Initialized the PID to -2, which will be the value returns in blocking-
mode where the PID is not available. (-1 was already taken to signify an
execution failure).
OS::execute will now properly return a non-OK error code when it fails
to execute the target file.
The documentation was rewritten to be very clear about the differences
between blocking and non-blocking mode.
Fixes#19056.
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
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.
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.
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
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
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
It outputs a single Dictionary with all relevant information as
keys, that will less bloat the documentation and provide all details
in one function call.
-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
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!
- Also updated the docs to reflect this.
- Added some vim temp files to gitignore
- Changed NaCL to be consistent with the other OS_Unix::get_date implementation
(added 1 to month to map to 1-12)
Ticket:
https://github.com/godotengine/godot/issues/4025
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
-=-=-=-=-
-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)