Commit graph

1000 commits

Author SHA1 Message Date
Fredia Huya-Kouadio da8b468074 Add boot splash for the Godot Android Editor 2022-12-16 10:49:28 -08:00
Rémi Verschelde de5aaf1d13
CI: Fix dumping GDExtension interface and API for godot-cpp
Follow-up to https://github.com/godotengine/godot-cpp/pull/960.

Fix exit code for --dump-extension-api and --dump-gdextension-interface.

Removed the planned API validation step as we still didn't implement
anything, and maintaining a stub isn't useful.
2022-12-14 16:42:14 +01:00
Rémi Verschelde f1edd03d4c
Merge pull request #69718 from groud/finally_rename_gdnative_to_gdextension
Rename all gdnative occurences to gdextension
2022-12-12 11:43:59 +01:00
Gilles Roudière be1c9d677d Rename all gdnative occurences to gdextension
Non-exhaustive list of case-sensitive renames:

GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
2022-12-12 11:04:57 +01:00
kobewi 7c6b659bd7 Add PropertyInfo overload for GLOBAL_DEF 2022-12-11 21:36:48 +01:00
Adam Scott eb901a50f9 Move navigation server finalize before physics server 2022-12-08 12:23:42 -05:00
Adam Scott 4a16b8630e Fix ResourceLoader::thread_load_tasks crash 2022-12-07 16:59:10 -05:00
Rémi Verschelde a565ddcd09
Merge pull request #69654 from BastiaanOlij/openxr_submit_depth_optional
Make submitting depth buffer in OpenXR optional
2022-12-07 13:25:42 +01:00
Markus Sauermann e18107a57c Fix Determining Window for Touchscreen
DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
2022-12-07 09:54:29 +01:00
Bastiaan Olij 484cd90d29 Make submitting depth buffer in OpenXR optional 2022-12-06 22:37:33 +11:00
Rémi Verschelde 55da3c1631
Merge pull request #68660 from Calinou/improve-cli-help
Improve command line help to fit on narrower displays
2022-12-05 00:07:00 +01:00
Hugo Locurcio e6d8357685
Improve command line help to fit on narrower displays
- Update shell completions to reference recently added CLI arguments.
2022-12-04 19:36:28 +01:00
bruvzg ecec415988
Use system fonts as fallback and improve system font handling.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
2022-12-04 18:44:20 +02:00
clayjohn 9141984e7e Enable GLES3 on Android
Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.

This also enables building for OpenXR

Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
2022-11-29 14:18:24 -08:00
Rémi Verschelde c392093668
Merge pull request #69272 from rune-scape/rune-avoid-global-base
Avoid using `get_global_class_native_base`
2022-11-28 11:02:43 +01:00
Rémi Verschelde 5eeb6e5906
Merge pull request #68532 from Calinou/cmdline-user-args-add-alternative-separator
Allow `++` as an alternative separator to `--` for user CLI arguments
2022-11-28 08:40:14 +01:00
rune-scape 847c9bd248 GDScript: Avoid using get_global_class_native_base 2022-11-27 03:55:53 -05:00
Rémi Verschelde c7ceb94e37
Merge pull request #69079 from adamscott/fix-singleton-scene-cyclic-load
Fix singleton scene cyclic loading
2022-11-25 19:29:57 +01:00
Adam Scott 69bb7e5b11 Fix singleton scene cyclic loading 2022-11-25 12:43:55 -05:00
Fabio Alessandrelli aa80cfac97 [Editor] Add button to keep the debug server open.
The setting is stored in the project editor metadata, and the server is
automatically started/stopped when the option change (only stopped if no
session is currently active).

The CLI option `--debug-server` now also forces the server to stay open
(without saving the state, unlike the menu option).

