Commit graph

1416 commits

Author SHA1 Message Date
bruvzg
c151c7dce0
[Editor] Unload addons when using --import or --quit. 2024-07-09 09:54:41 +03:00
Ricardo Buring
2f8ab4a654 Fixed Timestep Interpolation (3D)
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 22:15:23 +02:00
Ricardo Buring
23521635d2 Fix physics tick counter
The counter is now incremented at the start of a physics tick rather than at the end.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 19:04:05 +02:00
Fredia Huya-Kouadio
6b6428d779 Fix ANRs reported by the Google Play Console
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior)  which may cause the application to ANR.

- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
2024-07-04 05:18:50 -07:00
Fredia Huya-Kouadio
c6a23a7a7d Fix crashes reported by the Google Play Console 2024-07-04 02:46:11 -07:00
Fredia Huya-Kouadio
637f4a10ed Fix the issue causing the logo to not show when using the compatibility renderer 2024-07-03 11:16:45 -07:00
kobewi
91eb679fc3 Allow more image types for some project settings 2024-06-29 17:47:20 +02:00
smix8
f9876d3a88 Add navigation obstacles to performance monitor stats
Adds navigation obstacle count to navigation performance monitor.
2024-06-25 05:17:27 +02:00
Fredia Huya-Kouadio
f20e21a6d6 Update the splash screen logic for the Godot app template
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
2024-06-10 00:59:36 -07:00
Rémi Verschelde
4bf961e007
Merge pull request #92733 from raulsntos/core/memdelete-engine-later-but-not-that-late
Release Engine before unregistering core types
2024-06-04 10:10:21 +02:00
Raul Santos
d1ab5d3717
Release Engine before unregistering core types 2024-06-03 19:17:30 +02:00
Rémi Verschelde
0d11108a01
Merge pull request #79126 from bruvzg/SteamTime
Enable optional minimal SteamAPI integration for usage time tracking (editor only).
2024-06-03 12:42:38 +02:00
bruvzg
c34d64669e
Enable optional minimal SteamAPI integration for usage time tracking (editor only). 2024-05-31 11:01:02 +03:00
Rémi Verschelde
cd8bd0380d
Merge pull request #92336 from van800/DAP
[DAP] Add `--dap-port` as a command line argument
2024-05-30 22:13:42 +02:00
Ivan Shakhov
77b9e60303 [DAP] Add --dap-port as a command line argument, very similar to --lsp-port 2024-05-30 21:46:37 +02:00
bruvzg
2c9df769ad
Clean Input::frame_parsed_events before de-initialising scripting languages to ensure no script created events exist at the exit. 2024-05-30 13:23:00 +03:00
patwork
2dedf6253b Fix -empty string- console log in web export 2024-05-28 12:32:46 +02:00
Paulo Poiati
a3769c0edc Properly set window class in Wayland 2024-05-22 10:42:12 -03:00
Rémi Verschelde
f58a96cfa2
Merge pull request #92075 from autoit4you/fix-92062
Use `GLOBAL_GET` for `window_{height,width}_override`
2024-05-18 17:41:48 +02:00
Lea
414cc6c89e Use GLOBAL_GET for window_{height,width}_override
Before ProjectSettings::get was used, resulting in ignoring
feature tag overrides for display/window/size/window_width_override
and display/window/size/window_height_override.

Fixes #92062
2024-05-18 11:51:04 +02:00
Raul Santos
e516479889
Release Engine after unregistering GDExtensions
The Engine is used to retrieve singletons, and GDExtensions may try to retrieve a singleton (e.g.: `OS`) in their deinitialization.
2024-05-17 21:29:11 +02:00
Rémi Verschelde
2f1aaca167
Merge pull request #91927 from timothyqiu/monitor-names
Make performance monitor names translatable
2024-05-14 12:07:14 +02:00
Haoyu Qiu
d33e79f299 Make performance monitor names translatable 2024-05-14 10:05:32 +08:00
kobewi
413c11357d Use Core/Scene stringnames consistently 2024-05-13 23:41:07 +02:00
Programneer
efaba30116 Don't define NO_EDITOR_SPLASH in export templates 2024-05-12 13:12:56 +02:00
A Thousand Ships
a0dbdcc3ab
Replace find with contains/has where applicable
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
2024-05-08 12:37:42 +02:00
David Snopek
2c5c3ae579 Generate docs from GDExtensions using --gdextension-docs with --doctool 2024-05-07 11:45:17 -05:00
A Thousand Ships
955d5affa8
Reduce and prevent unnecessary random-access to List
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)

* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
Bastiaan Olij
527c30c594 Add support for OpenXR hand interaction extension 2024-05-02 19:15:02 +10:00
RedMser
3047bd4339 Ensure --doctool is run from root directory when implicit cwd is used 2024-05-01 13:36:37 +02:00
kobewi
3ebb5b84a0 Add separate feature tags for editor runtime 2024-04-26 14:44:38 +02:00
Kusok
1e8eff815a Don't ignore audio/driver/output_latency.web 2024-04-25 17:09:45 +08:00
kobewi
12f39befa9 Use minor version in EditorSettings file name 2024-04-19 00:13:06 +02:00
Rémi Verschelde
35369b8d28
Merge pull request #90507 from Calinou/tests-disabled-error-on-test-cli-argument
Exit with an error if using `--test` on binary without unit tests compiled
2024-04-18 12:24:24 +02:00
A Thousand Ships
abe7ec1543
Fix some build errors with disable_3d=yes 2024-04-16 14:25:36 +02:00
Rémi Verschelde
c951421c99
Merge pull request #90268 from RandomShaper/wtp_servers
Use WorkerThreadPool for Server threads (enhanced)
2024-04-15 10:12:00 +02:00
Aaron Franke
6dd4a68797
Reorganize some code to have 2D things grouped together 2024-04-13 02:56:50 -07:00
Hugo Locurcio
7467ce6405
Exit with an error if using --test on binary without unit tests compiled
This makes it clearer that `tests=yes` should be used at compile-time.
Previously, the engine would run as if the argument wasn't passed,
which can be confusing.
2024-04-11 00:07:42 +02:00
Juan Linietsky
65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
Mikael Hermansson
9d01793dff Add --import command-line flag 2024-04-09 15:18:59 +02:00
smix8
a67037635b Remove NavigationServerDummy warnings
Removes NavigationServerDummy warnings.
2024-04-06 03:07:22 +02:00
Samuel Nicholas
93559db3a2
Properly skip printing version header with --no-header
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-03-26 11:41:13 +01:00
Rémi Verschelde
f49efbe0e5
Merge pull request #89229 from akien-mga/main-refactor-os-exit-code
Refactor OS exit code to be `EXIT_SUCCESS` by default
2024-03-24 01:15:06 +01:00
Ricardo Buring
2ed2ccc2d8 Fixed Timestep Interpolation (2D)
Adds fixed timestep interpolation to the rendering server (2D only).
Switchable on and off with a project setting (default is off).

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-03-23 12:28:36 +01:00
Rémi Verschelde
453485aede
Merge pull request #89270 from Repiteo/enforce-typename-in-templates
Enforce template syntax `typename` over `class`
2024-03-14 22:34:37 +01:00
Aaron Franke
9e0b38ecd3 Disable XR server when compiling without 3D 2024-03-13 09:02:10 -07:00
Thaddeus Crews
5a6e3cbcb0
SCons: Remove run_in_subprocess dependency 2024-03-11 13:20:09 -05:00
Rémi Verschelde
f040a351c2
Merge pull request #89381 from aaronfranke/disable-3d
Disable all 3D nodes, physics, and resources when compiling without 3D
2024-03-11 14:02:57 +01:00
Rémi Verschelde
0475011c66
Merge pull request #82084 from ogapo/pr/pck-cache-merge
Merge `uid_cache.bin` and `global_script_class_cache.cfg` after mounting PCKs
2024-03-11 14:01:16 +01:00
Aaron Franke
6aac3e4a16 Disable all 3D nodes, physics, and resources when compiling without 3D 2024-03-11 01:00:55 -07:00
Thaddeus Crews
d9fa40f2df
Enforce \n eol for Python writes
• Ensure utf-8 encoding if previously unspecified
2024-03-09 14:29:24 -06:00
Rémi Verschelde
023dcd44c1
Refactor OS exit code to be EXIT_SUCCESS by default
- `Main::setup` early exits (failure or `--help`/`--version`) now
  consistently return `EXIT_FAILURE` or `EXIT_SUCCESS` on all platforms,
  instead of 255 on some and a Godot Error code on others.
- `Main::start` now returns the exit code, simplifying the handling of early
  failures.
- `Main::iteration` needs to explicit set the exit code in OS if it errors
  out.
- Web and iOS now properly return `OS::get_exit_code()` instead of 0.
2024-03-08 23:31:24 +01:00
Thaddeus Crews
9903e6779b
Enforce template syntax typename over class 2024-03-07 22:39:09 -06:00
David Nikdel
5e6adb4a2d Merge uid_cache.bin and global_script_class_cache.cfg after mounting PCKs
fixes godotengine#82061
fixes godotengine#61556

Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
2024-03-06 12:14:21 -05:00
Rémi Verschelde
e63de52bdb
Check if DisplayServer supports icons before attempting setting it 2024-03-05 14:39:11 +01:00
Thaddeus Crews
0ce9b6fd1d
Add two new COMSTR environment variables 2024-03-01 12:44:03 -06:00
Rémi Verschelde
3a08c646ee
Pre-commit: Update to clang-format 17.0.6 and black 24.2.0 2024-02-28 14:25:35 +01:00
Hugo Locurcio
67e9ccdbc4
Display the build date in the editor and when starting the engine
This can be used to quickly see how recent a development build is,
without having to look up the commit date manually.
When juggling around with various builds (e.g. for benchmarking),
this can also be used to ensure that you're actually running the
binary you intended to run.

