Commit graph

59 commits

Author SHA1 Message Date
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
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Tomasz Chabora
af5e0fff66 Remove ERR_EXPLAIN from scene/* code 2019-08-09 13:54:52 +02:00
Hugo Locurcio
0243dc53b8
Tweak Area and PhysicsBody damping setting hints for consistency
This partially addresses #19182.
2019-07-31 13:57:13 +02:00
Rémi Verschelde
30cbe28677
Merge pull request #27310 from KoBeWi/angular_dank
Make angular_damp of new Area nodes match the global default
2019-06-19 15:00:44 +02:00
CatThingy
8166f8d3c8 Removed unnecessary error from _area_inout
The error was previously removed from _body_inout
for the same reason. Fixes #28022.
2019-04-15 09:19:30 -07:00
Tomasz Chabora
fc8ad59af3 Make angular_damp of new Area nodes match the global default 2019-04-01 21:42:06 +02:00
piyushdagar
d7387e8a68 Fixed CollisionObject signals do not trigger on Area 2019-03-18 13:56:40 +05:30
Juan Linietsky
b84b015225 Make query checks less agressive, fixes #24694 2019-03-02 08:48:47 -03:00
Juan Linietsky
edbf1d0ea4 Check that area is inside tree besides checking that queries are flushed, fixes #26148 2019-02-22 09:05:34 -03:00
Juan Linietsky
1efd37f1b7 Fix uninitialized memory error. 2019-01-17 19:12:01 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky
5b8dde4b4a Removed error that should not be an error, fixes #21088 2018-11-28 18:41:29 -03:00
Juan Linietsky
0b1e93ccd4 -Make sure monitorable cant be flipped while flushing queries, fixes #17330
-Also added set_deferred, this was missing.
2018-11-16 08:49:26 -03:00
Kelly Thomas
1dc8e7c05f Improve ClassDB information for some some signal parameters 2018-09-01 18:05:51 +08:00
Juan Linietsky
dfd1331690 Allow editing of some unbound properties when hinted (or no range hinted) 2018-05-16 09:13:41 -03:00
Juan Linietsky
a26e6c8215 Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Maxim Sheronov
0fffa45158 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
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/
2017-08-24 23:08:24 +02:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Juan Linietsky
2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Pedro J. Estébanez
7d308797ad Remove warnings about benign situations 2017-07-10 16:20:56 +02:00
Poommetee Ketson
6c44fff508 Refactor layer_mask to collision_layer 2017-06-14 10:58:34 +07:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +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
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Juan Linietsky
f3b6177ece rename monitoring functions 2017-01-13 20:03:51 -03:00
Juan Linietsky
83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -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
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
Pawel Kowal
f9a21baa26 Fix #6480, area duplicated param 2016-09-29 18:12:45 +02:00
MattUV
91c85ff1f5 classref: Fixed return types in Area and Area2D (#4635) 2016-05-12 17:03:15 +02:00
Bojidar Marinov
f7c3d6329c Port collision and layer masks to 3D, fixes #1759
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
2016-04-09 22:11:12 +03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Ovnuniarchos
89efebbf56 New and corrected are override modes. 2015-12-14 02:56:49 +01:00
Juan Linietsky
2d8866574d Added gravity scale, and linear/angular damp override to 3D physics. 2015-08-30 18:57:17 -03:00
Juan Linietsky
95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
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.
2015-06-29 00:29:49 -03:00
Juan Linietsky
89300b70e7 added ability for Area (3D) to detect other areas 2015-06-12 15:52:21 -03:00