Commit graph

275 commits

Author SHA1 Message Date
jsjtxietian b0ccd5c84f Prompt require editor restart to user when gizmo color changed 2023-10-06 15:02:03 +08:00
A Thousand Ships 517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
MewPurPur a40a2ff7d9 Improve the Torus icons 2023-09-20 15:42:37 +03:00
kobewi 015953a3d9 Add helper for 3D gizmos and unify box 2023-09-12 18:08:02 +02:00
pidogs f476b74ecf
Make CSGShape follow curve's tilt in Path mode
Fixes #65634.
2023-08-17 12:01:29 +02:00
mandryskowski 378f835a9c
Clarify the behaviour of CSGMesh3D using ArrayMesh 2023-08-12 13:21:27 +02:00
kobewi de4a3fa151 Unify and streamline connecting to Resource changes 2023-07-17 19:35:57 +02:00
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00
Rémi Verschelde 346f1ab86b
Bump version to 4.2-dev
Keep on waitin'
2023-07-05 22:07:03 +02:00
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
VolTer 1f4c5a702c Optimize CSG icons and more 2023-05-29 11:26:10 +02:00
Evan Todd da7e54ec17 Fix CSGPolygon3D in path mode disappearing at runtime. 2023-05-15 16:52:39 -07:00
Ninni Pipping 71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
Ricardo Buring 3f17a81f87 Add debug collision shape to CSG with collision 2023-05-03 08:41:37 +02:00
Justin Wash 1ac2c537da Fix infinite loop in Build2DFaces::_find_edge_intersections 2023-04-27 18:11:25 -05:00
K. S. Ernest (iFire) Lee eaa84bc682
Fix CSG edge case causing intersection line to hit on common edge of 2 triangles.
The previous implementation assumed that the intersection entered or exited a
shape when it hit right on the common edge of 2 triangles. However, there is
also a case where it just "skirts" the other shape on the outside.

To fix this, we added code to check the intersection distance and if the
normals of the faces are pointed in the same direction as the intersection or
not (e.g. inner product > 0). This handles the case where the intersection
line hits the common edge of 2 triangles and skirts the other shape on the
outside.

Extended code to cover a third case.

Fixes #58637.

Co-authored-by: OldBelge <StevenGeens@users.noreply.github.com>
2023-04-27 11:39:29 +02:00
Yuri Sizov 391eccca76 Validate code tags in documentation for potential params
Adds a check to make_rst to look for matches
between the text inside of the [code][/code] tag
and known param identifiers.
Fixes most of what was revealed.
2023-04-26 21:36:04 +02:00
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
DESKTOP-9O27V4U\Navi ac92704f39
Add compatibility code for CSGBox3D width/height/depth from Godot 3.x
Fixes #66420.
2023-02-13 20:41:23 +01:00
MinusKube 541b725190 Don't generate CSGPolygon3D shape before the assigned path is inside tree 2023-01-31 02:04:57 +01:00
kobewi b58111588a Add EditorUndoRedoManager singleton 2023-01-16 01:11:52 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Hugo Locurcio df636ac881
Document collision_priority in the CSGShape3D class 2022-10-24 18:44:30 +02:00
bruvzg 0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Micky ae5771e1b1 Rename remaining "Spatial" in Plugins to "Node3D"
For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`

For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`

Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
2022-10-04 16:27:29 +02:00
Rémi Verschelde 39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Andy Maloney 49ff3d5489 Remove unused includes & move some includes to top of file 2022-09-23 19:06:31 -04:00
Hugo Locurcio ae18928748
Rename Curve/Curve2D/Curve3D/Gradient interpolate() to sample()
"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
2022-08-30 22:08:38 +02:00
Micky 59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
Rémi Verschelde b8a64313f0
Merge pull request #59564 from KoBeWi/FINALLY,_ULTIMATE_UNDO_REDO 2022-08-22 22:37:33 +02:00
Rémi Verschelde 1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property 2022-08-22 21:39:48 +02:00
kobewi ece3df3938 Add per-scene UndoRedo 2022-08-22 18:05:10 +02:00
Yuri Sizov 1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Rémi Verschelde 5193332d10
Merge pull request #64343 from TokageItLab/priority-ph 2022-08-22 17:31:23 +02:00
RedMser c25b8f2876 Remove unintentional PROPERTY_USAGE_INTERNAL
The flag only matters for property definition,
but was also used in _validate_property a lot.
2022-08-18 16:25:00 +02:00
Silc Renew b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
Aaron Franke ce0080768c
Make "Godot source files" comment consistent in modules 2022-08-05 17:09:11 -05:00
Fabio Alessandrelli 55845bac26 Fix some array size function definition mismatch. 2022-08-04 13:06:17 +02:00
Fabian Keller 2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
reduz 141c375581 Clean up Hash Functions
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)
2022-06-20 12:54:19 +02:00
FireForge 4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
Rémi Verschelde 03218889d0
Merge pull request #61213 from timothyqiu/csg-crash
Fix editor crash when opening scene with CSGMesh
2022-05-20 07:57:10 +02:00
Haoyu Qiu de93286b1d Fix editor crash when opening scene with CSGMesh 2022-05-20 10:47:29 +08:00
Aaron Franke 5dc3bfb80e
Use suffixes for units in nodes and resources 2022-05-19 14:34:27 -05:00
reduz 746dddc067 Replace most uses of Map by HashMap
* 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!
2022-05-16 10:37:48 +02:00
Rémi Verschelde d8935b27a9 Fix warnings found by Emscripten 3.1.10
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.
2022-05-10 13:03:13 +02:00
hoontee b869ec7262
Rename CSGPrimitive3D.invert_faces to flip_faces 2022-05-06 20:51:46 -05:00
Rémi Verschelde 84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00