This commit also removes the "Keep debugger open" option in the script
editor "debug" menu. That option was really confusing, it used to hide
the bottom panel if and only if the debugger pane was selected, so if
you had your output log open instead (default when pressing play) it
would effectively do nothing. Having an option to save a click in such
a very specific case seems very overkill.
2022-11-25 11:02:55 +01:00
Rémi Verschelde a66fc4cf7e
Merge pull request #60686 from trollodel/move_editor_registration
Move editor class and plugin registrations to a dedicated file
2022-11-18 23:07:48 +01:00
trollodel 75177455d9 Move editor class and plugin registrations to a dedicated file 2022-11-18 08:02:08 +01:00
dzil123 772d11d340 Main::setup2 move print engine version to top 2022-11-16 07:05:00 -08:00
Rémi Verschelde 94e9860b82
Merge pull request #65836 from Calinou/add-max-physics-steps-per-frame-setting
Implement adjusting the maximum number of physics steps per rendered frame
2022-11-15 16:24:56 +01:00
Hugo Locurcio 914d3e1b1d
Allow ++ as an alternative separator to -- for user CLI arguments
This is required when using `startx` to start a Godot project, as
`--` is used by `startx` for its own arguments (and there is no way
to escape it).
2022-11-11 23:23:58 +01:00
trollodel ba9e619b51 Use forward-declarations in EditorPlugin where possible 2022-11-11 20:25:51 +01:00
kobewi d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
Rémi Verschelde e5950c5c1c
Merge pull request #60273 from Calinou/cli-export-release-rename
Rename `--export` command line argument to `--export-release`
2022-11-02 22:36:40 +01:00
Hugo Locurcio 6b0f7e9da9
Rename --export command line argument to --export-release
This makes the action of exporting to release mode more explicit.
2022-11-02 19:42:46 +01:00
Rémi Verschelde f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00
Rémi Verschelde 093dea21e0
Merge pull request #67593 from clayjohn/GLES3-pm
Default to Opengl3 driver when using the project manager
2022-11-02 17:12:47 +01:00
Rémi Verschelde 2bd9a6fe8d
Merge pull request #68044 from ztc0611/ios-promotion
Add ProMotion/High Refresh Rate Support to iOS Exports
2022-10-31 23:03:30 +01:00
Zach Coleman 601c42be66 Add ProMotion Support to iOS Exports 2022-10-31 09:33:39 -04:00
Rémi Verschelde 9188bc7341
Merge pull request #67879 from bruvzg/fix_no_vlk
Fix build with Vulkan disabled and no Vulkan headers installed.
2022-10-31 14:29:05 +01:00
Rémi Verschelde 5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde 6946bc56ef
Merge pull request #67309 from groud/implement_gdnative_interface_h_dump
Implement a way to dump the gdnative_interface.h file from the executable
2022-10-31 11:54:38 +01:00
dogboydog 16b35b59d1 set exit code EXIT_FAILURE when --build-solutions fails 2022-10-29 00:37:47 -04:00
bruvzg 4dd8f68120
Fix build with Vulkan disabled and no Vulkan headers installed. 2022-10-26 08:55:05 +03:00
Wei Guo d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
clayjohn 150d3656db Default to Opengl3 driver when using the project manager
This only applies when starting the project manager without command line args
2022-10-18 10:42:54 -07:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Rémi Verschelde 235c5c60f8 Merge pull request #67322 from ztc0611/add-ios-ui-options
Add iOS UI Options
2022-10-17 17:30:55 +02:00
kobewi 072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
Gilles Roudière 55010a2d9f Implement a way to dump the gdnative_interface.h file from the executable 2022-10-13 10:03:30 +02:00
Zach Coleman d78051c92c Add iOS UI Options 2022-10-12 15:22:54 -04:00
Hugo Locurcio 66f7c48e39
Implement adjusting the maximum number of physics steps per rendered frame
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.

