Commit graph

28783 commits

Author SHA1 Message Date
David Snopek
dca9f09386 Support mono devices in WebXR 2021-01-25 08:36:29 -06:00
Pedro J. Estébanez
0f4c44c9fb Fix freeze-crash in lightmapper under MinGW-GCC 2021-01-23 05:53:10 +01:00
Rémi Verschelde
2d904127d6
Merge pull request #45351 from asmaloney/fix-FBX-warnings
[3.2] Fix const warnings in FBX (build failure on macOS)
2021-01-21 23:44:58 +01:00
Andy Maloney
85377e96d2 Fix undeclared identifier error in lightmapper_cpu.cpp
Compiling with latest clang on macOS produced this error: use of undeclared identifier 'rand'.

Fixes godotengine/godot#45342

This file is not present in 4.0/master.
2021-01-21 13:07:30 -05:00
Andy Maloney
77f045db99 Fix const warnings in FBX (build failure on macOS)
Fixes several instances of error: 'const' type qualifier on return type has no effect [-Werror,-Wignored-qualifiers]

This looks like it was fixed in 6607fc7da9
when FBX was merged into the 4.0 master branch:

"- fixed const correctness with C++/C version change"
2021-01-21 11:18:44 -05:00
Rémi Verschelde
9d1d4d1f6a
Merge pull request #45346 from RandomShaper/lightmapper_fix_3.2
Fix freeze-crash in lightmapper under MinGW-GCC (3.2)
2021-01-21 13:02:48 +01:00
lucasvanmol
6742f6894e
Fix highlight color for class attributes that are also keywords
Fixes #45338. 
This PR also makes any word after a "." not highlight as a keyword, i.e. the cos
in Color.cos will highlight the same as any other class constant. Additionally,
trying to do things like ".print()" will not highlight print as a keyword but as
a class function.
2021-01-21 11:46:32 +00:00
Pedro J. Estébanez
3c4b607faf Fix freeze-crash in lightmapper under MinGW-GCC 2021-01-21 12:09:37 +01:00
Rémi Verschelde
c97837d0ee
Merge pull request #45335 from lawnjelly/bvh_revert_update
Partially revert change to BVH render tree update method
2021-01-20 21:07:21 +01:00
lawnjelly
2527067c4d Partially revert change to BVH render tree update method
Leaves in the bug fixes, but reverts the change to the update method.

Turns out the new update method of getting the scenarios was causing problems, I will need to consult with reduz on the best way of getting access to the scenarios for a single update per frame.

Doing multiple updates isn't terrible but it should be nicer to get a single update working, as it should be more efficient, and give a single point for pairing callbacks.
2021-01-20 19:15:07 +00:00
Rémi Verschelde
6d5daac3e4
Merge pull request #45312 from qarmin/remove_thread_lightmapper
Remove thread after use to prevent memory leak
2021-01-20 10:43:03 +01:00
Rémi Verschelde
bcbbb6a30c
Merge pull request #45319 from nekomatata/bvh-create-aabb-3.2
BVH broadphase creates objects with updated AABB to avoid extra checks
2021-01-20 10:37:36 +01:00
Rémi Verschelde
da909e70fc
Merge pull request #45311 from lawnjelly/bvh_fixed_updates
BVH render tree new updating scheme
2021-01-20 10:26:51 +01:00
Rémi Verschelde
89cc558c48
Merge pull request #45242 from Calinou/doc-poolrealarray-64-bit
Document workaround for storing 64-bit floats in PoolRealArray
2021-01-20 10:24:43 +01:00
Rafał Mikrut
d025194602 Remove thread after use to prevent memory leak 2021-01-20 09:37:25 +01:00
PouleyKetchoupp
10868e76e6 BVH broadphase creates objects with updated AABB to avoid extra checks
When set_static is called on a newly added object, the forced collision
check in BVH set_pairable was using an empty AABB, which caused
unnecessary collision checks at the origin, then a call to move was
checking again at the right position.

These changes ensure broadphase objects are added to the BVH tree with
proper AABB so collision checks are correctly done right away.

Octree & Basic broadphase trees are not affected by these changes.
2021-01-19 12:22:33 -07:00
lawnjelly
4954a869bb BVH render tree new updating scheme
Change render BVH update scheme from once per update_dirty_instances to a new update_scenarios function called once per draw.

Fix lights not being properly unpaired.
Fixed bug in add_changed_item where AABBs were not being updated due to more than one update per tick.
2021-01-19 14:24:32 +00:00
Rémi Verschelde
2fa93d8514
Merge pull request #45279 from magian1127/3.2
[3.2] Mono: Fix support for Unicode identifiers
2021-01-19 15:15:02 +01:00
Rémi Verschelde
544f0bfff1
Merge pull request #45291 from RandomShaper/fix_lightmapper_mingw_3.2
Fix crash in lightmapper under MinGW-GCC Windows (3.2)
2021-01-18 19:40:20 +01:00
Pedro J. Estébanez
89237c8952 Fix crash in lightmapper under MinGW-GCC Windows 2021-01-18 18:28:11 +01:00
Rémi Verschelde
40b35469ab
Merge pull request #45286 from lyuma/renamepatches
3.2 embree: Rename patches folder
2021-01-18 17:09:10 +01:00
Rémi Verschelde
3dcb0409f7
Merge pull request #45285 from lyuma/lightmapper_cross_compile_fixes
[3.2.4] Fix lightmapper build on llvm-mingw on Linux
2021-01-18 16:32:02 +01:00
Lyuma
a0c8f45095 Rename patches folder 2021-01-18 06:52:58 -08:00
Lyuma
2c2f70c444 embree: cross compile fixes.
Fix typos in #if; add missing _MSC_VER; avoid warning in random generator.
2021-01-18 06:20:24 -08:00
Rémi Verschelde
0b3540a03c
Merge pull request #45079 from Faless/js/3.x_gamepads
[3.2] [HTML5] Use internal implementation of the Gamepad API.
2021-01-18 13:55:39 +01:00
Fabio Alessandrelli
31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
Fabio Alessandrelli
ea89e73a88 Better gamepad axis event injection.
In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.

