Rémi Verschelde
2e273f0e35
Merge pull request #77724 from RandomShaper/remove_red_th_cond
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Remove redundant check from thread guards
2023-06-01 15:52:16 +02:00
Pedro J. Estébanez
8c288918a0
Remove redundant check from thread guards
2023-06-01 11:08:14 +02:00
Markus Sauermann
6d490ce8de
Deprecate push_unhandled_input
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The functionality of `push_unhandled_input` has changed so that it no
longer propagates input events to SubViewports.
This makes it less predictable and it should be deprecated in favor of
`push_input` which provides the same functionality and more.
Also this deprecation simplifies the Viewport-API by reducing the methods
for pushing input events, so that users don't need to worry about when
to use which function in order to insert input events.
2023-05-31 19:07:04 +02:00
Yuri Sizov
6dd5ccdedd
Merge pull request #66625 from Sauermann/fix-move-child-update
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Create a virtual mouse move event after moving child nodes in tree
2023-05-30 15:57:21 +02:00
Yuri Sizov
3a895eafc0
Merge pull request #77595 from Sauermann/fix-double-inputevent
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Fix InputEvent being used twice
2023-05-30 15:25:36 +02:00
Markus Sauermann
ce10ca6979
Create a virtual mouse move event after moving child nodes
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This updates mouse cursor and mouse-over-states without the need
for additional mouse movements.
2023-05-29 22:46:19 +02:00
Yuri Sizov
ee7b26403b
Merge pull request #77433 from YuriSizov/editor-reparented-popups-fix
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Fix auto-reparenting logic in the `ProgressDialog`
2023-05-29 17:30:46 +02:00
Yuri Sizov
4c5c7cbb58
Fix auto-reparenting logic in the ProgressDialog
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* Make sure `Popup` signals are disconnected when unparented.
* Remove a fail condition from `Window::is_embedded` when
not in tree.
2023-05-29 17:02:16 +02:00
Markus Sauermann
a9bf3de08e
Fix InputEvent being used twice
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A single mouse click can cause multiple actions, which contradicts
the paradigm that a single Input Event should cause only a single
action.
The solution consists of two parts:
1. Physics Picking as the last step during viewport input event
handling, currently doesn't set the event as handled. This PR sets
the event as handled in the case of physics picking.
2. After an InputEvent is processed by a SubVieportContainer, it is
sent to its parent, even if it set as handled within the SubViewport.
This PR adds an additional test to check if the event is handled
before propagating the event to the parent Control.
2023-05-29 02:39:09 +02:00
Michael Alexsander
af04d3fb2c
Fix error when attempting to move a embedded window with a negative title height
2023-05-28 16:46:16 -03:00
Rémi Verschelde
adbdf9a86e
Merge pull request #77234 from RandomShaper/fix_rtl_mt
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Allow threads to mark themselves as safe for nodes
2023-05-24 08:42:59 +02:00
Pedro J. Estébanez
e725b4b02b
Allow threads to mark themselves as safe for nodes
2023-05-24 00:22:58 +02:00
Rémi Verschelde
012541763d
Merge pull request #77288 from puchik/expose_get_window_id
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Expose get_window_id() from Window class
2023-05-23 19:14:24 +02:00
Rémi Verschelde
ab935aaac6
Merge pull request #77312 from ajreckof/fix_window_unselectable_for_ViewportTexture_NodePath
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Fix `Window` derived nodes being unselectable for `ViewportTexture` `NodePath`
2023-05-22 17:02:20 +02:00
Pedro J. Estébanez
250d8d00b5
Fix compile issue in not very conformant compilers
2023-05-22 13:33:40 +02:00
ajreckof
ace7620e55
fix Window
derived nodes being unselectable for ViewportTexture
NodePath
2023-05-21 16:28:41 +02:00
Arman Elgudzhyan
49890a99c1
Expose get_window_id() from Window class
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Window classes often need a Window ID for operations. This will help with performing operations on cached Windows.
2023-05-20 14:48:24 -07:00
Pedro J. Estébanez
50cf3d6966
Optimize threading-sensitive node data for single-threaded processing
2023-05-17 02:04:41 +02:00
Pedro J. Estébanez
44cc0d2ec2
Let calls through thread guards in resource loading contexts
2023-05-17 01:43:28 +02:00
Rémi Verschelde
755c61b57a
Merge pull request #77064 from brno32/push-input-null-check
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Check for null event in Viewport::push_input
2023-05-16 11:04:08 +02:00
Rémi Verschelde
12b7a56202
Merge pull request #76713 from KoBeWi/TODO_is_now
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Fix 2D audio in multiple viewports
2023-05-16 11:00:45 +02:00
Rémi Verschelde
508a5bf16e
Merge pull request #76025 from YuriSizov/editor-reparentable-windows
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Expose dialog parent-and-popup logic to the API
2023-05-16 10:49:09 +02:00
Rémi Verschelde
59c19a7172
Merge pull request #75250 from bruvzg/lbl_rtl_jst_flags
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Expose TextServer justification flags to Label, Label3D, TextMesh and RTL. Add flags to control last/single line justification.
