Commit graph

185 commits

Author SHA1 Message Date
Fabio Alessandrelli
98eb58a93c Allow selecting editor debug host and port.
Possibly fixes various editor<->debugger connection related problems.
2017-05-09 15:05:45 +02:00
Rémi Verschelde
7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
Juan Linietsky
6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Rémi Verschelde
474f18512a Merge pull request #8375 from Hinsbart/project_extension
Use .godot as file extension for project files.
2017-04-17 23:28:15 +02:00
Shockblast
2f76257da4 [GD 3.0] Fix stretch mode 2d... again
Objects on the screen were not displayed when the project was played,
because it looked for the values of width and height of menus with old
names (godot 2.1?) For that reason delivered value (0, 0).
2017-04-16 18:02:22 -03:00
Andreas Haas
c06a2db63a
Use .godot as file extension for project files.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
Juan Linietsky
7ba71fb243 Restored (And auto-generated) splash image 2017-04-09 20:03:38 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Pedro J. Estébanez
665bf52948 Optimize-out some debug and/or non-tools methods
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:35:55 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
Geequlim
886f646cba Implements modules documents
Editor can generate documents for modules in thier own xml files
2017-03-04 17:20:36 +01:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Rémi Verschelde
b87a232668 Reorder the folders in tools to prepare moving tools/editor
- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`

The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
2017-02-09 00:08:27 +01:00
Juan Linietsky
102b5fce85 Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x 2017-02-04 20:53:55 -03:00
Juan Linietsky
2cd2ca7bbc Lot of work in new importer, importing textures now works. 2017-02-01 09:46:36 -03:00
Juan Linietsky
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Juan Linietsky
7e1afeafd4 Audio bus editing is COMPLETE! 2017-01-25 14:31:52 -03:00
Rémi Verschelde
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Juan Linietsky
5dde810aa5 no more errors related to missing GlobalConfig::Get (or so I hope) 2017-01-14 21:57:22 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Rémi Verschelde
f19fd7a4c1 Reenable node name case setting + code cleanups
The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).

