Make `resource_local_to_scene` behave as described in the documentation. (If I understand correctly, the following **instance** refers to **the instance of the sub-scene**.)
2e24b76535/doc/classes/Resource.xml (L70-L72)
If the resources of the sub-scene are modified in the main scene, the modified resources will be recorded in the `tscn` file of the main scene. And the root node of the sub-scene will be set twice.
1. In the main scene, when encountering a sub-scene, the sub-scene will be initialized first;
2. Then use the resources in the main scene to reset the root node of the sub-scene.
This may make `resource_local_to_scene` not work as expected. The resources cannot be shared between the sub-scene root node and other ordinary nodes in the sub-scene.
Yes, if the resources have `resource_local_to_scene` enabled, this patch treats the modified resources of the sub-scene root node as resources in the sub-scene, not in the main scene. Although the modifications are recorded in the `tscn` file of the main scene.
This can be used to make particles disappear when colliding, rather
than bouncing around or sticking to surfaces.
This is useful for rain particles which should not be able to go
through floors/ceilings, but shouldn't stick to surfaces either.
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
- Change Tree's drop_position_color from orange to white.
- Change ItemList's guide_color to the same color as Tree's, which fits in with a dark theme better.
- Add `positive_only` property hint to disallow using negative presets.
These values are clamped in several places in the editor already,
so this avoids displaying presets that don't work.
- Move the Zero preset at the end of the positive list to match
the custom property editor. It's also used less often than Linear,
Ease In and Ease Out.
- Rename presets to be consistent between the easing property editor
and custom property editor.
- Remove unused `inout` hint which was redundant since it was already
the default.
- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
This makes the default behavior consistent between SpriteBase3D,
BaseMaterial3D and imported glTF scene materials.
Alpha scissor threshold property hints now allows for more precise
adjustments as well.
The properties for which the `notify_property_list_changed()` call were removed, had issues with caret placing and tab navigation.
Since other node editors do not call this notify on all setters, it is assumed that removing them on certain fields should not impair any functionality.
See f.e. navigation_mesh.cpp `set_source_group_name` vs `set_source_geometry_mode`.
Solves #63549
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
Based on #62896, only implements the BPM support part.
* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
This PR is a continuation of #50381 (which was implemented exactly a year ago!)
* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.
Obligatory Screen:
A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size
TODO:
* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.
In general this PR is a starting point for more contributors to improve and enhance this functionality.
And finally remove the 'frames' property which was added for compatibility with 2.1
in bed3efb17e.
Fixes#21765.
The 'animations' property on the other hand is needed, contrarily to what its comment
said (copy-paste mistake probably).
Also removes unused '_get_animation_list'.
Fixed an infinite loop caused when given page size is too small to store anything.
If, in the first step of compression, we attempt a rollback, we end up calling LocalVector::resize with AnimationCompressionDataState::validated_packet_count which is -1. This resize function takes a uint, and there's a bitshift operation that assumes that by bitshifting enough times, we'll reach a number greater than or equal to the requested memory amount, which we'll never do for uint(-1), and this causes an infinite loop.
To fix, I'm adding an early failure in case the given page size isn't enough.
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
* Ensures thread safety when resources are destroyed.
* Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe.
* Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem.
Supersedes #57533
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
These spaces are not needed for the file to be successfully parsed.
Other types such as Vector3 are no longer serialized with spaces
after the opening parenthesis and before the closing parenthesis,
so this is also more consistent.
Fix mistake making `set_custom_format` impossible to use.
Automatically forward custom flags in `SurfaceTool.commit`.
Add documentation in `SurfaceTool` and `Mesh` for custom channels.
Deprecate `SurfaceTool.generate_lod` and expose `ImporterMesh.generate_lods`.
Nearest-neighbor filtering of the heightmap results in a broken
appearance, with and without Deep Parallax enabled on the material.
Linear filtering results in a more expected appearance. This does
not affect other texture maps such as albedo, normal or roughness.
Match NavMap and ProjectSettings with NavigationMesh defaults since the NavMap edge merging requires a matching cell_size with the NavigationMesh to create connections without issues.
This is more consistent with other BaseMaterial properties such as
`ao_texture_channel`.
This also improves the documentation related to
`albedo_texture_force_srgb`.
This also fixes a typo in the 3.x material converter.
* Add a button to add properties (which lets you select node and property)
* Add ability to drag properties and drop them to the editor.
* Made the editor transient (not always visible on the bottom) since its not needed most of the time.
* Added the ability to pin the editor, in case dragging properties from other nodes is desired.
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
Lowers or removes the slider limits and steps from NavigationMesh resources and changes some default values to better work with realistic unit sizes by default.
Adds warnings when at least one of the input mesh surfaces is of wrong primitive type or has an empty vertex / index array as those broken input meshes would fail as both navmesh as well as later when creating debug meshes.
