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-rw-r--r--SConstruct11
-rw-r--r--core/os/thread.cpp6
-rw-r--r--core/os/thread.h1
-rw-r--r--doc/classes/PhysicsServer2D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--editor/plugin_config_dialog.cpp6
-rw-r--r--editor/plugin_config_dialog.h2
-rw-r--r--platform/javascript/display_server_javascript.cpp2
-rw-r--r--platform/javascript/godot_js.h2
-rw-r--r--platform/javascript/js/libs/library_godot_display.js15
-rw-r--r--servers/physics_3d/body_3d_sw.cpp20
11 files changed, 44 insertions, 25 deletions
diff --git a/SConstruct b/SConstruct
index 28257e1fde..1fec033881 100644
--- a/SConstruct
+++ b/SConstruct
@@ -61,14 +61,9 @@ elif platform_arg == "javascript":
# Use generic POSIX build toolchain for Emscripten.
custom_tools = ["cc", "c++", "ar", "link", "textfile", "zip"]
-env_base = Environment(
- ENV={
- "PATH": os.getenv("PATH"),
- "PKG_CONFIG_PATH": os.getenv("PKG_CONFIG_PATH"),
- "TERM": os.getenv("TERM"),
- },
- tools=custom_tools,
-)
+# Construct the environment using the user's host env variables.
+env_base = Environment(ENV=os.environ, tools=custom_tools)
+
env_base.disabled_modules = []
env_base.module_version_string = ""
env_base.msvc = False
diff --git a/core/os/thread.cpp b/core/os/thread.cpp
index f1fcfdf7e1..73e31bdb3d 100644
--- a/core/os/thread.cpp
+++ b/core/os/thread.cpp
@@ -47,7 +47,7 @@ uint64_t Thread::_thread_id_hash(const std::thread::id &p_t) {
}
Thread::ID Thread::main_thread_id = _thread_id_hash(std::this_thread::get_id());
-thread_local Thread::ID Thread::caller_id = _thread_id_hash(std::this_thread::get_id());
+thread_local Thread::ID Thread::caller_id = 0;
void Thread::_set_platform_funcs(
Error (*p_set_name_func)(const String &),
@@ -112,6 +112,10 @@ Error Thread::set_name(const String &p_name) {
return ERR_UNAVAILABLE;
}
+Thread::Thread() {
+ caller_id = _thread_id_hash(std::this_thread::get_id());
+}
+
Thread::~Thread() {
if (id != _thread_id_hash(std::thread::id())) {
#ifdef DEBUG_ENABLED
diff --git a/core/os/thread.h b/core/os/thread.h
index 599585051f..17ac82c650 100644
--- a/core/os/thread.h
+++ b/core/os/thread.h
@@ -98,6 +98,7 @@ public:
///< waits until thread is finished, and deallocates it.
void wait_to_finish();
+ Thread();
~Thread();
#else
_FORCE_INLINE_ ID get_id() const { return 0; }
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 1fa82adb7a..701a430538 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -58,7 +58,7 @@
<return type="RID">
</return>
<description>
- Creates an [Area2D].
+ Creates an [Area2D]. After creating an [Area2D] with this method, assign it to a space using [method area_set_space] to use the created [Area2D] in the physics world.
</description>
</method>
<method name="area_get_canvas_instance_id" qualifiers="const">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 03a88fd86c..3aa3e12e74 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -488,7 +488,7 @@
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
- If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
+ If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
diff --git a/editor/plugin_config_dialog.cpp b/editor/plugin_config_dialog.cpp
index 19c9662162..2a0e7d0732 100644
--- a/editor/plugin_config_dialog.cpp
+++ b/editor/plugin_config_dialog.cpp
@@ -112,7 +112,7 @@ void PluginConfigDialog::_on_confirmed() {
}
#endif
- emit_signal("plugin_ready", script.operator->(), active_edit->is_pressed() ? subfolder_edit->get_text() : "");
+ emit_signal("plugin_ready", script.operator->(), active_edit->is_pressed() ? _to_absolute_plugin_path(subfolder_edit->get_text()) : "");
} else {
EditorNode::get_singleton()->get_project_settings()->update_plugins();
}
@@ -129,6 +129,10 @@ void PluginConfigDialog::_on_required_text_changed(const String &) {
get_ok_button()->set_disabled(script_edit->get_text().get_basename().is_empty() || script_edit->get_text().get_extension() != ext || name_edit->get_text().is_empty());
}
+String PluginConfigDialog::_to_absolute_plugin_path(const String &p_plugin_name) {
+ return "res://addons/" + p_plugin_name + "/plugin.cfg";
+}
+
void PluginConfigDialog::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_VISIBILITY_CHANGED: {
diff --git a/editor/plugin_config_dialog.h b/editor/plugin_config_dialog.h
index 50ca417d81..f49f14c881 100644
--- a/editor/plugin_config_dialog.h
+++ b/editor/plugin_config_dialog.h
@@ -56,6 +56,8 @@ class PluginConfigDialog : public ConfirmationDialog {
void _on_cancelled();
void _on_required_text_changed(const String &p_text);
+ static String _to_absolute_plugin_path(const String &p_plugin_name);
+
protected:
virtual void _notification(int p_what);
static void _bind_methods();
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp
index a605f22e16..12e06e24dc 100644
--- a/platform/javascript/display_server_javascript.cpp
+++ b/platform/javascript/display_server_javascript.cpp
@@ -683,7 +683,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
godot_js_config_canvas_id_get(canvas_id, 256);
// Handle contextmenu, webglcontextlost
- godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, p_mode == WINDOW_MODE_FULLSCREEN);
+ godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, p_mode == WINDOW_MODE_FULLSCREEN, OS::get_singleton()->is_hidpi_allowed() ? 1 : 0);
// Check if it's windows.
