diff options
-rw-r--r-- | scene/gui/code_edit.cpp | 27 | ||||
-rw-r--r-- | servers/display_server_headless.h | 16 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 3 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.h | 6 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_pair_2d.cpp | 7 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 3 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.h | 6 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_pair_3d.cpp | 19 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/cluster_builder_rd.cpp | 8 | ||||
-rw-r--r-- | servers/rendering/renderer_viewport.cpp | 6 | ||||
-rw-r--r-- | tests/scene/test_code_edit.h | 76 |
11 files changed, 117 insertions, 60 deletions
diff --git a/scene/gui/code_edit.cpp b/scene/gui/code_edit.cpp index 57de75a71d..a8c5966569 100644 --- a/scene/gui/code_edit.cpp +++ b/scene/gui/code_edit.cpp @@ -1419,40 +1419,23 @@ void CodeEdit::fold_line(int p_line) { /* End line is the same therefore we have a block of single line delimiters. */ if (end_line == p_line) { for (int i = p_line + 1; i <= line_count; i++) { - if (i == line_count) { - end_line = line_count; - break; - } - if ((in_string != -1 && is_in_string(i) == -1) || (in_comment != -1 && is_in_comment(i) == -1)) { - end_line = i - 1; break; } + end_line = i; } } } else { int start_indent = get_indent_level(p_line); for (int i = p_line + 1; i <= line_count; i++) { - if (get_line(p_line).strip_edges().size() == 0 || is_in_string(i) != -1 || is_in_comment(i) != -1) { - end_line = i; + if (get_line(i).strip_edges().size() == 0) { continue; } - - if (i == line_count) { - /* Do not fold empty last line of script if any */ + if (get_indent_level(i) > start_indent) { end_line = i; - if (get_line(i).strip_edges().size() == 0) { - end_line--; - } - break; + continue; } - - if ((get_indent_level(i) <= start_indent && get_line(i).strip_edges().size() != 0)) { - /* Keep an empty line unfolded if any */ - end_line = i - 1; - if (get_line(i - 1).strip_edges().size() == 0 && i - 2 > p_line) { - end_line = i - 2; - } + if (is_in_string(i) == -1 && is_in_comment(i) == -1) { break; } } diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h index d9ee91084f..0837e41db8 100644 --- a/servers/display_server_headless.h +++ b/servers/display_server_headless.h @@ -65,7 +65,11 @@ public: Vector<DisplayServer::WindowID> get_window_list() const override { return Vector<DisplayServer::WindowID>(); } - WindowID get_window_at_screen_position(const Point2i &p_position) const override { return -1; } + WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i()) override { return 0; } + void show_window(WindowID p_id) override {} + void delete_sub_window(WindowID p_id) override {} + + WindowID get_window_at_screen_position(const Point2i &p_position) const override { return 0; } void window_attach_instance_id(ObjectID p_instance, WindowID p_window = MAIN_WINDOW_ID) override {} ObjectID window_get_attached_instance_id(WindowID p_window = MAIN_WINDOW_ID) const override { return ObjectID(); } @@ -93,7 +97,7 @@ public: Size2i window_get_max_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); } void window_set_min_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {} - Size2i window_get_min_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }; + Size2i window_get_min_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); } void window_set_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {} Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); } @@ -102,10 +106,13 @@ public: void window_set_mode(WindowMode p_mode, WindowID p_window = MAIN_WINDOW_ID) override {} WindowMode window_get_mode(WindowID p_window = MAIN_WINDOW_ID) const override { return WINDOW_MODE_MINIMIZED; } + void window_set_vsync_mode(VSyncMode p_vsync_mode, WindowID p_window = MAIN_WINDOW_ID) override {} + VSyncMode window_get_vsync_mode(WindowID p_window) const override { return VSyncMode::VSYNC_ENABLED; } + bool window_is_maximize_allowed(WindowID p_window = MAIN_WINDOW_ID) const override { return false; } void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window = MAIN_WINDOW_ID) override {} - virtual bool window_get_flag(WindowFlags p_flag, WindowID p_window = MAIN_WINDOW_ID) const override { return false; } + bool window_get_flag(WindowFlags p_flag, WindowID p_window = MAIN_WINDOW_ID) const override { return false; } void window_request_attention(WindowID p_window = MAIN_WINDOW_ID) override {} void window_move_to_foreground(WindowID p_window = MAIN_WINDOW_ID) override {} @@ -114,6 +121,9 @@ public: bool can_any_window_draw() const override { return false; } + void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID) override {} + void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID) override {} + void process_events() override {} void set_icon(const Ref<Image> &p_icon) override {} diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 6d1c5539aa..44da5d4f3b 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -549,6 +549,9 @@ void GodotBody2D::integrate_forces(real_t p_step) { gravity *= gravity_scale; + prev_linear_velocity = linear_velocity; + prev_angular_velocity = angular_velocity; + Vector2 motion; bool do_motion = false; diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 0df93482dc..ba4c39737a 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -50,6 +50,9 @@ class GodotBody2D : public GodotCollisionObject2D { Vector2 linear_velocity; real_t angular_velocity = 0.0; + Vector2 prev_linear_velocity; + real_t prev_angular_velocity = 0.0; + Vector2 constant_linear_velocity; real_t constant_angular_velocity = 0.0; @@ -209,6 +212,9 @@ public: _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; } _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; } + _FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; } + _FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; } + _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; } _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; } diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 97eeefbfe6..67b0f21456 100644 --- a/servers/physics_2d/godot_body_pair_2d.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -32,7 +32,6 @@ #include "godot_collision_solver_2d.h" #include "godot_space_2d.h" -#define POSITION_CORRECTION #define ACCUMULATE_IMPULSES void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { @@ -453,9 +452,9 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) { c.bounce = combine_bounce(A, B); if (c.bounce) { - Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); - Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); - Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; + Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x); + Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x); + Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA; c.bounce = c.bounce * dv.dot(c.normal); } diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index 40d946655d..d5098a2a5f 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -604,6 +604,9 @@ void GodotBody3D::integrate_forces(real_t p_step) { gravity *= gravity_scale; + prev_linear_velocity = linear_velocity; + prev_angular_velocity = angular_velocity; + Vector3 motion; bool do_motion = false; diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index bba9ec6c3a..6ea6d1fcaa 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -45,6 +45,9 @@ class GodotBody3D : public GodotCollisionObject3D { Vector3 linear_velocity; Vector3 angular_velocity; + Vector3 prev_linear_velocity; + Vector3 prev_angular_velocity; + Vector3 constant_linear_velocity; Vector3 constant_angular_velocity; @@ -207,6 +210,9 @@ public: _FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; } _FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; } + _FORCE_INLINE_ Vector3 get_prev_linear_velocity() const { return prev_linear_velocity; } + _FORCE_INLINE_ Vector3 get_prev_angular_velocity() const { return prev_angular_velocity; } + _FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; } _FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; } diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index f0002870ae..8a701466ed 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -35,18 +35,6 @@ #include "core/os/os.h" -/* -#define NO_ACCUMULATE_IMPULSES -#define NO_SPLIT_IMPULSES - -#define NO_FRICTION -*/ - -#define NO_TANGENTIALS -/* BODY PAIR */ - -//#define ALLOWED_PENETRATION 0.01 -#define RELAXATION_TIMESTEPS 3 #define MIN_VELOCITY 0.0001 #define MAX_BIAS_ROTATION (Math_PI / 8) @@ -370,10 +358,9 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) { c.bounce = combine_bounce(A, B); if (c.bounce) { - Vector3 crA = A->get_angular_velocity().cross(c.rA); - Vector3 crB = B->get_angular_velocity().cross(c.rB); - Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; - //normal impule + Vector3 crA = A->get_prev_angular_velocity().cross(c.rA); + Vector3 crB = B->get_prev_angular_velocity().cross(c.rB); + Vector3 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA; c.bounce = c.bounce * dv.dot(c.normal); } } diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index b952ecbff0..4a98cf0831 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -460,14 +460,6 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant)); uint32_t instances = 1; -#if 0 - for (uint32_t j = i+1; j < element_count; j++) { - if (elements[i].type!