Implements a method `mark_dirty` in Curve2D and Curve3D like the one
that already exists in Curve, it's a convenient way to set
`baked_cache_dirty` to `true` and also emit the `changed` signal.
- Fix a bug causing an error message when a scene containing an AnimationPlayer with a reset track is saved, by correctly referencing the temporary "default" library.
- Make library dropdown in new animation window assign correct library when creating an animation.
- Similarly allow choice of library when duplicating animation.
- Make library dropdown default to library of currently selected animation.
- Make library dropdown show when exactly one library exists, and it isn't [Global]. Include [Global] on the dropdown in this case (will be newly created if dialog is confirmed).
- When appending (x) to avoid New Anim name collisions, correctly check target library instead of [Global].
- Add parentheses when appending x when duplicating animations in the library editor, for consistency.
- Change titles and prompts to be distinct in name/rename/duplicate dialiogs.
- Fix bug in OprionButton.get_selectable_item(true) when last is not selectable.
- Fix issues where animation wasn't found on deletion/rename by correctly prepending library name.
- Remove an extraneous print_line from animation_track_editor.
- Add messages to errors when an animation isn't found.
While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.
This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
* Placeholder textures
* Placeholder meshes
* Placeholder material
This PR is the first step towards implementing https://github.com/godotengine/godot-proposals/issues/2756
It adds an asset type that uses no resources, which can be used to replace the existing ones on export for using on the upcoming server export.
Convert method signature parameters to const where it is possible
# Conflicts:
# drivers/gles3/rasterizer_canvas_gles3.cpp
# drivers/gles3/rasterizer_canvas_gles3.h
# editor/plugins/animation_state_machine_editor.cpp
# editor/plugins/animation_state_machine_editor.h
Implements https://github.com/godotengine/godot-proposals/issues/4096
* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.
This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.
Missing (will be done on separate PRs):
* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
- improved mesh data calculation from standalone static colliders so that no
VisualServer calls are performed - and thus no VS mutexes need to
be locked in case of on-thread baking
- improved the same for GridMap's static colliders
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal
This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).
This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
The new `edit/loop_mode` import options lets user choose to either:
- Detect loop points from the WAV (default, same behavior as before)
- Set the loop mode and loop points manually like in AudioStreamSample
Fixes#46164.
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
* Its not and will not be used for streaming.
* Streaming will be implemented in 4.1 and it will work different.
* It makes more sense to be called CompressedTexture since it imports and compresses texture files.
This makes it possible to create more aesthetically pleasing
styleboxes for GUI theming, especially in games that have
a futuristic appearance (where skewed buttons and progress bars
are common).
The value is already clamped in the editor, but it wasn't being
clamped when the value was set via code. Values outside the [0.0; 1.0]
range can result in broken rendering.
This brings PhysicalSkyMaterial's Night Sky functionality to
ProceduralSkyMaterial, but in a more powerful and general fashion.
This can be used to display stars at night, or clouds at day and night.
For clouds, it won't be physically accurate, but it can look good still.
The Sky Cover Modulate property can be used to adjust the sky cover's
colors and opacity in real-time, which is useful for day/night or weather
transitions.
- Tweak colors to be less saturated and more balanced (in terms of hue).
The cool blue sky is balanced by a warm brown ground,
which makes reflections look closer to how they'd look like when using
an HDRI panorama texture.
- Make the ground color dark on both ProceduralSkyMaterial and
PhysicalSkyMaterial to reduce indoor light leaking, especially
when using GI.
- Tweak the PhysicalSkyMaterial colors to be as close as possible
to ProceduralSkyMaterial (with the default sun orientation).
- Tweak editor environment defaults to be identical to the default
ProceduralSkyMaterial colors. Previously, the default editor sky
color was different from the colors of a newly created
ProceduralSkyMaterial resource.
Both new skies were tested without GI, with SDFGI and with VoxelGI.
They were tuned to look best when using ACES tonemapping with a
whitepoint set to 6, but they still look good with other
tonemapping operators.
This makes radiance map updates much faster, which improves performance
when rotating the sun in the editor or at run-time.
This real-time filter is also much less prone to "fireflies" that can
appear when using a sky with a bright sun.
This reverts commit a988fad9a0.
As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
Improvements:
* Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders.
* Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default.
* Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window.
Fixes:
* Fixed saving of occluder files after bake.
* Fixed a small error where occluders didn't correctly update in the rendering server.
Bonus content:
* Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders.
* Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
- Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.
- Reorder the Y scale enum to go from the lowest Y scale to the highest.
Also rename the "Disabled" setting to "100%" for clarity.
This improves rendering performance noticeably, especially when the
camera moves fast.
On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
Larger sizes take up a lot of memory for little visual benefit.
They also take a while to initialize, which makes the inspector slow
to refresh when the texture needs to be regenerated.
This provides better usability when a GradientTexture or CurveTexture
is added to a Control node.
Visual appearance of most GradientTextures and CurveTextures will
be unaffected.