2023-05-16 10:48:45 +02:00
Rémi Verschelde
8cfa19a078
Merge pull request #77000 from reduz/make-more-base-nodes-thread-safe
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Make more base nodes thread safe
2023-05-16 00:31:56 +02:00
Alex Drozd
a5a1c3a03c
check for null event in Viewport::push_input
2023-05-15 20:16:15 +02:00
Yuri Sizov
17f492fb82
Expose dialog parent-and-popup logic to the API
2023-05-15 19:49:28 +02:00
bruvzg
9163d8c336
Expose TextServer justification flags to Label, Label3D, TextMesh and RTL. Add flags to control last/single line justification.
2023-05-15 19:23:54 +03:00
Juan Linietsky
0a9f72d5a8
Make more base nodes thread safe
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Ongoing work to make more of the base nodes thread safe.
2023-05-15 16:54:10 +02:00
Rindbee
1eb250e17d
Avoid crash when adjusting a node tree that is not in the tree
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When node tree `A` is not in the tree, `remove_child(B)` will not
automatically clean up the owners of `B` and `B`'s child nodes.
This is convenient for implementing operations like `replace_by()`,
but may have hidden dangers when manipulating the rest of the tree
`A`.
This commit makes it safe to manipulate the rest of `A` after freeing
`B`.
2023-05-11 08:57:39 +08:00
Rémi Verschelde
5271186f2f
Merge pull request #75901 from reduz/refactor-node-processing
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Refactor Node Processing to allow Scene Multithreading
2023-05-10 12:46:44 +02:00
Rémi Verschelde
31fc7a8525
Merge pull request #62378 from trollodel/gsoc_2022_multiwindow
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Add multi window code and shader editors (GSOC'22 Project)
2023-05-10 12:46:19 +02:00
Rémi Verschelde
3b8c828159
Merge pull request #69988 from smix8/navigation_rvo_rework_4.x
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Rework Navigation Avoidance
2023-05-10 10:19:12 +02:00
Rémi Verschelde
8e608e9467
Merge pull request #64388 from Rindbee/improve-ViewportTexture
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Improve the UX of ViewportTexture in the editor
2023-05-10 10:18:43 +02:00
trollodel
b4d6b47c17
Add multi window code and shader editors
2023-05-10 09:14:21 +02:00
smix8
a6ac305f96
Rework Navigation Avoidance
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Rework Navigation Avoidance.
2023-05-10 05:01:58 +02:00
Rindbee
af58f1e854
Improve the UX of ViewportTexture in the editor
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The associated `ViewportTexture`s will update the `viewport_path`
in time when the `Viewport`'s nodepath is changed (caused by renaming
the node names or moving in the SceneTree dock).
If the target `Viewport` is changed by resetting the `viewport_path`,
the `ViewportTexture`s will be re-setup and emit `changed` signal in
time.
2023-05-10 09:13:43 +08:00
Juan Linietsky
98c655ec8d
Refactor Node Processing
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* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424 .
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
2023-05-09 19:17:51 +02:00
Rémi Verschelde
72323a57d0
Merge pull request #57894 from Sauermann/fix-subviewport-1
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Fix unrestricted mouse-event propagation to SubViewports for Physics-Picking
2023-05-09 10:43:49 +02:00
Rémi Verschelde
15f9ac9458
Merge pull request #75751 from KoBeWi/eradicate_ViewportTexture_errors_entirely_and_surely
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Prevent errors when using ViewportTexture
2023-05-08 16:40:10 +02:00
Rémi Verschelde
bbe05b60c8
Merge pull request #57179 from spacechase0/notify-world2d-changed-master
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Propagate previously unused NOTIFICATION_WORLD_2D_CHANGED, make CanvasItem/CollisionObject2D use it
2023-05-08 16:40:00 +02:00
kobewi
1b9802fa8c
Prevent errors when using ViewportTexture
2023-05-08 15:56:16 +02:00
Michael Alexsander
8118d0d2f5
Add more uses of appropriate cursors when resizing/moving some UI nodes
2023-05-07 11:14:57 -03:00
Max Hilbrunner
fa451ead91
Merge pull request #74883 from dalexeev/fix-thin-multiline-colors
2023-05-05 14:26:37 +02:00
kobewi
8a41eefb97
Fix 2D audio in multiple viewports
2023-05-03 23:09:40 +02:00
Chase Warrington
46e06ee1e6
Propogate previously unused NOTIFICATION_WORLD_2D_CHANGED, make CanvasItem/CollisionObject2D use it
2023-05-01 18:26:55 -04:00
Samuele Panzeri
4aaa2e6477
Fix wait for thread not started
2023-04-27 20:28:22 +02:00
Rémi Verschelde
6aac8af6f1
Merge pull request #69318 from Sauermann/fix-refresh-gui-events
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Fix scene reload crash related to mouse cursor update
2023-04-25 15:36:26 +02:00
Aaron Franke
290b09b36c
Expose determinant
in Transform2D, rename internal method
2023-04-22 13:44:14 -05:00
Rémi Verschelde
3695dfb357
Merge pull request #75509 from KoBeWi/In_physics,_the_observer_effect_is_the_disturbance_of_an_observed_system_by_the_act_of_observation._A_common_example_is_checking_CanvasItem's_global_position,_which_causes_its_transform_to_be_re-calculated-
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Fix invalid global position when read outside tree
2023-04-19 10:13:48 +02:00
bruvzg
520a8d8ed2
Add project manager / editor initial screen settings, implement DisplayServer.get_keyboard_focus_screen method.
2023-04-19 08:54:53 +03:00