a97119b
Merge pull request #38887 from AndreaCatania/oahash_imp
OAHashMap crash fix and copy feature.
2020-05-25 11:55:06 +02:00