Commit graph

187 commits

Author SHA1 Message Date
Andrea Catania
9c60502357 Exposed physics frame count and idle frame count 2020-01-13 17:53:10 +01:00
Rémi Verschelde
8454804972
Merge pull request #33967 from Calinou/add-os-is-window-focused
Add an `OS.is_window_focused()` getter
2020-01-06 11:39:18 +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
TerminalJack
e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
Hugo Locurcio
21a3923410
Add an OS.is_window_focused() getter
This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.

This partially addresses #33928.
2019-11-28 16:42:51 +01:00
Hugo Locurcio
e6d53ba75f
Expose the OS.low_processor_usage_mode_sleep_usec property
This makes it possible to change it at runtime in projects.
2019-11-08 18:53:25 +01:00
Cagdas
0088385556 Add request permission automatically at android 2019-10-22 22:52:13 +03:00
Andrii Doroshenko (Xrayez)
08272585e9 Remove redundant transform method in Geometry singleton
Transform2D's xform method can be used instead which handles
`PoolVector2Array` now (as well as 3D version).
2019-09-01 14:34:51 +03:00
Michael Alexsander Silva Dias
6cc54a5864 Add 'is_point_in_circle()' to Geometry class, and general file cleanup 2019-08-27 18:01:05 -03:00
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
lawnjelly
bf6c301b9c Add access to interpolation fraction for fixed timestep interpolation
Addresses #30068

This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.

The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
2019-07-11 08:25:26 +01:00
Rémi Verschelde
850a54a2a5 Fix uninitialized variables in Line2D, JSONParseResult and TileMap 2019-06-30 13:58:07 +02:00
Andrii Doroshenko (Xrayez)
6f2233d13a Bind is_point_in_polygon in Geometry singleton 2019-06-27 00:20:22 +03:00
JohnJLight
38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
bruvzg
b924fb97d6
Add ability to limit maximum/minimum window size. 2019-06-15 09:49:11 +03:00
Rémi Verschelde
06633a8074
Merge pull request #26462 from SubSage/master
Fixes OS.execute; stderr was silenced; adds missing quote from exe args (windows)
2019-05-28 14:26:57 +02:00
Rémi Verschelde
e8fbb28e20
Merge pull request #29119 from bruvzg/native_icon_support
Add native window/taskbar icon support for Windows and macOS.
2019-05-27 12:09:42 +02:00
bruvzg
2b9ed68d6a
Add native window/taskbar icon support for Windows and macOS.
Co-authored-by: Markus Törnqvist <mjt@nysv.org>
2019-05-24 14:23:57 +03:00
Andrii Doroshenko (Xrayez)
24e9a881c0 Expose 2D Delaunay triangulation in Geometry singleton
Can be used via scripting as `Geometry.triangulate_delaunay_2d(points)`

The interface is the same as in `Triangulate` library, returning indices
into triangulated points.
2019-05-24 13:10:13 +03:00
Andrii Doroshenko (Xrayez)
883ef8570a Expose 2D polygon boolean operations in Geometry singleton
Clipper 6.4.2 is used internally to perform polypaths clipping, as well
as inflating/deflating polypaths. The following methods were added:

```
Geometry.merge_polygons_2d(poly_a, poly_b) # union
Geometry.clip_polygons_2d(poly_a, poly_b) # difference
Geometry.intersect_polygons_2d(poly_a, poly_b) # intersection
Geometry.exclude_polygons_2d(poly_a, poly_b) # xor

Geometry.clip_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.intersect_polyline_with_polygon_2d(poly_a, poly_b)

Geometry.offset_polygon_2d(polygon, delta) # inflate/deflate
Geometry.offset_polyline_2d(polyline, delta) # returns polygons

// This one helps to implement CSG-like behaviour:
Geometry.transform_points_2d(points, transform)
```

All the methods return an array of polygons/polylines. The resulting
polygons could possibly be holes which could be checked with
`Geometry.is_polygon_clockwise()` which was exposed to scripting as well.
2019-05-22 17:12:39 +03:00
Ignacio Etcheverry
ebe2f4ea09 core_bind: Use the appropriate enum instead of int 2019-04-07 18:52:39 +02:00
Fabio Alessandrelli
393e62b98a Add object encoding param to serialization methods
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.

Break ABI compatibaility (API compatibility for GDNative).
2019-04-01 15:53:19 +02:00
DESKTOP-3H3MR3A\eloisa
b22cf46fdb Request Android record permission when needed 2019-03-08 12:38:36 -03:00
Luis Martinez
9e465c9fd0 Fixes stderr silence; adds missing quote from exe args(windows)
8d117b214f/core/bind/core_bind.cpp (L452)
This function calls the bottom function

8d117b214f/drivers/unix/os_unix.cpp (L312)

OS.execute doesn't send out a value to stderr, so stderr defaults to
false, which will invoke this bottom line and always silence stderr.