This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
2022-10-09 23:00:09 +02:00
Hugo Locurcio 1c6c72caf1
Rename Engine.target_fps and associated project setting to max_fps
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
Rémi Verschelde 54418ea659 Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always
true.
2022-10-03 11:23:26 +02:00
clayjohn a09bb9037e Use mobile as the default rendering method on mobile when vulkan is supported 2022-09-30 09:57:00 +02:00
Aaron Franke bb71e92826
Fix project manager not working in self-contained mode 2022-09-24 13:15:11 -05:00
Rémi Verschelde 0b06f8b0bd Merge pull request #65816 from bruvzg/proj_settings_missing_flags
Add missing initial window flags and window mode to the project settings.
2022-09-21 18:56:31 +02:00
Aaron Franke cac7887b11
Error if trying to run a self-contained editor in a project folder 2022-09-21 10:48:12 -05:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
bruvzg d104a4cdbd
Add missing initial window flags and window mode to the project settings. 2022-09-19 12:30:10 +03:00
Rémi Verschelde a51dc70dfb Merge pull request #65460 from Faless/net/4.x_ssl_to_tls_more
[Net] Rename "ssl" references to "tls" in methods and members.
2022-09-08 09:20:19 +02:00
Fabio Alessandrelli a95d792420 [Net] Rename "ssl" references to "tls" in methods and members. 2022-09-08 03:24:23 +02:00
Ricardo Buring 532e378cd9 Expose registration of physics servers to GDExtension
This exposes PhysicsServer2DManager and PhysicsServer3DManager.
2022-09-07 15:05:46 +02:00
bruvzg 57829b7cc4
Re-enable per-pixel transparency support on Linux, macOS, and Windows (for Vulkan and OpenGL rendering drivers). 2022-09-03 19:16:03 +03:00
Yuri Rubinsky 8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
Rémi Verschelde 432b25d364
Merge pull request #65066 from aaronfranke/str-path-join 2022-08-30 10:01:11 +02:00
Rémi Verschelde 992104bc12
Merge pull request #64396 from qarmin/add_line_length_options 2022-08-30 09:20:32 +02:00
Aaron Franke 10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Rafał Mikrut 3b1259a98a Speedup conversion and add option to set maximum line length to prevent freezes 2022-08-29 21:26:36 +02:00
Rémi Verschelde e60086f98b
Merge pull request #64119 from YuriSizov/theme-init-database 2022-08-29 14:02:21 +02:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Yuri Sizov 6320a0fc18 Add ThemeDB, expose previously static Theme methods 2022-08-26 19:23:05 +03:00
Pedro J. Estébanez 335a4099de Fix forwarding of CLI arguments taking an option 2022-08-25 08:42:59 +02:00
Rémi Verschelde 7c85c4a27e
Merge pull request #64374 from RandomShaper/inheritable_cl_args 2022-08-22 21:48:28 +02:00
Rémi Verschelde 1fbf7b1ba5
Merge pull request #64610 from reduz/startup-benchmark-support 2022-08-22 19:36:03 +02:00
Ignacio Roldán Etcheverry f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Juan Linietsky a3936adb29 Add Startup benchmarking support
This adds support for benchmarking engine startup (and editor startup if used).
The goal is to use this in the benchmarking server to track improvements and changes to engine, editor, importer and scene loading startup times.
2022-08-19 14:21:43 +02:00
Pedro J. Estébanez e886d662ec Overhaul CLI argument forwarding to processes started by the editor 2022-08-19 11:15:56 +02:00
Yuri Sizov 72e25f794c
Merge pull request #55032 from Calinou/tweak-default-window-size
Increase the default project window size for better usability
2022-08-18 23:43:01 +03:00
Hugo Locurcio e559dcb8f5
Increase the default project window size for better usability
The new default window size is tuned to:

- Have a 16:9 aspect ratio,
- Have both dimensions divisible by 8 to better play along with
  video recording,
- Be displayable correctly in windowed mode on a 1366×768 display
  (tested on Windows 10 with default settings).

This breaks compatibility with projects that didn't change the
window size from the default value (or that kept one of the values
to its default).
2022-08-18 21:22:18 +02:00
Hugo Locurcio f6417a4ead
Hide Dummy text driver in the Project Settings as it makes editor unusable
This also improves documentation related to driver project settings.
2022-08-13 19:05:46 +02:00
RedMser c939f336d6 Only define keep_screen_on project setting once 2022-08-06 22:10:24 +02:00
Rémi Verschelde 62423b691e Tests: Silence some intentional errors
Also fix printing messages in ClassDB test.
2022-08-04 22:03:44 +02:00
Rémi Verschelde 33258d850c
Merge pull request #61315 from lawnjelly/variant_bucket_pools
Variant memory pools
2022-08-02 15:54:18 +02:00
Juan Linietsky 0dd65378e7 Add support for command-line user arguments.
Implements the standard Unix double dash (--) commandline argument:
* Arguments after a double dash (--) are ignored by Godot and stored for the user.
* User can access them via `OS.get_cmdline_user_args()`

Example:

`godot.exe scene_to_run.tscn --fullscreen -- --start-level 2`
2022-08-01 00:56:59 +02:00
Rémi Verschelde 8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8 c394ea518e Add more detailed Navigation Debug Visualization
- 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.
2022-07-29 09:58:41 +02:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Bastiaan Olij 1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
Rémi Verschelde 1e4b38fc5d
Merge pull request #62414 from Calinou/movie-maker-add-quit-on-end 2022-07-28 01:05:19 +02:00
Aaron Franke 6f333ba2bf
Allow setting a window stretch scale below 1.0 2022-07-27 12:55:16 -05:00
Hugo Locurcio aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Pedro J. Estébanez b96fe1e4bd Mark some editor settings as requiring editor restart 2022-07-24 20:25:34 +02:00
reduz 67a260d63f Implement a Worker ThreadPool
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:

* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.