Also did various related code cleanups and simplifications.
2017-01-13 22:38:43 +01:00
Juan Linietsky
e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
Juan Linietsky
b7d69c2444 Added a BACK notification besides QUIT, so they go in separate channels. 2017-01-11 16:42:31 -03:00
Rémi Verschelde
8b7a86ec7b Move tests again from core to main
As advised by @reduz, as tests depend on other libs.
2017-01-08 21:33:37 +01:00
Rémi Verschelde
790f629e5e Move core engine tests to core/ 2017-01-08 14:08:18 +01:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Juan Linietsky
ce26eb74bc Merge branch 'master' of https://github.com/godotengine/godot 2017-01-02 19:12:25 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
Tim Roes
c34aa331ec Fix typos and missing newlines in --help 2016-11-03 16:27:40 +01:00
Juan Linietsky
ab4126f510 Merge branch 'master' of https://github.com/godotengine/godot 2016-10-30 09:00:45 -03:00
Rémi Verschelde
b675710b46 Merge pull request #6677 from J08nY/issue-pck-packer
PCKPacker: Move to core from tools, fixes #4129
2016-10-03 12:06:19 +02:00
Rémi Verschelde
90f4e76a46 Merge pull request #6479 from RandomShaper/improve-debug-focus
Improve debug focus behavior
2016-10-03 11:36:01 +02:00
J08nY
b1fba2e013
PCKPacker: moved from tools into core, fixes #4129 2016-10-01 22:07:07 +02:00
Juan Linietsky
8b15b26eed Click the inspected objet name to see all subresources. 2016-09-17 19:01:47 -03:00
Juan Linietsky
a75f5f039e Added API version and hashing to ObjectTypeDB 2016-09-14 19:37:37 -03:00
Pedro J. Estébanez
66dac878ac Improve debug focus behavior
Fix focusing debugged game on Windows
Add re-focusing editor on continue
2016-09-14 04:02:18 +02:00
caryoscelus
8ddc0b697b enable autoload for command-line scripts
fixes #6360
2016-09-06 21:41:03 +03:00
Juan Linietsky
5b96c3a552 -Modified Input and added is_action_just_pressed() as well as is_action_just_released() 2016-09-01 18:59:46 -03:00
George Marques
1a1b62748a
Fix crash on asset lib install
This is not the perfect solution, but fixes the crash and avoid a
dependency on EditorNode.
2016-07-10 17:19:29 -03:00
Juan Linietsky
920310e72a removed target_fps option, moved it to debug (it makes no sense for games). Added a frame_delay option for games that don't want to use the CPU fully. 2016-07-09 12:34:30 -03:00
Rémi Verschelde
b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Juan Linietsky
5e7f1fc79b update EditorDirDialog on external change, closes #4629 2016-06-18 16:03:35 -03:00
Juan Linietsky
2420e46b44 vsync support
-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
Juan Linietsky
64fd75d91a Make Input Actions config not affect the editor 2016-06-05 01:19:42 -03:00
Juan Linietsky
9b1f8230ec -Some fixes to OSX retina scaling for window functions
-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
Calinou
cc5a020afe Change low processor usage mode to cap to 60 FPS rather than 40 FPS
This results in smoother operation in the editor, without needing to
resort to the "Update Always" method which uses more resources than
needed.
2016-05-22 23:51:38 +02:00
Juan Linietsky
a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
eska
0ee8b74101 Always set default clear color 2016-04-15 19:20:50 +02:00
Saracen
6eb4812317 Borderless window support for the Win32 build. Default window position is now also centred. 2016-03-12 16:38:12 +00:00
Juan Linietsky
8b1dcbfe4d -Made editor support SSL certs by default (embedded them)
-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Ariel Manzur
ea751724a2 adds -pm and -project_manager command line options to start project manager
fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
2016-02-25 03:02:09 -03:00
Rémi Verschelde
c0aade4ba4 Merge pull request #3493 from Hinsbart/wm_class
x11: use different strings for WM_CLASS depending on context
2016-02-03 11:30:22 +01:00
Juan Linietsky
0364d6b076 do not fail on invalid audio driver, fixes #3466 2016-01-31 18:47:13 -03:00
hondres
11e4c128ac x11: use different strings for WM_CLASS depending on context 2016-01-27 21:53:37 +01:00
volzhs
fb2bf78591 Add ability to set "keep screen on" for android 2016-01-16 20:57:34 +09:00
Rémi Verschelde
a44e9ebfa4 Fix wrong type check for autoload
Regression from c633a29. Fixes #3342
2016-01-13 20:42:39 +01:00
Juan Linietsky
c633a29a39 improve reporting of error in wrong inheritance for autoload script 2016-01-13 09:42:03 -03:00
Juan Linietsky
96317566c2 attempt another fix 2016-01-13 09:10:20 -03:00
Juan Linietsky
5fca2bd4bc Reworked how autoloads are load to make sure identifiers always exist, please check if this resolves bug #3156 2016-01-13 08:27:14 -03:00
Rémi Verschelde
1f1c3038c2 Update copyright in remaining files + prints in the UI 2016-01-11 21:34:22 +01:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
ec3d17b4e2 force thread model to single-safe when running editor, fixes #2387 2015-12-31 16:24:27 -03:00
reduz
555ad5f8b7 removed wron return types, fixes #2483
removed console, which was obsolete and unused sine long long ago
2015-12-29 18:46:21 -03:00
reduz
e0d21d2158 Ability to set autoloads as singleton global variables 2015-12-28 15:59:20 -03:00
Juan Linietsky
cc7880fba5 -added windowed mode with -w, fixes #3020
-changed default windowed resolution to 1280x720
2015-12-12 12:06:53 -03:00
est31
523b67e740 Print error if no export destination has been passed 2015-11-26 22:35:27 +01:00
Juan Linietsky
082e3fbb29 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	main/main.cpp
2015-11-24 10:52:41 -03:00
Juan Linietsky
ccd40f76e8 -work in progress resourceparser and .tscn parser. Still non-functional
-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
2015-11-24 10:42:05 -03:00
Rémi Verschelde
b01546f91c Fix typo, missing quote 2015-11-24 10:14:06 +01:00
Rémi Verschelde
0442ce2e2e Merge pull request #2876 from akien-mga/pr-boot-splash-debug
Silence too verbose boot splash debug info
2015-11-24 09:36:11 +01:00
Rémi Verschelde
00ddb532fb Silence too verbose boot splash debug info 2015-11-23 00:38:12 +01:00
Rémi Verschelde
f99b630993 Load main scene if defined when running editor from the command line
If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager.
A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path).

