Commit graph

794 commits

Author SHA1 Message Date
Rémi Verschelde
9047e760d1
Merge pull request #46451 from hilfazer/click_mesh_instance_crash
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 20:59:19 +01:00
hilfazer
84a9efcebc Prevent crash when clicking Mesh in MeshInstance when is scene root 2021-02-26 18:58:05 +01:00
Meriipu
6f77f1bb3e If the mouse is held on notification_wm_mouse_exit, do not drop focus
This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.

The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.

This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.

Closes bug #39634

(cherry picked from commit 44657db3e2)
2021-02-26 15:22:08 +01:00
Emmanuel Leblond
94fe2dd31e
Fix Godot returned status code on unexpected error 2021-02-25 18:39:29 +01:00
PouleyKetchoupp
d94cd42ccd Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:48:33 -07:00
Hugo Locurcio
2735a5498e Improve the get_node() error message to be more descriptive
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.

See #46214.

(cherry picked from commit e6abdc943d)
2021-02-22 14:16:42 +01:00
hilfazer
c76e832b1c Support for duplication of nested instanced scenes 2021-02-21 18:34:52 +01:00
Hugo Locurcio
aacaad5066
Draw an outline for 2D debug collision shapes
This makes them easier to distinguish, especially when used
in a TileMap.

The default color's opacity has been slightly decreased to account
for the new outline.
2021-02-21 17:55:54 +01:00
hilfazer
28fa0f5d13 Prevent selecting hidden nodes in Canvas Item Editor 2021-02-20 20:30:16 +01:00
Hein-Pieter van Braam
220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Pedro J. Estébanez
4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
Pedro J. Estébanez
6d89f675b1 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)
2021-02-18 11:58:08 +01:00
kobewi
637117c8d1 [3.2] Add node copy-paste 2021-02-13 14:27:36 +01:00
PouleyKetchoupp
5e978d1df5
Fix contact points debug for 3D Physics
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.

Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.

(cherry picked from commit e5e9be8355)
2021-02-11 13:12:06 +01:00
Pedro J. Estébanez
745c711289 Implement pause-aware picking
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.

When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-08 20:48:13 +01:00
Rémi Verschelde
bc47a8ae00
Merge pull request #39533 from hilfazer/editable-children-bugfixes
Fix Editable Children issues with node renaming, moving, duplicating and instancing.
2021-01-18 12:31:12 +01:00
Rémi Verschelde
49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
08ecc9e5c4
Tooltips: Fix unassigned strip_edges() call on text
Fixes #43940, was a regression from #43280.

(cherry picked from commit a4af94068a)
2021-01-05 21:33:33 +01:00
Andrii Doroshenko (Xrayez)
e95e934d88
Do not start Timer upon manual switching of internal process
Prevents `Timer` to prematurely start and timeout immediately if internal
processing is enabled manually with `Timer.set_process_internal(true)` or
`Timer.set_physics_process_internal(true)`.

Even if the internal processing is enabled manually, the user still has to
actually start the timer with `start()` method explicitly.

(cherry picked from commit afcb6f38db)
2020-11-26 09:38:45 +01:00
Hugo Locurcio
3a46e01af3
Remove property groups for Pause Mode and Script
Each of those only grouped 1 property, making them useless.

This closes https://github.com/godotengine/godot-proposals/issues/1840.

(cherry picked from commit 5770e08c2a)
2020-11-17 12:07:02 +01:00
Rémi Verschelde
05143ca39a
Tooltips: Improve code clarity and docs
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.

Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.

Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.

Fixes #39677.

(cherry picked from commit c5d8dafec4)
2020-11-11 15:30:56 +01:00
Meriipu
969e60f6b2
Make the currently hovered control get updated on mouse-release
Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.

This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.

(cherry picked from commit e8804b9978)
2020-11-11 15:12:01 +01:00
lawnjelly
fed764b342 Fix editor constant redraw from fxaa and debanding.
Every NOTIFICATION_PROCESS the spatial_editor_plugin.cpp is calling set_use_fxaa which is causing a redraw_request(). Same with debanding.

