Commit graph

411 commits

Author SHA1 Message Date
Manuel Moos
d5abd4eb75 Add hysteresis to physics timestep count per frame
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.
2018-04-09 22:27:29 +02:00
Juan Linietsky
187b14ae24
Merge pull request #17730 from RandomShaper/radio-buttons-in-menus
Radio buttons in menus
2018-04-07 16:41:39 -03:00
n4nn31355
bdc64efcb3 Fix segfault on x11 2018-04-05 05:23:38 +03:00
Pedro J. Estébanez
ab3b1d9f3e Add radio-button-looking entries to PopupMenu
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.

`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.

Keeping check in the name adds an additional clue about these facts.

Closes #13055.
2018-03-27 19:19:45 +02:00
Rémi Verschelde
10fa69285c Add --print-fps option to output FPS to stdout
Works both for the editor and games.

Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
2018-03-21 09:08:51 +01:00
ShyRed
75308d7a30 Open textfile in textmode
Open mapping files in textmode as they are textfiles.
2018-03-16 16:28:05 +01:00
Rémi Verschelde
cc617dc5d1 SCons: properly close files when reading controller mappings
Fixup to #17296.
2018-03-16 08:40:33 +01:00
Hein-Pieter van Braam
e4e0ba908a
Merge pull request #17296 from cart/controller-mapping-autogen
Generate controller mapping class from one or more SDL2 database files
2018-03-15 22:42:06 +01:00
Bernhard Liebl
2b728de8f2 Fix debugger_stdout_settings being ignored 2018-03-15 12:22:10 +01:00
Viktor Ferenczi
272ecddb28 Properly closing all files in Python code 2018-03-11 14:55:50 +01:00
Carter Anderson
40b0c55834 Generate controller mapping class from one or more SDL2 database files 2018-03-05 22:23:49 -08:00
bruvzg
f0d24de960
Fix --help output, allow renderer override from command line (--video-driver). 2018-03-02 10:05:14 +02:00
Hein-Pieter van Braam
b4215c991a Allow running with a custom resource without a main scene
After 3f8a4cc719 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.

We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.
2018-02-26 18:48:47 +01:00
Rémi Verschelde
95b8984d5f Add --quit option to help output and update manpage 2018-02-24 18:22:29 +01:00
Rémi Verschelde
23ebae01dc Refactor version macros and fix related bugs
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
2018-02-23 20:15:29 +01:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Nathan Warden
4bfb504c2f Added an auto quit and auto build flag to the command line options. 2018-02-19 16:22:55 -05:00
Rémi Verschelde
f9b292b935 Prevent loading project-specific config in Project Manager
The Project Manager should share the same settings as the editor most of the time.
The whole init stuff with Main::setup and Main::start needs a good cleanup though.

Fixes #15199.
2018-02-19 13:31:15 +01:00
Ignacio Etcheverry
dad47d8876
Merge pull request #16749 from PJB3005/18-02-16-project-manager-mono-debug-fix
Makes project manager never initialize mono debug.
2018-02-18 19:53:46 +01:00
Pieter-Jan Briers
dd19826277 Ignore tools CLI flags in non-tools builds.
Some flags were still parsed but either did nothing or broke everything.

No reason to parse them.
2018-02-17 12:24:30 +01:00
Pieter-Jan Briers
1099838079 Makes project manager never initialize mono debug.
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.

This is fixed now by making a Main::is_project_manager().
2018-02-16 16:15:35 +01:00
Rémi Verschelde
e0f43e0678
Merge pull request #15564 from RandomShaper/adpod-topmost
Add new window setting: always on top
2018-02-14 16:43:40 +01:00
Rémi Verschelde
583d6f2682
Merge pull request #15741 from paulloz/bug-no-main-scene
Fix bug when launching a game with no main scene
2018-02-14 16:25:18 +01:00
Rémi Verschelde
e7351ecdf5
Merge pull request #16407 from Calinou/project-manager-allow-hidpi
Always detect and use hiDPI in the project manager if needed
2018-02-14 00:42:34 +01:00
Hugo Locurcio
55a2bffac9
Always detect and use hiDPI in the project manager if needed
This makes its hiDPI behavior consistent with the editor.
2018-02-13 22:35:20 +01:00
Brandon DeRosier
ae579a256e
Add Xbox One Elite and Xbox 360 Afterglow pads 2018-02-13 00:43:54 -08:00
Zephilinox
1c473a47e5 Print FPS setting now only prints the game FPS 2018-01-23 23:40:24 +00:00
volzhs
56d4456bea Rename Fixed Fps to Physics Fps on Project Settings
Fixes #15981
2018-01-23 06:01:31 +09:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Mariano Suligoy
ff59c562f7 Fix crash when closing the editor 2018-01-16 22:27:40 +01:00
Paul Joannon
3f8a4cc719 Fix bug when launching a game with no main scene
Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
2018-01-15 12:52:54 +01:00
Ruslan Mustakov
5092098947 Destroy AudioServer after other non-core types are unregistered
This is important for some GDNative bindings and probably for Mono. They
may keep references to audio objects which are freed when they are
unregistered. If AudioServer is already deleted at that point, it causes
segfaults.
2018-01-11 17:03:38 +07:00
Rémi Verschelde
42ee9541fd
Merge pull request #15297 from poke1024/runner-limit-errs
Limit number of errors and messages sent by runner
2018-01-07 12:38:08 +01:00
Pedro J. Estébanez
ee2c31d306 Add new window setting: always on top
Implemented for Windows and Linux.
2018-01-05 21:31:04 +01:00
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
Emmanuel Leblond
e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Bernhard Liebl
c7c764220c Limit number of errors and messages sent by runner 2018-01-03 17:23:09 +01:00
Rémi Verschelde
6322b0bbb7
Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +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
Andreas Haas
3434971496
Editor: Respect -w command line flag. 2017-12-29 20:10:15 +01:00
Chong-U Lim
0f223783dc Fix editor crash on "save and exit" bug
If a scene is modified and a user closes the editor and selects the "Save
and exit" option in the modal dialog -- the editor crashes. This appears
to be a result of the message queue being memdeleted AFTER visual servers
have been destroyed. Remnant textures handled by the message queue throw a
NRE when their own ~Texture destructors reference the visual servers.

This fixes bugs: #12946 and #12813.
2017-12-20 08:34:04 +00:00
Hein-Pieter van Braam
7a10d3ab78 Correct license headers in main.cpp and voxel_light_baker.cpp
Sorry for the churn
2017-12-20 01:04:30 +01:00
Hein-Pieter van Braam
9fa5a588f0 Fix lightbaker clang-format issue and add license headers 2017-12-20 01:02:03 +01:00
Juan Linietsky
fc103566e6 Added font oversampling support 2017-12-19 18:48:30 -03:00
Guilherme Silva
a392dbdbe3 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Juan Linietsky
db22aec51a fixed reference to splash file 2017-12-16 16:20:36 -03:00
Juan Linietsky
cf84ee22a9 Added custom editor splash (including sponsor logo). 2017-12-16 16:11:13 -03:00
Andrew Silver
47e866e748 Updated input_default.cpp again (new maps take priority)
Fixes #14639
2017-12-14 22:24:53 +01:00
Juan Linietsky
93a63a5e1a GDScript files are converted to binary on export now. 2017-12-14 15:34:47 -03:00
Andrew Silver
15a501b113 Updated controller mappings for windows/mac/linux 2017-12-10 16:58:34 +01:00