After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
2022-07-22 11:46:48 +02:00
Rémi Verschelde 19db9ed863
Merge pull request #63286 from RandomShaper/fix_debugger_focus 2022-07-22 00:48:06 +02:00
Pedro J. Estébanez 033001375f Fix editor re-focus on debugger break on Windows 2022-07-21 21:47:05 +02:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
kobewi 5b47489bf8 Abort running if --path does not exist 2022-07-19 10:29:40 +02:00
Yuri Sizov 42537daeb1
Merge pull request #41833 from dalexeev/splash_delay
Add boot splash minimum display time setting
2022-07-12 15:58:15 +03:00
bruvzg 238ac2fdd5
[macOS] Improve file association handling, and allow URL schema handling. 2022-07-07 12:11:31 +03:00
lawnjelly b221eab426 Variant memory pools
Memory pools via PagedAllocator for Transform2D, Transform3D, Basis and AABB.
2022-07-04 12:01:46 +01:00
Rémi Verschelde 2b31c88982
Merge pull request #62556 from akien-mga/displayserver-no-headless-fallback
DisplayServer: Don't fallback to headless
2022-07-02 10:54:46 +02:00
Jan Haller d38d76d039 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.
2022-07-02 01:17:35 +02:00
Rémi Verschelde 833c786813 DisplayServer: Don't fallback to headless
Unless users requested the headless driver specifically, they expect to either
see a window, or that the process terminates if there's an error.

Currently it would fallback to headless so they'd unexpectedly get a valid headless
instance if their DisplayServer failed initializing (e.g. missing Vulkan support).

Fixes #58414.
2022-07-01 23:52:08 +02:00
Jan Haller e3a8edf536 Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward.
2022-06-30 13:55:15 +02:00
Rémi Verschelde a7e589df38
Merge pull request #62084 from smix8/path_debug_options_4.x
Add Path2D/3D debug options
2022-06-29 20:36:43 +02:00
Danil Alexeev dad9683d11
Add boot splash display time setting
Implements #8867.
2022-06-28 18:54:51 +03:00
reduz 5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
smix8 e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
Rémi Verschelde 7cc99d213f
Merge pull request #61951 from Calinou/ios-touch-delay-add-property-hint 2022-06-16 10:00:06 +02:00
Rémi Verschelde 941575b7b8
Merge pull request #61908 from Calinou/crash-handler-message-tweak-exported-project 2022-06-16 09:59:47 +02:00
Rafał Mikrut 24f45bd533 Add Godot 3.x -> Godot 4.x project converter 2022-06-15 10:11:17 +02:00
Hugo Locurcio c178cfef8e
Mark some common project settings as basic 2022-06-12 19:50:14 +02:00
Hugo Locurcio 21da2fbbb0
Add a property hint for the iOS touch delay project setting 2022-06-12 19:30:00 +02:00
Hugo Locurcio c850ccb7c0
Tweak default crash handler message in exported projects
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.

Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
2022-06-10 18:35:40 +02:00
reduz 54542ef3ec Change Server initialization order
* Registration of server classes happened after Display initialization.
* This made no sense in practice and avoided the registration of custom server drivers (like custom XR server, custom Rendering server, custom XR server).
* Initialization moved to _before_ Display.
2022-06-01 16:48:28 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record 900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Hugo Locurcio 2d56dfb746
Hide the first --print-fps outputs after the engine has started
The first 2 or 3 prints are inaccurate since the engine has just
started at that point.
2022-05-17 12:28:56 +02:00
Hugo Locurcio cd99ea5882
Rename --vk-layers command line argument to --gpu-validation
The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
2022-05-16 22:29:26 +02:00
Rémi Verschelde 7b571ab8f7
Merge pull request #60986 from fire-forge/capitalism 2022-05-16 13:49:14 +02:00
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 349aa9c884
Merge pull request #60894 from derammo/derammo_opengl3_windows 2022-05-13 15:07:13 +02:00
FireForge 88a8038387 Capitalize/fix some property enum hints 2022-05-12 15:03:16 -05:00
kobewi 739242dd04 Move Display settings higher in the list 2022-05-12 16:38:59 +02:00
reduz 8b7c7f5a75 Add a new HashMap implementation
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<>
2022-05-12 11:21:29 +02:00
derammo 96c21bc749 opengl3 driver now works on windows including multi window
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
    this makes them work in OpenGL contexts
changed verbose error printing to write once
    this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
    these were previously discarded
    messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
2022-05-11 16:12:40 -04:00
Rémi Verschelde bb73dafe37
Merge pull request #58258 from Calinou/editor-doctool-auto-headless
Make `--doctool` imply `--headless` to speed up class reference generation
2022-05-06 19:32:09 +02:00
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
Hugo Locurcio 180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Aaron Franke 0ae00a07d6
Rename variable names for some singletons 2022-04-26 22:53:50 -05:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Jason Yundt 1cc7e7ec33 Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes #59884.
2022-04-04 15:51:02 -04:00
Bastiaan Olij 9b7b9de0e5 Add action map editor for OpenXR 2022-04-04 18:43:29 +10:00
bruvzg d2add64f91
Move OpenXR project settings to the main, to make them visible on unsupported platforms. 2022-03-29 23:25:33 +03:00
Fredy Huya-Kouadio 5711037bf6 Android port of the Godot Editor
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.