These can be fixed be checking for noop state changes.
2020-11-02 10:13:18 +00:00
Rémi Verschelde
c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
Hugo Locurcio
3499799cb3
Improve the font oversampling warning messages to be more descriptive 2020-10-27 12:27:41 +01:00
hilfazer
6dbc08668b Move Editable Children information from scene's root to instanced nodes 2020-10-26 11:55:47 +01:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Hugo Locurcio
ad4e80f2fa
Recommend restarting after changing the reflection atlas size or HDR
This closes #42687.
2020-10-10 17:04:00 +02:00
Rémi Verschelde
e40b4eeeea
Merge pull request #37226 from arrowinaknee/fix-node-config-warnings
[3.2] Update get_configuration_warning() overrides to retrieve warnings from parent class
2020-10-01 14:04:26 +02:00
Tomasz Chabora
7ce476c425 Expose NOTIFICATION_POST_ENTER_TREE
(cherry picked from commit 677796a2c3)
2020-08-14 00:32:05 +02:00
Tomasz Chabora
cd01cda143 Fix ultra long node names
(cherry picked from commit d3f2062d86)
2020-07-28 00:43:37 +02:00
ArrowInAKnee
e48430b1d4 Make all get_configuration_warning() overrides retrieve warnings from parent 2020-07-13 01:50:02 +03:00
Andrés Botero
6b05f8f602 Fix parent check for add_child_below_node 2020-07-11 15:57:17 -05:00
Maganty Rushyendra
0df5d74e6e Fix signal duplication bug when duplicating node with instanced children
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
2020-06-11 09:37:47 +08:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
lawnjelly
b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
Rasmus Vermeulen
5c64458d9e Add size warning to Viewport Node
(cherry picked from commits 855f4dc193
and 760095e28d)
2020-03-25 11:38:53 +01:00
Rémi Verschelde
6472e09a85 SceneTree: Abort change_scene if we're quitting
Otherwise we can have a segmentation fault if we try to call
`add_child` on an already freed node.

Fixes #35323.
2020-01-19 22:08:40 +01:00
Rémi Verschelde
eb89254690 Fix crash when confirming dialogs with Return key
Regression from #34040, apparently making this a const reference
introduces issues (not sure why, but previous code worked fine).

Fixes #34691.

Co-authored-by: dankan1890 <mewuidev2@gmail.com>
2020-01-17 12:47:23 +01:00
Tomasz Chabora
bbc36dbc67 Don't show conf warning if script is not tool 2020-01-07 21:28:16 +01:00
Rémi Verschelde
ce75a2f33d
Merge pull request #33987 from nekomatata/own-world-environment
Viewport environment is updated properly when set to own world
2020-01-06 15:26:52 +01:00
Hugo Locurcio
cc626acf45
Add a shorthand for setting the exit code using SceneTree::quit()
This reduces the amount of code required to exit a process with a
non-zero exit code. This pattern is also found in most other
programming languages.
2020-01-03 11:41:46 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio
f1052aa893
Improve the Timer wait time property hint
- Make it possible to enter more precise values (up to 3 decimals).
- Make it possible to enter values above 4096.
2019-12-28 22:36:59 +01:00
Rémi Verschelde
3d6f991a17 Revert "Allow tab key to be used for shortcuts"
This reverts commit cafb888361.

Fixes #34405.
Reopens #8799, #24064.
2019-12-18 08:30:39 +01:00
Tomasz Chabora
77a8657633 Scroll ScrollContainer to focused children 2019-12-11 14:29:36 +01:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
PouleyKetchoupp
dc13750189 Viewport environment is updated properly when set to own world
When own_world property is set, the viewport stores a unique resource for the world. With this change it keeps being updated from changes made to the world property instead of storing a default empty world with environment settings that can't be modified.