swap_cancel_ok = godot_js_display_is_swap_ok_cancel() == 1;
diff --git a/platform/javascript/godot_js.h b/platform/javascript/godot_js.h
index 5aa8677a54..f86aadd2c2 100644
--- a/platform/javascript/godot_js.h
+++ b/platform/javascript/godot_js.h
@@ -92,7 +92,7 @@ extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int3
extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
-extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen);
+extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen, int p_hidpi);
#ifdef __cplusplus
}
#endif
diff --git a/platform/javascript/js/libs/library_godot_display.js b/platform/javascript/js/libs/library_godot_display.js
index c72b6b3691..b4f1fee4ed 100644
--- a/platform/javascript/js/libs/library_godot_display.js
+++ b/platform/javascript/js/libs/library_godot_display.js
@@ -400,6 +400,10 @@ const GodotDisplayScreen = {
$GodotDisplayScreen__deps: ['$GodotConfig', '$GodotOS', '$GL', 'emscripten_webgl_get_current_context'],
$GodotDisplayScreen: {
desired_size: [0, 0],
+ hidpi: true,
+ getPixelRatio: function () {
+ return GodotDisplayScreen.hidpi ? window.devicePixelRatio || 1 : 1;
+ },
isFullscreen: function () {
const elem = document.fullscreenElement || document.mozFullscreenElement
|| document.webkitFullscreenElement || document.msFullscreenElement;
@@ -477,7 +481,7 @@ const GodotDisplayScreen = {
}
return 0;
}
- const scale = window.devicePixelRatio || 1;
+ const scale = GodotDisplayScreen.getPixelRatio();
if (isFullscreen || wantsFullWindow) {
// We need to match screen size.
width = window.innerWidth * scale;
@@ -555,7 +559,7 @@ const GodotDisplay = {
godot_js_display_pixel_ratio_get__sig: 'f',
godot_js_display_pixel_ratio_get: function () {
- return window.devicePixelRatio || 1;
+ return GodotDisplayScreen.getPixelRatio();
},
godot_js_display_fullscreen_request__sig: 'i',
@@ -581,7 +585,7 @@ const GodotDisplay = {
godot_js_display_screen_size_get__sig: 'vii',
godot_js_display_screen_size_get: function (width, height) {
- const scale = window.devicePixelRatio || 1;
+ const scale = GodotDisplayScreen.getPixelRatio();
GodotRuntime.setHeapValue(width, window.screen.width * scale, 'i32');
GodotRuntime.setHeapValue(height, window.screen.height * scale, 'i32');
},
@@ -776,8 +780,8 @@ const GodotDisplay = {
GodotDisplayListeners.add(canvas, 'drop', GodotDisplayDragDrop.handler(dropFiles));
},
- godot_js_display_setup_canvas__sig: 'viii',
- godot_js_display_setup_canvas: function (p_width, p_height, p_fullscreen) {
+ godot_js_display_setup_canvas__sig: 'viiii',
+ godot_js_display_setup_canvas: function (p_width, p_height, p_fullscreen, p_hidpi) {
const canvas = GodotConfig.canvas;
GodotDisplayListeners.add(canvas, 'contextmenu', function (ev) {
ev.preventDefault();
@@ -786,6 +790,7 @@ const GodotDisplay = {
alert('WebGL context lost, please reload the page'); // eslint-disable-line no-alert
ev.preventDefault();
}, false);
+ GodotDisplayScreen.hidpi = !!p_hidpi;
switch (GodotConfig.canvas_resize_policy) {
case 0: // None
GodotDisplayScreen.desired_size = [canvas.width, canvas.height];
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index 82356e77ef..9eff14bbeb 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -51,18 +51,18 @@ void Body3DSW::_update_transform_dependant() {
}
void Body3DSW::update_inertias() {
- //update shapes and motions
+ // Update shapes and motions.
switch (mode) {
case PhysicsServer3D::BODY_MODE_RIGID: {
- //update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
+ // Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
total_area += get_shape_area(i);
}
- // We have to recompute the center of mass
+ // We have to recompute the center of mass.
center_of_mass_local.zero();
for (int i = 0; i < get_shape_count(); i++) {
@@ -70,21 +70,24 @@ void Body3DSW::update_inertias() {
real_t mass = area * this->mass / total_area;
- // NOTE: we assume that the shape origin is also its center of mass
+ // NOTE: we assume that the shape origin is also its center of mass.
center_of_mass_local += mass * get_shape_transform(i).origin;
}
center_of_mass_local /= mass;
- // Recompute the inertia tensor
+ // Recompute the inertia tensor.
Basis inertia_tensor;
inertia_tensor.set_zero();
+ bool inertia_set = false;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
+ inertia_set = true;
+
const Shape3DSW *shape = get_shape(i);
real_t area = get_shape_area(i);
@@ -102,7 +105,12 @@ void Body3DSW::update_inertias() {
inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
}
- // Compute the principal axes of inertia
+ // Set the inertia to a valid value when there are no valid shapes.
+ if (!inertia_set) {
+ inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0));
+ }
+
+ // Compute the principal axes of inertia.
principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
_inv_inertia = inertia_tensor.get_main_diagonal().inverse();