The date stored is the date of the Git commit that is built, not
the current date at the time of building the binary. This ensures
binaries can remain reproducible.

The version timestamp can be accessed using the `timestamp` key
of the `Engine.get_version_info()` return value.
2024-02-27 20:39:17 +01:00
A Thousand Ships
f06222e487
[Physics] Fix export with 3D disabled 2024-02-22 16:23:48 +01:00
Anatoli Babenia
e25cfffc7f Add --no-header option to clean output
* Do not print empty line when header is disabled
* Do not print Vulcan header
* Also add "Print header" project setting (default On)
  (suggested by @kaissouDev)
* Add docs for the project setting
  (with suggestions by @Mickeon and @akien-mga)

Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-15 14:10:11 +03:00
Hugo Locurcio
67b8d71c79 Disable ReShade in the editor and project manager (if run via Vulkan)
ReShade can still be used on projects run from the editor as well
as exported projects.

This avoids several issues:

- ReShade doesn't play well with low-processor mode, making it hard
  to use unless the Update Continuously editor setting is enabled.
- The ReShade overlay appears on every popup opened, which made popups
  unusable.
- If you use a ReShade configuration that heavily affects the image,
  it won't affect the editor UI which may become unreadable as a result.

This doesn't affect the editor being run via OpenGL or Direct3D 12
as ReShade is injected in a different manner when using those graphics
APIs.
2024-02-14 06:30:20 +01:00
Rémi Verschelde
afc49e52e4
Merge pull request #88130 from AlekseyKapustyanenko/Rotary_Input
Add rotary input support for Android platform
2024-02-13 23:43:33 +01:00
ALEKSEY KAPUSTYANENKO
d5c2a641f0 Add rotary input support. Fix documentation 2024-02-13 21:12:59 +04:00
Rémi Verschelde
c8b5290119
Merge pull request #87013 from bruvzg/intel_angle_with_ids
[Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist.
2024-02-13 17:23:41 +01:00
Rémi Verschelde
62143552f3
Merge pull request #87635 from rune-scape/manage-time-singleton
Manage time singleton in `register_core_types`
2024-02-12 13:34:13 +01:00
rune-scape
c5bcc3ae86 Manage time singleton 2024-02-11 14:39:20 -08:00
A Thousand Ships
684752e75b
Replace error checks against size with is_empty 2024-02-09 12:50:15 +01:00
Riteo
2677af7794 Handle display driver preferences consistently between editor and projects
The way that it was implemented before allowed for the project property
to spill over to the editor if the `prefer_wayland` property is not
present which, while not completely likely, is still a possibility. This
specific part is thus more of a correctness change, ensuring that we
always enforce the default display server when not running a project.

This commit also removes the restart requirement for the relative
display driver project settings as they're independent and a restart
would do nothing useful.
2024-02-07 16:49:21 +01:00
Hugo Locurcio
f7f51bdd7a
Add colors to the command-line help 2024-02-01 23:44:29 +01:00
Riteo
7e0f7d3abd Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:

- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.

- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.

- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.

- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.

- The cursor doesn't yet support fractional scaling.

- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).

- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.

This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.

Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2024-01-30 16:44:47 +01:00
David Snopek
a8690cbeed Add support for OpenXR local floor extension 2024-01-23 09:19:09 -06:00
Hugo Locurcio
6e5e7b8cb7
Add --log-file command line argument to write output log to a file
This works even if file logging is disabled in the project settings,
or for the editor/project manager.

`--log-file`'s value can be an absolute path or relative to the project
directory (similar to existing arguments like `--write-movie`).
2024-01-19 20:30:04 +01:00
Rémi Verschelde
fa81059b9d
Merge pull request #85939 from adamscott/single-threaded-godot-4
Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread
2024-01-18 09:33:52 +01:00
Adam Scott
bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Rémi Verschelde
0a7579b161
Fix #if *_ENABLED inconsistencies, should check if defined
Co-authored-by: Caroline Joy Bell <halotroop2288@proton.me>
2024-01-17 10:30:15 +01:00
Rémi Verschelde
dc79e956b6
Merge pull request #86587 from RandomShaper/wtp_enhance
Enhance & fix `WorkerThreadPool`
2024-01-11 17:38:09 +01:00
bruvzg
3badb90020 [Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist. 2024-01-09 19:28:45 +02:00
kobewi
0e8f90f4c8 Update deferred calls to use Callables 2024-01-09 16:11:47 +01:00
Pedro J. Estébanez
9444d297ed WorkerThreadPool: Overhaul scheduling and synchronization
This commits rewrites the sync logic in a way that the
`use_system_threads_for_low_priority_tasks` setting, which was added due to
the lack of a cross-platform wait-for-multiple-objects functionality, can be
removed (it's as if it was effectively hardcoded to `false`).

