This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
All arrays are now prefixed with `PACKED_` to distinguish them from
GDScript's generic typed arrays.
`RAW_ARRAY` is now `PACKED_BYTE_ARRAY` (RawArray was the name of
PackedByteArray back in Godot 2.x).
This is the new base branch for the classref translations to prepare them
for the 3.5 release.
This means that the 3.4 class ref translations will likely no longer get
updates, as we can't easily maintain two slightly different branches on
Weblate.
(cherry picked from commit aac4e36149)
It's useful context for translators but it generates very spammy diffs whenever
a line is added or removed, changing the comments for hundreds or thousands of
msgids needlessly.
We still have the file names so it's relatively easy to search in file to find
the location of the source string.
(cherry picked from commit dbfe36728e)
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
* Adds `indent(str)` to `String`:
* Indent the (multiline) string with the given indentation.
* This method is added in order to keep the translated XML correctly
indented.
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`.
* This will be used from both `EditorSettings` and the doc tool from
`main`.
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
It is not uncommon to want to scroll to the most recently added child of
a ScrollContainer (e.g. a chat box or activity log). This is a little
tricky, since `ensure_control_visible` will not work on a node on the
same frame as you add it. Let's at least document that you need to wait
until the next frame.
Relates to https://github.com/godotengine/godot-proposals/issues/3629.
Co-authored-by: Yuri Sizov <pycbouh@users.noreply.github.com>
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.
Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step
Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
Since we bundle the whole files in the editor binary, they actual impact the
binary size needlessly.
Automate it via `make merge`.
(cherry picked from commit 6fb47a271f)
* Adds proxy support for `HTTPRequest`.
* Adds `network/http_proxy/{host,port}` editor settings.
* Labeled as "HTTP Proxy" and it will be used for both HTTP and
HTTPS requests. This is the same convention as seen in Android
Studio's proxy settings.
* Makes Asset Library and Export Template Manager use proxy according to
the editor settings.
Exposes a method in `EditorInterface` to open scripts on a specified
line and column. This method handles if the internal or the external
editor should be used.
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.
The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.
Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
A summary of the tweaked descriptions:
* "get_camera_position()" is explains what the camera position is, and mitigates the confusion between this method and Node2D.position;
* "get_camera_screen_center()" links to the "get_camera_position" method;
* "reset_smoothing()" links to the "smoothing_enabled" propriety;
* "drag_horizontal_offset" and "drag_vertical_offset" link to their respective _enabled_ properties;
* "limit_smoothed" links to the "smoothing_enabled" propriety;
* "rotating" clarifies that the camera _view_ rotates when enabled.
Partially closes https://github.com/godotengine/godot-docs/issues/5417, as some of the issues described are no longer present in 4.0, or are not fully solved in this PR.
Further tweaks are welcome, as I'm afraid this could be a too verbose. A few of these could be split into their PR if necessary.
Clarified space parameters for contacts and added missing ones.
List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
The `opacity` property is superseded by the GeometryInstance3D
`transparency` property. It works the opposite way (0.0 is opaque,
1.0 is fully transparent), but provides the same behavior in a more
universal manner.
The doc now states that the method searches for a World2D among ancestor Viewports as well, differentiating it from the get_world_2d() getter.
and also find_world_3d()
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
- Replaced unused code related to old close icon with a button
- Add bezier handle options to right-click menu
- Remove mirror handle mode, only keep balanced
- Update animation reference
This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.
In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.
The documentation branch string is set in `version.py`.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
-Allows displaying custom options for specific file format variants
-Added support for scene format import to retrieve custom options
This PR is necessary for #54886 to be implemented properly.
This makes material setup faster and avoids mistakes, especially with
the metallic channel which defaults to 0.
The value is only changed when adding a texture when none was
previously assigned, not when assigning a different texture.
The physics API cannot provide needed functionality to ensure the correct behavior, which might lead to confusion (see `rest_info()`).
However `get_closest_collision_safe/unsafe_fraction()` methods are not removed, because they return correct result from `cast_motion()`.
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.
Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.
This also adds documentation for the project setting.
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.
In 2D, there is no change in behavior (just no more errors).
In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.
It's especially useful to get the generated local center of mass when
in auto mode (by default).
Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.
Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
On a GeForce GTX 1080 in 2002×1447 resolution, decreasing VoxelGI quality
from High to Low quality saves 1.2 ms of GPU time in a medium-sized
test scene. This only results in a minor drop in quality.
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.
Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.
This also makes the rendering driver checks use lowercase names
everywhere for consistency.
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
area_shape_entered and area_shape_exited had the exact same description. Changed area_shape_exited's description to specify that the signal is emitted when another area's shape exits rather than enters this area's shapes.
Damping values are now non-negative.
Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
The parent `_validate_property()` wasn't called, which led to shadow
properties being visible even if shadows were disabled on a
DirectionalLight3D node.
Fix NavigationObstacle3D to be attached to navigation map - without it
the NavigationObstacle3D is not working.
Replace radius approximation algorithm with simple "radius" property.
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits can only be used if the shadow
mode is PSSM 2 Splits or PSSM 4 Splits.
This also moves the Fade Start property to be located after the
split properties. This avoids intertwining "conditional" properties
with a property that's always available.
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.
The transparency value of any given GeometryInstance3D is affected by:
- Its new "transparency" property.
- Its own visiblity range when the new "visibility_range_fade_mode"
property is set to "Self".
- Its parent visibility range when the parent's fade mode is
set to "Dependencies".
The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.
Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.
Co-authored-by: reduz <reduzio@gmail.com>
Soft shadows are relatively expensive to filter. However, with the
default blur factors, it's not needed to use too many samples
(unless PCSS-like shadows are used with a large size). Textures
and screen-space antialiasing can also be used to mask the noise
pattern effectively.
On a GeForce GTX 1080, going from Medium to Low for both shadow types
saves 0.2-0.4 ms of GPU time per frame in 2560×1440 resolution.
This can translate to significantly higher savings on lower-end GPUs.
Given how the shader works, this improves rendering performance
even if lights with shadows are never used.
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).
* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
This reduces the size of the editor binaries significantly, as we otherwise
embed all WIP translations, including ones with very low completion ratios,
and end up paying for the size of all `msgid`s for each locale.
Cf. https://github.com/godotengine/godot-proposals/issues/3421 for details.
The thresholds used are:
- 30% for the editor interface (should already include most common strings
while more obscure ones like UndoRedo action names might be untranslated).
- 10% for the class reference: this is a HUGE resource and 10% is already
a lot of useful content, especially if focused on the most used APIs.
This currently reduces the size of the editor binary by 17% on Linux.
The list will be synced manually every now and then.
(cherry picked from commit 8425c58991)
It's easy to assume they are the same, but they are quite different for the two types of 2D lights. For myself, it took a bit of confusion and experimentation for me to figure out why this behaviour changed when I changed from point to directional. Hopefully it can save somebody else the trouble.
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)
This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.
With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.
Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.
This also removes the compile-time dependency on `yasm`.
Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.