This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:
- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.
A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.
We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.
This is an example of what the generated code looks like:
```
using Godot;
namespace Foo {
[ScriptPathAttribute("res://Player.cs")]
// Multiple partial declarations are allowed
[ScriptPathAttribute("res://Foo/Player.cs")]
partial class Player {}
}
[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```
The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
- Add indexed type to the builtin types output, which is useful for
bindings implementing array-like access.
- Use getter type instead of hint for property types, as the hint can be
unreliable and include multiple comma-separated possible types.
- Moved Variant struct definition to its own file so it can be used
without include cycles (like on Dictionary).
- Add `index` operator function so bindings like C++ can implement the
operator[] overload (which needs a reference to the actual value).
- Added missing new/destroy functions to Vector3i array.
- Added print error/warning functions as helpers so bindings can print
messages in the same manner as Godot itself does.
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.
Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.