Co-authored-by: thebestnom <shoval.arad@gmail.com>
2022-03-28 14:04:51 -07:00
Rémi Verschelde 5c8bd6fd71
Merge pull request #58233 from bruvzg/gde_ts 2022-03-18 14:29:58 +01:00
Markus Sauermann 150161da33 Rename Project setting display/window/stretch/shrink to scale 2022-03-17 19:30:32 +01:00
bruvzg f19cd44346
Unify TextServer built-in module and GDExtension code. 2022-03-17 08:15:29 +02:00
Rémi Verschelde fb28025785
Merge pull request #59153 from Calinou/debug-stringnames-improve
Improve `--debug-stringnames` to be more useful
2022-03-15 20:26:18 +01:00
Hugo Locurcio 38995961df
Improve --debug-stringnames to be more useful
- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
  with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
2022-03-15 18:54:51 +01:00
Hugo Locurcio eae16f73a6
Make -q CLI argument toggle quiet stdout instead of quitting
`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
2022-03-13 23:55:01 +01:00
Hugo Locurcio f4a0573379
Tweak the display order of CLI arguments in --help for consistency
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.

This also updates the shell completion files to the latest `master`
branch.
2022-03-13 20:36:52 +01:00
kobewi 3c53752b4a Cleanup embed subwindows getters 2022-03-13 18:20:53 +01:00
Rémi Verschelde 768f9422bc Convert uses of DirAccess * to DirAccessRef to prevent memleaks
`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>
2022-03-11 09:13:11 +01:00
Rémi Verschelde 9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
Gilles Roudière ce512b35c1 Reorder native extension types initialization, initializing editor last 2022-02-28 16:03:26 +01:00
Bastiaan Olij a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
Paulo Poiati fe95aa2c90 Fix extension registration order. 2022-02-20 10:58:46 -03:00
Rémi Verschelde e1c303fa79 Revert "Fix extension registration order."
This reverts commit 94ef200bab.

This broke extension loading.
Fixes #58273.
2022-02-18 14:18:24 +01:00
Hugo Locurcio 76bf7f169d
Make --doctool imply --headless to speed up class reference generation
This also prevents spawning an unnecessary splash screen window
while the class reference is generated.
2022-02-17 22:35:37 +01:00
Paulo Poiati 94ef200bab Fix extension registration order. 2022-02-16 14:46:33 -03:00
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
TechnicalSoup 899057c710 Cleanup of preprocessor directives in main.cpp
Remove redundant set of preprocessor directives and combine duplicate if statements.
2022-02-14 16:20:31 +11:00
bruvzg 9739a2038a
Fix Project Manager crash on exit.
Fix editor settings loading / saving by Project Manager.
2022-02-12 21:55:11 +02:00
Hendrik Brucker 77fb65debf Use EditorFileDialog instead of FileDialog in the project manager 2022-02-12 12:06:51 +01:00
Rémi Verschelde d22ac13bc2
Merge pull request #57715 from Faless/debugger/4.x_core_includes_and_servers
[Debugger] Move most profilers to ServersDebugger, fix core includes.
2022-02-09 21:57:32 +01:00
Rémi Verschelde 90162851a7
Core: Move generated VERSION_HASH to a .cpp file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
2022-02-09 09:20:17 +01:00
Rémi Verschelde 317cd0b19a
Refactor some object type checking code with cast_to
Less stringly typed logic, and less String allocations and comparisons.
2022-02-08 10:08:34 +01:00
Fabio Alessandrelli 87f4bbd668 [Debugger] Move most profilers to ServersDebugger.
Also splits bandwidth/rpc profiler (RPCProfiler is now in
SceneDebugger).
2022-02-06 17:36:48 +01:00
Rémi Verschelde f8f19b313d
Merge pull request #57562 from AnilBK/string-add-contains
String: Add contains().
2022-02-03 22:21:24 +01:00
Anilforextra adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Rémi Verschelde ebe9495b7d
EditorProperty: Fix range hint parsing with optional step
This could lead to have a step of 0 when parsing e.g. "1,10,is_greater".
2022-02-03 12:57:59 +01:00
Hendrik Brucker 2f1e7c28a4 Minor fixes/refactoring of project and editor setting dialogs 2022-02-01 00:19:01 +01:00
Rémi Verschelde cba2fd2e80
Revert "Add new scaling modes for splash screen"
This reverts commit fcc9f5ce39.

