Commit graph

6158 commits

Author SHA1 Message Date
Rémi Verschelde
951ecc4f79
Merge pull request #36518 from Janglee123/no-underlined-keywords
Removed underlining of not clickable symbols
2020-03-12 22:24:43 +01:00
Rémi Verschelde
3c376a898a
Merge pull request #36961 from JFonS/fix_mesh_selection
Return correct mesh format for PrimitiveMesh
2020-03-12 12:35:56 +01:00
Rémi Verschelde
98cdf50a55
Merge pull request #36977 from lupoDharkael/decompose-copy
Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 15:12:15 +01:00
Rémi Verschelde
153a2b094c
Merge pull request #36978 from lupoDharkael/opti-trimesh
Loop over faces in create_trimesh_shape()
2020-03-11 15:04:14 +01:00
janglee
50a570c9c1 Removed underlining for not clickable symbols 2020-03-11 08:57:21 +00:00
Rémi Verschelde
e80da4a920
Merge pull request #36715 from dreamsComeTrue/fix-text-edit-comment-quotes
Allow single quotes [',"] in comments in TextEdit
2020-03-11 07:32:24 +01:00
Dominik 'dreamsComeTrue' Jasiński
ab6456d1bc Allow single quotes in comments
Fixes: #36638
2020-03-11 06:27:28 +01:00
lupoDharkael
ee0262977e Loop over faces in create_trimesh_shape() 2020-03-11 00:33:39 +01:00
lupoDharkael
97d1149c3b Mesh::convex_decompose: Remove unneeded vector copy 2020-03-11 00:14:29 +01:00
JFonS
9f2f7ee5eb Return correct mesh format for PrimitiveMesh.
The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
lupoDharkael
d63bf6dea5 Complete NavigationMeshInstance rename 2020-03-08 17:33:34 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Bastiaan Olij
0ca1711681 ARVRController.is_button_pressed requires to return a boolean 2020-03-07 12:22:18 +11:00
Yuri Roubinsky
d5bff588c7 Removed boolean return type from majority of method in Tween 2020-03-06 10:59:07 +03:00
Rémi Verschelde
ee0f670807
Merge pull request #36772 from pyacier/warning-concavepolygonshape
Add a new configuration warning to CollisionShape
2020-03-05 12:01:59 +01:00
Pierre Caye
ad227d9a85 Add a new configuration warning to CollisionShape
In the case where a ConcavePolygonShape is used as a shape for a RigidBody
in another mode than static, a configuration warning will appear in the
editor.
2020-03-05 11:18:45 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Rémi Verschelde
f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
Improve UX of drive letters
2020-03-04 13:19:55 +01:00
Rémi Verschelde
da8a0913f4
Merge pull request #36689 from eevee/patch-1
Fix inverted use of Camera2D.offset_v
2020-03-03 10:39:12 +01:00
Pedro J. Estébanez
aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
qarmin
1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Eevee
40816574ac
Fix inverted use of Camera2D.offset_v
The code above for horizontal movement uses the right margin (_positive_ x direction) when the offset is negative, but vertical movement uses the top margin (_negative_ y direction) when the offset is negative.

The resulting problem is easily seen in the editor — set the drag margins to be asymmetrical, turn on drawing the drag margins, and slide the offsets from -1 to 1 and back.  The horizontal offset moves the camera's center between the left and right margins, but the vertical offset gets them backwards and will move the camera outside the margins entirely.
2020-02-29 16:50:33 -07:00
Gil Arasa Verge
c27811ee68 Double click on a folder didn't open it
There is a deferred call to _update_file_list inside _tree_item_activated but it was not bound.
2020-02-29 21:11:03 +01:00
Juan Linietsky
c9cab7ac9f Properly handle EOF when parsing text resource
Fixes #36652
2020-02-28 17:45:33 -03:00
Rémi Verschelde
620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Rémi Verschelde
09a6a2d8f8 Signals: Port more uses of connect_compat
Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.

To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7 Signals: Port connect calls to use callable_mp
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.

No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
5a025d3ce8
Merge pull request #36626 from giarve/stop-input-event-prop-on-popup-close
Clicking backgrd. dimming of editor popup stops input event propagation
2020-02-28 10:09:04 +01:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d Renamed NavigationPolygonInstance to NavigationRegion2D 2020-02-28 08:28:53 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Gil Arasa Verge
35bc88ca34 Clicking backgrd. dimming of editor popup stops input event propagation
A click on the dimmed background of a popup in the editor should stop the input event from propagating to the background.

This solution reuses the system introduced in commit efc3ffb8, taking advantage of the hide() notifications from the modal where we will set the flag "pass_on_modal_close_click(false)" to stop event handling at the viewport input event handling.
The viewport first hides the modal and after marks the input as handled if the flag mentioned above is set.

Fixes #36341
2020-02-28 00:02:06 +01:00
Mateo Dev .59
7ea690b94f Signals: tab_changed now is emitted when it's on scene tree 2020-02-27 21:27:52 +01:00
Rémi Verschelde
2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Rémi Verschelde
f9d93ee819
Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
2020-02-27 21:10:09 +01:00
Rémi Verschelde
2b3431e2b7
Merge pull request #36581 from Calinou/doc-improve-add-child-below-node
Improve the `Node.add_child_below_node()` documentation
2020-02-27 19:44:27 +01:00
Hugo Locurcio
393a3c3122
Improve the Node.add_child_below_node() documentation
This closes https://github.com/godotengine/godot-docs/issues/2730.
2020-02-27 18:41:18 +01:00
Andrea Catania
2e0fb66c6f Renamed PlaneShape to WorldMarginShape 2020-02-27 17:45:16 +01:00
Andrea Catania
3b64ecbc4b Renamed NavigationMeshInstance to NavigationRegion 2020-02-27 17:42:53 +01:00
Rémi Verschelde
d94155e10b
Merge pull request #36050 from eswartz/line-edit-move-cursor-on-unselect
Use left/right arrow to move cursor when unselecting in LineEdit
2020-02-27 14:04:19 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `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`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Yuri Roubinsky
1e8108310a Changed float type to int for INDEX visual shader input 2020-02-26 16:39:42 +03:00
Rémi Verschelde
1e57b558f2
Merge pull request #36536 from Chaosus/vs_int
Add support for integer type in visual shaders
2020-02-26 10:11:24 +01:00
Yuri Roubinsky
4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
Dominik 'dreamsComeTrue' Jasiński
51cbf414fc Added missing destructor for Navigation2D
Although destructor call was missing, it still doesn't heal #36537 memory leaks. Further description how that might be overcome - on GitHub

Partialy covers #36537
2020-02-25 23:43:59 +01:00
Rémi Verschelde
dace1ec912
Merge pull request #36532 from Faless/debugger/weakref_crash_vulkan
Fix debugger crash inspecting freed object.
2020-02-25 16:45:12 +01:00