- 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)
- Based on C++11's `mutex` and `condition_variable`
- 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`
- Based on C++11's `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`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.
Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.
Clarified what it means to be approximately equal.
nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.
Added a few examples/clarifications/edge-cases.
(cherry picked from commit 7f9bfee0ac)
- Fix crash when a ray hits a texel with a UV2 coordinate exactly
equal to 1.0.
- Take BakedLightmap extents into account.
- Clear capture data between bakes.
- Fix minor issues with seam correction.
Compiling with latest clang on macOS produces this error:
comparison of integers of different signs: 'uint32_t' (aka 'unsigned int') and 'int' [-Werror,-Wsign-compare]
This file is not present in 4.0/master.
Compiling with latest clang on macOS produced this error: use of undeclared identifier 'rand'.
Fixesgodotengine/godot#45342
This file is not present in 4.0/master.
Fixes several instances of error: 'const' type qualifier on return type has no effect [-Werror,-Wignored-qualifiers]
This looks like it was fixed in 6607fc7da9
when FBX was merged into the 4.0 master branch:
"- fixed const correctness with C++/C version change"
Fixes#45338.
This PR also makes any word after a "." not highlight as a keyword, i.e. the cos
in Color.cos will highlight the same as any other class constant. Additionally,
trying to do things like ".print()" will not highlight print as a keyword but as
a class function.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.
There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.
The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.
This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.
The Docs have been updated to reflect the format changes.
(cherry picked from commit 041fe20f64)
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)
limitations:
- always has to use generated normal's.
- some animations won't be compatible (yet)
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This is needed with newer Mono versions, at least with Mono 6.12+
Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174
(cherry picked from commit b98e8b11e6)
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes#28669.
(cherry picked from commit 1a31274855)
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
(it's like going from low quality to high definition in terms of output
in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
it doesn't tell you this is the case.
- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
(cherry picked from commit 4d81776fc9)
Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
(cherry picked from commit dd5ace219d)
Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.
Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.
(cherry picked from commit 87d73faa66)
The property has no effect as the older VS project system doesn't
work with Sdk style projects.
The presence of the property was preventing Visual Studio for Mac
from opening the project if the Godot extension is not installed.
Allow game projects to use a Godot.NET.Sdk with a newer patch version.
The major and minor version are still required to be the same.
For example: Allow a Godot 3.2.4 C# project to use a hypothetical
3.2.5 version of Godot.NET.Sdk.
Working, with emscripten > 2.0.9
Yes, the unreleased version. 2.0.9 works, but throws and error due to a
bug in emscripten with the thirdparty ENet library.
The issue is fixed upstream so newer releases will work.
Fixes#44017 by changing the `normalize()` function to check for non-negative rather than non-zero via an epsilon check.
(cherry picked from commit 23c754360a)
The removed check was adding a protection for the case where a `Reference` has not yet got its reference count initialized and a script is called on it. That would cause the object to be released after the call. The removed code was constructing the `Variant` via the `Object` constructor so it didn't deal with the reference count and so the release was prevented.
However, `Variant` no longer works that way so that check was useless. Now it's just illegal to run GDScript on a Reference whose reference count has not been initialized.
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
(cherry picked from commit a655de89e3)
Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
- Fixed bug with FBX so we can import material values from the document for PBR when using StingRay (not Arnold *yet*)
- Adds more explicit errors and makes things simpler to read. Has more sanity checks to be sure things are working correctly
- Lazy Properties fixed items not loading due to capital letter errors in FBX parser
- Added debug tools to the materials so you know explicitly what material mapping is assigned to a texture and where it came from. (enable verbose printing to use this)
- Fix broken material mappings and debug entries properly
- Fix make embedded images properly detected
- Spam less errors for unsupported shading models with materials.
Future plans:
- Arnold materials need converted to PBR model, if possible.