The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Samuel Pedrajas fcc9f5ce39
Add new scaling modes for splash screen
Removes the `fullsize` option which is superseded by `stretch_mode`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde 7c771ea310
Merge pull request #47522 from madmiraal/rename-test_width-test_height 2022-01-18 13:39:57 +01:00
Max Hilbrunner 99cd4afb2b Doctool: Add error checks and exit code handling 2022-01-18 00:30:17 +01:00
Rémi Verschelde d9a4ff7583
Merge pull request #55020 from bruvzg/vlk_device_surface_check 2022-01-17 13:34:23 +01:00
Rémi Verschelde 8bdef23f7f
Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
Rémi Verschelde 7176a43260
Remove property hints referencing unsupported svgz extension
The wrongly claimed support for it was removed in #49645.
See also #56862.
2022-01-17 12:40:43 +01:00
Rémi Verschelde 8fce6166cb
Merge pull request #56311 from Calinou/default-allow-hidpi 2022-01-13 09:33:00 +01:00
Marcel Admiraal f107139979 Rename Project Window width and height settings to match their function 2022-01-04 13:59:16 +00:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky fd9c92d4ab Add a shader warning when the uniform buffer limit is exceeded 2022-01-03 16:24:56 +03:00
Hugo Locurcio 0a86dd4718
Enable "Allow Hidpi" by default
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.
2021-12-30 22:24:49 +01:00
Hugo Locurcio a924cb3b54
Print requested V-Sync mode when Print Fps is enabled
This can be used to diagnose why the printed FPS is locked to the
monitor refresh rate.
2021-12-20 19:56:04 +01:00
bruvzg ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
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.
2021-12-18 10:14:07 +02:00
Ansraer c7a03412ac add 2d scale factor property 2021-12-17 19:19:41 +01:00
Haoyu Qiu e4e4e475f8 Make --doctool locale aware
* 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`.
2021-12-16 17:49:22 +08:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Rémi Verschelde 8c1fc562dc
Merge pull request #55483 from pycbouh/theme-load-and-order 2021-12-02 17:20:04 +01:00
Yuri Sizov d567ce3582 Make default/project theme wait for modules before initializing 2021-11-30 19:09:29 +03:00
Rémi Verschelde c283fce698
Remove editor splash screen with sponsors logo
The Godot Project Leadership Committe has decided to update the sponsoring
tiers so that the Platinum Sponsorship no longer includes a logo on the
editor splash screen.

This lets us reclaim the editor splash screen space for community-related
content instead of sponsors (e.g. a different community-designed splash
screen for each stable branch?).