With the new implementation, we have the best of both worlds: threads don't
have to poll, plus no bespoke threads are used.

In addition, regarding deadlock prevention, since not every possible case of
wait-deadlock could be avoided, this commits removes the current best-effort
avoidance mechanisms and keeps only a simple, pessimistic way of detection.

It turns out that the only current user of deadlock prevention, ResourceLoader,
works fine with it and so every possible situation in resource loading is now
properly handled, with no possibilities of deadlocking. There's a comment in
the code with further details.

Lastly, a potential for load tasks never being awaited/disposed is cleared.
2024-01-08 12:45:42 +01:00
Hugo Locurcio
6da4d5bd60
Suggest --headless CLI argument in DisplayServer not found error message
This is helpful for newcomers setting up Godot on CI, as this provides
automatic guidance as for why it doesn't run out of the box if
there's no X11 server available.
2023-12-21 23:42:39 +01:00
Yuri Sizov
3a8524dd92
Merge pull request #83452 from RandomShaper/rd_common
Split `RenderingDevice` into API-agnostic and `RenderingDeviceDriver` parts
2023-12-20 20:09:18 +01:00
Pedro J. Estébanez
12a519bae2 Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-12-20 19:18:08 +01:00
bruvzg
e01b22a69d
[Windows] Make Windows Ink tablet API default, add dummy driver to disable tablet input. 2023-12-18 22:36:54 +02:00
Rémi Verschelde
41365c6c8b
Merge pull request #70315 from RandomShaper/d3d12_mesa
Direct3D 12 Rendering Driver (Mesa NIR approach)
2023-12-12 21:58:57 +01:00
Pedro J. Estébanez
2f47c57385 Add Direct3D 12 RenderingDevice implementation 2023-12-12 19:10:04 +01:00
Rémi Verschelde
748113280f
Merge pull request #85273 from bruvzg/amd_ban
Force ANGLE on all pre GCN 4th gen. AMD/ATI GPUs.
2023-12-12 10:39:52 +01:00
Yuri Sizov
07677f0f51 Merge pull request #85885 from YuriSizov/bench-pressing
Improve engine startup/shutdown benchmarks
2023-12-08 17:12:26 +01:00
Yuri Sizov
9dce1a45a0 Merge pull request #85819 from Malcolmnixon/export-android-build-template
Add option to install android build template for export
2023-12-08 16:58:54 +01:00
Malcolm Nixon
988c1bf298 Add option to install android build template for export
This PR adds a new "--install-android-build-template" command-line option which causes the android build template to be installed before exporting the project.
2023-12-08 09:00:25 -05:00
Yuri Sizov
d7cca8162d Improve logging and benchmarking in Main 2023-12-08 12:53:04 +01:00
Yuri Sizov
fc3f40f37d Improve engine startup/shutdown benchmarks
- Add contexts to give a better sense of benchmarked areas.
- Add missing benchmarks and adjust some begin/end points.
- Clean up names.
- Improve Android's internal benchmarks in a similar manner.

Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
2023-12-08 12:53:04 +01:00
Rémi Verschelde
cff4af018f
CI: Add 4.2-stable.expected file for GDExtension compatibility checks 2023-12-07 09:36:54 +01:00
bruvzg
d48524a3f4
[macOS] Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native. 2023-12-05 15:39:40 +02:00
bruvzg
54747fab72
Force ANGLE on all pre GCN 4th gen. AMD/ATI GPUs. 2023-11-23 19:15:25 +02:00
Yuri Sizov
bc1949d797 Correctly check scripts that must inherit EditorPlugin
Also updates some error messages related to this kind of check
across the codebase.
2023-11-23 16:24:43 +01:00
bruvzg
cf56b881eb
[macOS] Cleanup default GL driver setting. 2023-11-15 10:07:16 +02:00
Hugo Locurcio
a63556212d
Don't apply frame delay project setting to the editor
This appears to already be the case for the Max FPS project setting.
2023-11-12 12:09:39 +01:00
bruvzg
173b84127b
[Windows] Add some AMD GPUs to the OpenGL blocklist. 2023-11-09 20:11:04 +02:00
bruvzg
f3d4f5a77e
[X11] Add fallback from desktop GL to GLES, suppress PRIME detector error spam. 2023-11-06 12:40:44 +02:00
Yuri Sizov
b733901e9e Merge pull request #84354 from RandomShaper/gdext_no_cache_doc
Polish & fix editor help cache generation
2023-11-02 20:34:22 +01:00