Fixes #23412
2019-11-29 11:50:10 +01:00
x2f
f085110b20 Added more details in Timer.start() error message. 2019-11-27 14:11:15 -05:00
Rémi Verschelde
967cc2c014
Merge pull request #33862 from Faless/net/http_request_chunk_size
Add download_chunk_size property to HTTPRequest.
2019-11-25 14:29:59 +01:00
Fabio Alessandrelli
ed19b4076e Add download_chunk_size property to HTTPRequest.
This allows setting the `read_chunk_size` of the internal HTTPClient.
This is important to reduce the allocation overhead and number of file
writes when downloading large files, allowing for better download speed.
2019-11-24 19:32:20 +01:00
Martin Capitanio
a7df198c94 Setting the node process priority should not trigger an error
Fixes #33749
This function can be called outside the scene tree.
2019-11-21 18:08:52 +01:00
volzhs
cdae65c4a6 Rename External MSAA to AndroidVR MSAA on Viewport property
following up f392c4ea7a
2019-11-20 03:02:11 +09:00
Rémi Verschelde
cc025fc8e7
Merge pull request #33663 from Calinou/add-node-get-process-priority
Implement `Node::get_process_priority()` and its associated property
2019-11-17 21:43:28 +01:00
Hugo Locurcio
ae76c62601
Implement Node::get_process_priority() and its associated property
This closes #33660.
2019-11-17 17:48:50 +01:00
Holger Dammertz
1b9c2ec92e Rename External MSAA to AndroidVR MSAA
A new external MSAA setting was introduced in https://github.com/godotengine/godot/pull/33518
that fixed issues on GLES2 and Oculus Mobile VR. To avoid misunderstanding it was suggested
by @BastiaanOlij and discussed on discord to rename it to AndroidVR.
2019-11-16 15:36:43 +01:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
Rémi Verschelde
8ffc56c3ca
Merge pull request #29579 from mrcdk/fix_29575
Drop the physics mouseover whenever a input has been handled.
2019-11-11 09:37:27 +01:00
Rémi Verschelde
621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Rémi Verschelde
2d3fcd0ff0
Merge pull request #30721 from NilsIrl/tab_key
Allow tab key to be used for shortcuts
2019-11-07 18:32:54 +01:00
Erik
8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
PouleyKetchoupp
e3d4b96ba7 Fixed crashes when renaming a state in AnimationNodeStateMachineEditor
Recursive calls to Control::_modal_stack_remove could cause a crash because of the list element not being invalidated while being erased from the list.

It happens in the state machine case by hiding a line edit control when it loses focus.

Fixes #23808
2019-10-22 16:28:11 +02:00
Rémi Verschelde
2906cef290
Merge pull request #32922 from nekomatata/fix-scene-timer-yield-leak
Fixed leak on exit when using yield with SceneTreeTimer
2019-10-22 14:17:58 +02:00
Rémi Verschelde
3aa5b54330
Merge pull request #32889 from nekomatata/node-update-config-warning
Expose Node::update_configuration_warning() to scripts
2019-10-22 12:42:09 +02:00
PouleyKetchoupp
1a9801f700 Fixed leak on exit when using yield with SceneTreeTimer
Use case:
yield(get_tree().create_timer(2), "timeout")

Some resources were never released because the SceneTreeTimer was keeping a reference to GDScriptFunctionState in its signal connections, while GDScriptFunctionState was holding a reference to the SceneTreeTimer object. Cleaning all signal connections on game exit fixes the issue.

Fixes #29946
2019-10-19 18:45:17 +02:00
PouleyKetchoupp
139c0a4afe Expose Node::update_configuration_warning() to scripts
This method can be used to generate custom node warnings by script.

Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.
2019-10-17 12:20:35 +02:00
qarmin
616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
Michael Alexsander
82863b32de Make tooltips have the same scale as their Controls 2019-10-05 02:04:40 -03:00
Rémi Verschelde
7e3dcf54ea
Merge pull request #30919 from nekomatata/timer-update-transform-fix
Fix GPU particle transform delay when created on SceneTree timer timeout
2019-10-01 06:54:09 +02:00
Nils ANDRÉ-CHANG
0024dd7bb5 Merge branch 'master' into tab_key 2019-09-26 20:36:12 +01:00
Rémi Verschelde
351c45a461
Merge pull request #32047 from codecustard/fix_scrollwheel_triggering_focus_change
Fix scrollwheel triggering focus change
2019-09-25 15:23:47 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
fhuya
a7712cc9e4 Add new events and accompanying logic to notify when the app is paused and resumed on Android devices. 2019-09-19 13:29:49 -07:00
Emmanuel Barroga
b8007b3947 Fix scrollwheel triggering focus change
Clicking or using the scrollwheel outside of the focused control triggers a focus change. This makes sense for mouse clicks, but scrollwheeling outside the focuses control does not. This PR ignores scrollwheeling outside of the focused control.
2019-09-08 18:13:44 -07:00
Fabio Alessandrelli
768d637a1b
Merge pull request #31870 from JFonS/add_network_profiler
Add network profiler
2019-09-05 16:34:36 +02:00
jfons
8244f535cd Add network profiler 2019-09-05 09:48:36 +02:00
Rémi Verschelde
750f8d4926
Merge pull request #31844 from 2shady4u/TweenInSceneTree
Timer and Tween check if they are in SceneTree when starting
2019-09-03 18:35:20 +02:00
shaderbeast
5e337b31eb Added is_inside_tree() check in both Timer and Tween
Tween now throws error and doesnt even execute.
2019-09-03 13:26:41 +02:00
Rémi Verschelde
4dfea5fc9c
Merge pull request #31389 from Calinou/add-node-comments
Add an `editor_description` property to Node for documentation purposes
2019-09-03 12:55:22 +02:00
Rémi Verschelde
a1fe20a57e
Merge pull request #31880 from nekomatata/joystick-ui-navigation
Fixed UI navigation using joy axis inputs
2019-09-03 12:02:18 +02:00
Tomasz Chabora
892318f5c7 Add autocomplete support for change_scene() 2019-09-02 19:07:02 +02:00
PouleyKetchoupp
01c9ad1cdf Fixed UI navigation using joy axis inputs
Fixes #31879
2019-09-02 04:36:58 +02:00
merumelu
5c7c7dbcb5 HTTPRequest: include faulty URLs in error texts 2019-08-31 16:57:46 +02:00
bruvzg
db6d4352ea
[macOS] Add methods to modify global and dock menus. Add ability to open multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu. 2019-08-26 16:45:49 +03:00
Hugo Locurcio
9eb10f1e4a
Add an editor_description property to Node for documentation purposes
It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.

This closes #2082.
2019-08-23 15:53:07 +02:00
Hugo Locurcio
c62302a432
Improve the scene tree signals/groups tooltip
The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
2019-08-17 14:20:16 +02:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Tomasz Chabora
af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
Rémi Verschelde
4d7439adaa
Merge pull request #31185 from mitchcurtis/get_path
Improve error message in Node::get_path()
2019-08-08 14:05:49 +02:00
Rémi Verschelde
f0ad034a1d
Merge pull request #31182 from mitchcurtis/remove_child
Improve error message in Node::remove_child()
2019-08-08 11:20:50 +02:00
Mitch Curtis
ae4a382dd2 Improve error message in Node::remove_child() 2019-08-08 09:38:32 +02:00
Mitch Curtis
c332eab864 Improve error message in Node::get_path() 2019-08-07 21:16:54 +02:00
Rémi Verschelde
05d58a4e6a
Merge pull request #31122 from Muller-Castro/enhancement
Unnecessary reassignments
2019-08-07 15:23:38 +02:00
Rémi Verschelde
ba541bceca
Merge pull request #31077 from qarmin/coverity_bugs
Change some code proposed by Coverity and Cppcheck
2019-08-07 13:49:33 +02:00
qarmin
e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
Muller-Castro
ffacd0a148 Removed unnecessary reassigns
Those assignments are duplicated since add_to_group() or remove_from_group() aren't changing the state of those members.
2019-08-06 17:40:47 -03:00
merumelu
dcd551bf78 Remove Editor dependency from SceneTree 2019-08-05 19:46:23 +02:00