Also removes two Platinum Sponsors whose sponsorship has expired earlier this
year.
2021-11-30 12:47:25 +01:00
Hugo Locurcio 15e8c4052e
Fix strip_edges() call that was removed in boot splash image change 2021-11-23 19:07:41 +01:00
Hugo Locurcio 3f34832dba
Add a project setting to disable the boot splash image
This allows disabling the boot splash image while keeping the
background color.
2021-11-23 02:20:25 +01:00
bruvzg b11e619b19
[Vulkan] Check each device capabilities before selecting it.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
2021-11-22 20:04:57 +02:00
kobewi 7dc97d6558 Ignore override.cfg when in editor 2021-11-22 16:10:31 +01:00
Rémi Verschelde 88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Hugo Locurcio a9a45ee7ee
Move Mono unhandled exception setting to be located within a subsection
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.
2021-11-10 17:31:54 +01:00
Hugo Locurcio f61ee47a2e
Display 2 decimals instead of 1 in editor frametime labels
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
2021-11-09 17:17:55 +01:00
qarmin 071829acc5 Enable mono editor build in CI 2021-11-09 11:02:04 +01:00
Hugo Locurcio 665d29c16d
Fix new projects always being created with OpenGL
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.
2021-11-01 22:04:36 +01:00
bruvzg 0b6b8427c8 [macOS] Add create_instance function to spawn editor copies.
[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
2021-11-01 11:48:23 +02:00
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- 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.
2021-10-31 15:56:45 +01:00
Hugo Locurcio ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Pawel Lampe 75ae3164a4 Fix exit code for --script --check-only, fixes #54087
this commit makes godot executable to return zero exit code
once a valid script is passed via --script during --check-only
2021-10-21 20:44:24 +02:00
Rémi Verschelde f4c3192d0a
Main: Fixup --dump-extension-api after #54017
That removal was correct, but triggered a bug in our messy-as-heck main.cpp
detection logic for editor/project manager/project/command line tool...
Fixing this is for another day.
2021-10-21 09:43:39 +02:00
Rémi Verschelde af976e4834
Merge pull request #50680 from Calinou/project-default-single-window-mode 2021-10-20 19:09:13 +02:00
Rémi Verschelde da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Rémi Verschelde 73f6351e28
Main: Add documentation for --dump-extension-api 2021-10-20 12:05:05 +02:00
Bastiaan Olij 5d1ea92daf Rework XR positional trackers 2021-10-17 12:12:20 +11:00
Aaron Franke 7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
bruvzg 0c0b5c84b0 Implement TextServer GDExtension interface, remove TextServer GDNative interface. 2021-10-01 15:13:29 +03:00
Rémi Verschelde 3a19400889
Merge pull request #48685 from bruvzg/bundle_icon_4 2021-09-30 14:55:04 +02:00
Bastiaan Olij 0623d3676b Improve unregistering XR interfaces so we don't get crashes in GDExtensions by destroying the XRServer too early 2021-09-28 12:25:15 +10:00
Hugo Locurcio 87fb9297e3
Display an alert when attempting to run a project with no main scene
This gives visual feedback when not starting Godot from a terminal.
This could lead to confusion when placing a Godot binary within a
project folder that has no main scene defined.
2021-09-20 14:38:14 +02:00
Paulb23 1c08719d09 Add remaning code edit unit tests 2021-09-20 09:42:39 +01:00
Jacob Edie 2b292a1a2a
--single-window is passed through project manager.
This means you can start godot with --single-window
2021-09-15 10:20:50 +02:00
Rémi Verschelde 0e7beb183a
Merge pull request #52562 from BastiaanOlij/gd_extensions_register_drivers
Add driver types to GD extension initialisation levels
2021-09-15 08:46:43 +02:00
Rémi Verschelde 3cc01b2824
Merge pull request #52226 from Faless/debugger/4.x_start_options 2021-09-14 16:20:02 +02:00
Rémi Verschelde 70ba366743
Merge pull request #50375 from Paulb23/code_edit_unit_tests 2021-09-13 21:51:20 +02:00
Bastiaan Olij f9849a2717 Add driver types to GD extension initialisation levels 2021-09-13 18:50:00 +10:00
Paulb23 427d3d7207 Allow unit testing SceneTree Ojects 2021-09-01 16:46:04 +01:00
Hugo Locurcio 2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Wilson E. Alvarez d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
Fabio Alessandrelli 4123612eeb [Editor] Add "--debug-server <uri>" option.
Allow starting the editor debugger server for the given protocol (and
optionally bound to the given ip/port combination:

godot -e --debug-server tcp://*:8080
2021-08-29 18:03:20 +02:00
Lyuma 31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
Michael Alexsander 88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Hugo Locurcio 337574d7f2
Merge pull request #37260 from Calinou/define-minimum-window-size
Define a default minimum window size to workaround rendering issues
2021-08-22 09:08:33 +02:00
Hugo Locurcio 9396d408c8
Merge pull request #36872 from Calinou/default-stretch-aspect-expand
Use the `keep` stretch aspect by default
2021-08-22 08:30:21 +02:00
Hugo Locurcio f02a040d48
Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.