8d117b214f/drivers/unix/os_unix.cpp (L315)

Some programs, such as FFmpeg, will print out to stderr with valuable
and vital information. This fixes stderr always being silenced, user can
now opt to have it be read as normal.
2019-03-05 17:07:00 -06:00
Rémi Verschelde
7a79eee523 Expose OS::get_current_video_driver to scripting languages 2019-02-16 14:41:07 +01:00
Pedro J. Estébanez
496d8f19fc Let memory stat functions return uint64_t 2019-01-30 19:07:46 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
volzhs
84d060c768 Added OS.get_system_time_msecs() 2018-12-20 18:50:50 +09:00
bruvzg
4554c682e6
Changes IME input to use notification instead of callback, exposes IME methods to gdscript/gdnative. 2018-11-23 14:07:48 +02:00
Kanabenki
48166a9f3c Add store_csv_line method for File 2018-11-16 11:09:05 +01:00
Marcelo Fernandez
4de0cbba15 Expose OS::move_window_to_foreground 2018-11-07 11:51:15 -03:00
Andrii Doroshenko (Xrayez)
31f6fad90e Bind missing subresource flag in ResourceSaver 2018-10-18 17:58:44 +03:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Juan Linietsky
c6b340ea98
Merge pull request #20712 from marcelofg55/midi_open_close
Add OS::open_midi_inputs and OS::close_midi_inputs
2018-08-24 12:17:14 -03:00
RaphaelHunter
43825dce47 fix #20390 :get_unix_time_from_datetime and get_date_time_from_unix_time can handle time before year 1970 now 2018-08-13 15:37:27 +08:00
Rémi Verschelde
d29ea4337f Fix ResourceLoader::exists() false negative and readd deprecated has() 2018-08-12 12:44:38 +02:00
Juan Linietsky
852378109f Added function ResourceLoader.exists(), to check if a resource exists. Closes #19140 2018-08-10 15:57:43 -03:00
Juan Linietsky
ea3d997f9d
Revert "added get_creation_time function for gdscript" 2018-08-10 13:29:49 -03:00
Juan Linietsky
275e0d5ee4
Merge pull request #18914 from notwarp/master
added get_creation_time function for gdscript
2018-08-10 13:28:47 -03:00
Marcelo Fernandez
05fc12ddb6 Add OS::open_midi_inputs and OS::close_midi_inputs 2018-08-04 10:07:46 -03:00
Marcelo Fernandez
7a5f9fc08e Added a new MIDIDriver class 2018-07-21 09:09:42 -03:00
Marc Gilleron
4705dc4f00 Expose OS.get_ticks_usec() 2018-06-18 21:03:55 +02:00
Saracen
c5bdb5b1d8 IME context detection. 2018-06-11 17:22:11 +01:00
Ibrahn Sahir
1433c2cbbb GDScript access to copyright, license, author and donor information.
Adds following functions to the Engine singleton:
get_author_info - names of Godot authors
get_copyright_info - detailed source copyright get_license_info
get_donor_info - donor names
get_license_info - full text of licenses used, indexed by license names
get_license_text - the text of the Godot Expat license
2018-05-19 00:40:16 +01:00
Daniele Giuliani
d315b0fb8a added get_creation_time function for gdscript 2018-05-16 00:50:57 +02:00
Hein-Pieter van Braam
e668757aa9
Merge pull request #14622 from bruvzg/non-rectangular-windows
Experimental support for windows with per-pixel transparency.
2018-05-08 16:44:35 +02:00
Juan Linietsky
633bbdb231
Merge pull request #17353 from zmanuel/timer_hysteresis_multiframe_pr1
Use hysteresis for smoother physics update frequency
2018-05-07 19:27:32 -03:00
Juan Linietsky
69a96ff4a6
Merge pull request #15943 from poke1024/geometry-line-line
Add Geometry::line_intersects_line_2d()
2018-05-07 17:54:33 -03:00
Ruslan Mustakov
1d9a3a9b1c iPhone X support and iOS-related fixes
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes #17358. Fixes #17428. Fixes #17331.
2018-04-11 14:53:24 +07:00
Manuel Moos
d5abd4eb75 Add hysteresis to physics timestep count per frame
Add new class _TimerSync to manage timestep calculations.
The new class handles the decisions about simulation progression
previously handled by main::iteration(). It is fed the current timer
ticks and determines how many physics updates are to be run and what
the delta argument to the _process() functions should be.

The new class tries to keep the number of physics updates per frame as
constant as possible from frame to frame. Ideally, it would be N steps
every render frame, but even with perfectly regular rendering, the
general case is that N or N+1 steps are required per frame, for some
fixed N. The best guess for N is stored in typical_physics_steps.

When determining the number of steps to take, no restrictions are
imposed between the choice of typical_physics_steps and
typical_physics_steps+1 steps. Should more or less steps than that be
required, the accumulated remaining time (as before, stored in
time_accum) needs to surpass its boundaries by some minimal threshold.
Once surpassed, typical_physics_steps is updated to allow the new step
count for future updates.

Care is taken that the modified calculation of the number of physics
steps is not observable from game code that only checks the delta
parameters to the _process and _physics_process functions; in addition
to modifying the number of steps, the _process argument is modified as
well to stay in expected bounds. Extra care is taken that the accumulated
steps still sum up to roughly the real elapsed time, up to a maximum
tolerated difference.

To allow the hysteresis code to work correctly on higher refresh
monitors, the number of typical physics steps is not only recorded and
kept consistent for single render frames, but for groups of them.
Currently, up to 12 frames are grouped that way.

The engine parameter physics_jitter_fix controls both the maximum
tolerated difference between wall clock time and summed up _process
arguments and the threshold for changing typical_physics_steps. It is
given in units of the real physics frame slice 1/physics_fps. Set
physics_jitter_fix to 0 to disable the effects of the new code here.
It starts to be effective against the random physics jitter at around
0.02 to 0.05. at values greater than 1 it starts having ill effects on
the engine's ability to react sensibly to dropped frames and framerate
changes.
2018-04-09 22:27:29 +02:00