The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.

This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
2021-01-18 13:07:37 +01:00
Rémi Verschelde
bc47a8ae00
Merge pull request #39533 from hilfazer/editable-children-bugfixes
Fix Editable Children issues with node renaming, moving, duplicating and instancing.
2021-01-18 12:31:12 +01:00
magian1127
cb679dc434 C # mono supports Unicode code 2021-01-18 16:34:10 +08:00
Rémi Verschelde
e25984a745
Merge pull request #45255 from qarmin/fix_leak_dynamic_font
[3.2] Fix memory when loading dynamic font
2021-01-17 20:27:53 +01:00
Rémi Verschelde
694e51d210
Merge pull request #45251 from lawnjelly/bvh_fix_pairing
Fix BVH set_pairable and masks.
2021-01-17 20:24:48 +01:00
Rafał Mikrut
f92ad30dfd Fix memory leak dynamic font 2021-01-17 17:53:13 +01:00
lawnjelly
a241aeb289 Fix BVH set_pairable and masks.
Calling set_pairable now will update collisions (rather than waiting for the next item_move).

Mask behaviour used for pairing now (hopefully) matches octree.
2021-01-17 15:00:49 +00:00
Sergey Minakov
d4096285b6 [iOS] Remove plugins from modules. 2021-01-17 14:46:03 +03:00
Hugo Locurcio
9dbdec7e33
Document workaround for storing 64-bit floats in PoolRealArray 2021-01-16 21:46:01 +01:00
Rémi Verschelde
99fdf25613
Merge pull request #45231 from Calinou/doc-poolrealarray-32-bit
Document that PoolRealArray stores 32-bit floats
2021-01-16 21:22:42 +01:00
Hugo Locurcio
e2c13c00f7
Document that PoolRealArray stores 32-bit floats
This closes #45230.
2021-01-16 16:48:09 +01:00
Rémi Verschelde
51bcc875ea
Merge pull request #45214 from arrowinaknee/3.2-fix-new-scene-save
[3.2] Remove unnecessary file existence check when saving scene
2021-01-16 12:45:16 +01:00
Rémi Verschelde
16825b5df9
Merge pull request #45228 from qarmin/fix_missing_area_in_out
[3.2] Remove usage of deleted element in Area::_area_inout
2021-01-16 10:47:54 +01:00
Rafał Mikrut
b213c441e4 Fix usage of deleted element in Area::_area_inout 2021-01-16 09:54:55 +01:00
ArrowInAKnee
5d8a24d1a5 Remove unnecessary file existence check when saving scene 2021-01-15 20:33:12 +03:00
Rémi Verschelde
029d2568c3
Merge pull request #45211 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 17th batch
2021-01-15 17:09:32 +01:00
Rémi Verschelde
57e0ef7b95
Merge pull request #45198 from nekomatata/improved-raycast-node-render-debug-3.2
[3.2] Improve Raycast render debug
2021-01-15 16:51:04 +01:00
Rémi Verschelde
7e207cfd48
i18n: Sync translations with Weblate 2021-01-15 16:49:47 +01:00
Phischermen
708f690b50
Add info about how gizmos affect transform notifications
(cherry picked from commit 72d1d7e948)
2021-01-15 16:49:46 +01:00
Hugo Locurcio
dc2e568352
Mention that NetworkedMultiplayerENet uses UDP only
This is important to clarify for those doing port forwarding.

(cherry picked from commit 7b33498995)
2021-01-15 16:49:46 +01:00
Hugo Locurcio
ba04de6893
Draw a "background" line behind the dashed line in TextureRegion editor
This makes the dashed line visible on any background.

(cherry picked from commit 656aba1273)
2021-01-15 16:49:46 +01:00
Andrii Doroshenko (Xrayez)
b124c0c466
Expose Resource.emit_changed() to script
Also known as `emit_signal("changed")`.

(cherry picked from commit e94f46dcdb)
2021-01-15 16:49:46 +01:00
Filip
37096cff86
Fix file name comparison when new file is added to file system
(cherry picked from commit b05ff60f6e)
2021-01-15 16:49:46 +01:00
Alexander Pech
d73281a350
Keep RichTextLabel visible character properties in sync
The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.

To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.

Docs updated for member set_visible_characters on RichTextLabel class.

(cherry picked from commit 463e2002ab)
2021-01-15 16:49:46 +01:00