Fixes #2869.
2015-11-22 17:36:03 +01:00
Juan Linietsky
fe9f4eda9e Merge pull request #2706 from phobos-tro/main_memleaks
Fixing memleaks in main/main.cpp
2015-11-18 19:43:45 -03:00
Rémi Verschelde
fc2c3bda5c Fix arguments parsing in the main function
Fixes #2611 which was a regression from 692216b86a.
The bogus behaviour considered that if there were more than one arguments left to parse,
they would be a pair of arguments (switch and its parameter), and thus skipped the next
argument in all cases (thus potentially skipping a "-editor", which triggered #2611).

This is fixed by checking first for arguments that don't expect a parameter, and only
afterwards for arguments that expect a parameter. And if a "pair" of arguments is not
valid, we no longer increment the counter.
2015-11-01 17:50:44 +01:00
Phobos Tro
8c0c279280 Fixing memleaks in main/main.cpp 2015-10-30 19:56:07 +08:00
Juan Linietsky
1b5622fb9b Merge pull request #2395 from MrMormon/patch-1
Fixed misspelled local variable for code clarity
2015-10-17 10:45:16 -03:00
Juan Linietsky
7060eaaa1b Merge pull request #2481 from firefly2442/cppcheck-arrayindexthencheck
ran cppcheck, fixed cases where array index is used before limits check
2015-10-17 10:23:15 -03:00
Juan Linietsky
79e5ced7e6 -A little More control about pixel snapping in 2D 2015-10-13 15:53:34 -03:00
firefly2442
692216b86a ran cppcheck, fixed cases where array index is used before limits check 2015-10-12 09:45:44 -05:00
Juan Linietsky
9962518ffd Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-24 18:07:13 -03:00
Juan Linietsky
82a3304458 Added ability to set custom mouse cursors. Not hardware accelerated yet. 2015-09-24 18:06:15 -03:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
3f9e5afe68 begin work on debugging collisions.... 2015-09-18 23:10:58 -03:00
Juan Linietsky
3013a83f2f Merge branch 'master' of https://github.com/okamstudio/godot 2015-09-10 00:12:05 -03:00
Juan Linietsky
0fb7b5aa0c HTML5 exporter Improvements
-Better template handling
-Voice support
-Stream support
2015-09-10 00:10:54 -03:00
volzhs
cf98b44d3f fix game window runs only 800x600 2015-09-05 15:47:23 +09:00
Juan Linietsky
b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Juan Linietsky
cf57a654d7 new editor settings customization of where to run the game from the editor 2015-08-30 23:36:46 -03:00
Juan Linietsky
b4acd18f32 -display/emulate_touchscreen now really emulates a touchscreen
-icons to show node menus
2015-08-29 17:16:11 -03:00
Joshua Olson
32b52e8041 Fixed misspelled local variable for code clarity
Specifically, tar(g)et_fps
2015-08-26 14:21:04 -06:00
Juan Linietsky
d1da2c2995 error debugger
shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
Juan Linietsky
55b34e05b3 -some changes by okam 2015-06-30 11:28:43 -03:00