This closes #37242.
2021-08-22 08:19:49 +02:00
Anilforextra c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
Pedro J. Estébanez abdfbef075 Add project setting for agile input event flushing
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-13 11:45:50 +02:00
Pedro J. Estébanez dc187324be Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13 11:19:19 +02:00
Rémi Verschelde 62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
reduz ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Hugo Locurcio 937c1a716c
Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
Fabio Alessandrelli 09386ba9fd [Headless] Add --headless switch (no rendering, no audio).
Also remove now unused "--no-window" option, and relative OS getter and
setter.
2021-08-03 17:45:50 +02:00
Hugo Locurcio 9c34db6cb4
Print a warning when the engine is started as root/superuser
This is a security risk (especially when hosting a game server)
and can make audio non-functional on Linux.
2021-07-31 16:23:26 +02:00
Rémi Verschelde 2b1e6e303e
Merge pull request #50786 from reduz/implement-resource-uids
Implement Resource UIDs
2021-07-24 17:18:12 +02:00
reduz 32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
bruvzg 618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
Hugo Locurcio c9c5eec6f9
Enable single-window mode by default in projects
There are many issues with using multiple windows by default:

- Taking screenshots of a specific window will not capture subwindows.
  This also applies when recording a video using tools such as OBS.
- Subwindows may not behave correctly when fullscreen mode is enabled,
  especially if exclusive fullscreen is implemented in the future
  to decrease input lag on Windows.

"Subwindows" is quite general here, and also refers to dropdown menus
(e.g. those spawned by OptionButton) and Control tooltips.

Therefore, it's safer to embed subwindows by default in projects.
Multi-window mode remains the default in the editor.
2021-07-21 03:55:04 +02:00
reduz cee905f04f Adds ability to debug stringnames
* References (which include hash tables) can be profiled with --debug-stringnames
2021-07-20 17:31:51 -03:00
reduz 5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Hendrik Brucker 74ab336fe3 Change VSync mode project setting enum type from string to integer 2021-07-12 03:35:51 +02:00
Hendrik Brucker 043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
reduz b1d15c51bc Implement native extension system
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
2021-06-25 17:32:45 -03:00
Lightning_A e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Hugo Locurcio 50187eb272
Use the keep stretch aspect by default
This makes Godot avoid distortion when resizing the window to an aspect
ratio that doesn't match the project's base aspect ratio.

Since this setting has no effect when the stretch mode is `disabled`
(the default), this won't impact projects not using the `canvas_items`
or `viewport` stretch modes.
2021-06-19 04:47:19 +02:00
Rémi Verschelde aa2215e681
Main: Fixup bogus fallback to project manager with more bolognese
WARNING: Hacks everywhere!

The logic in `main.cpp` is due a full rewrite as it's extremely hacky,
splitting argument parsing over several functions, with a mess of global state
and assumptions about what combinations of arguments or lack thereof should
mean in terms of what we want to read: game, editor, project manager, or
command line tools such as `--doctool`, `--export` or `--script`.

Until this is fully rewritten, this patch hacks things some more to ensure
that we don't fall back to the project manager in cases where it's not
warranted, and especially not *too late*, as it can mean that we haven't
properly initialized stuff like `EditorPaths` needed by the PM (which in turn
impacts what kind of path will be used for logs and the shader cache, etc...
the rabbit hole goes deep).

Fixes #41435.
Fixes #49392.
Fixes #49658.
Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
2021-06-16 19:11:08 +02:00
Rémi Verschelde 529bf43134
Merge pull request #49432 from Calinou/tweak-physics-fps-property-hint
Tweak the physics FPS property hint to only allow reasonable values
2021-06-15 15:19:24 +02:00
Rémi Verschelde 1074017f04
Refactor editor paths validation in EditorPaths and EditorSettings
- EditorSettings: Ensure that `create()` makes a valid singleton.
  Fixes #49179, fixes #49450.
- EditorPaths: Cleanup code, properly set `paths_valid`.
- EditorPaths: Move more paths validation (check, mkdir) from
  EditorSettings for a better separation of concerns.
- EditorPaths: Move EditorFileSystem creation of `.godot/imported`
  next to other paths.
2021-06-14 19:56:20 +02:00
Rémi Verschelde ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Aaron Franke f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Hugo Locurcio 8f4ac7bc4a
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
2021-06-08 19:52:48 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Hugo Locurcio 660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00