=elements[j].type) { - break; - } - instances++; - } -#endif RD::get_singleton()->draw_list_draw(draw_list, true, instances); i += instances; } diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 8a14834569..eddf5bf53d 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -85,14 +85,14 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) { // FSR is not design for downsampling. // Throw a warning and fallback to VIEWPORT_SCALING_3D_MODE_BILINEAR - print_error("FSR does not support supersampling. Falling back to bilinear mode."); + WARN_PRINT_ONCE("FSR 3D resolution scaling does not support supersampling. Falling back to bilinear scaling."); scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR; } if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && !p_viewport->fsr_enabled) { // FSR is not actually available. // Throw a warning and fallback to disable scaling - print_error("FSR is not available. Disabled FSR scaling 3D. Try bilinear mode."); + WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Disabling 3D resolution scaling."); scaling_enabled = false; } @@ -123,7 +123,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { break; default: // This is an unknown mode. - print_error(vformat("Unknown scaling mode: %d, disabling scaling 3D", scaling_3d_mode)); + WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode)); width = p_viewport->size.width; height = p_viewport->size.height; render_width = width; diff --git a/tests/scene/test_code_edit.h b/tests/scene/test_code_edit.h index a95dd02ba5..0467d4417b 100644 --- a/tests/scene/test_code_edit.h +++ b/tests/scene/test_code_edit.h @@ -2332,6 +2332,20 @@ TEST_CASE("[SceneTree][CodeEdit] folding") { CHECK_FALSE(code_edit->is_line_folded(2)); CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 2); + // Indent with blank lines. + code_edit->set_text("line1\n\tline2\n\n\nline3"); + CHECK(code_edit->can_fold_line(0)); + for (int i = 1; i < 2; i++) { + CHECK_FALSE(code_edit->can_fold_line(i)); + code_edit->fold_line(i); + CHECK_FALSE(code_edit->is_line_folded(i)); + } + code_edit->fold_line(0); + CHECK(code_edit->is_line_folded(0)); + CHECK_FALSE(code_edit->is_line_folded(1)); + CHECK_FALSE(code_edit->is_line_folded(2)); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 2); + // Nested indents. code_edit->set_text("line1\n\tline2\n\t\tline3\nline4"); CHECK(code_edit->can_fold_line(0)); @@ -2408,7 +2422,7 @@ TEST_CASE("[SceneTree][CodeEdit] folding") { for (int i = 1; i < code_edit->get_line_count(); i++) { CHECK_FALSE(code_edit->is_line_folded(i)); } - CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 6); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 5); // End of file. code_edit->set_text("line1\n\tline2"); @@ -2490,7 +2504,7 @@ TEST_CASE("[SceneTree][CodeEdit] folding") { // Multiline blocks. code_edit->add_comment_delimiter("&", "&", false); - code_edit->set_text("&line1\n\tline2&"); + code_edit->set_text("&line1\n\tline2&\nline3"); CHECK(code_edit->can_fold_line(0)); CHECK_FALSE(code_edit->can_fold_line(1)); code_edit->fold_line(1); @@ -2498,7 +2512,17 @@ TEST_CASE("[SceneTree][CodeEdit] folding") { code_edit->fold_line(0); CHECK(code_edit->is_line_folded(0)); CHECK_FALSE(code_edit->is_line_folded(1)); - CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 1); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 2); + + // Multiline comment before last line. + code_edit->set_text("&line1\nline2&\ntest"); + CHECK(code_edit->can_fold_line(0)); + CHECK_FALSE(code_edit->can_fold_line(2)); + code_edit->fold_line(1); + CHECK_FALSE(code_edit->is_line_folded(1)); + code_edit->fold_line(0); + CHECK(code_edit->is_line_folded(0)); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 2); // Has to be full line. code_edit->set_text("test &line1\n\tline2&"); @@ -2554,7 +2578,7 @@ TEST_CASE("[SceneTree][CodeEdit] folding") { CHECK_FALSE(code_edit->is_line_folded(1)); CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 1); - // Non-indented comments/ strings. + // Non-indented comments/strings. // Single line code_edit->set_text("test\n\tline1\n#line1\n#line2\n\ttest"); CHECK(code_edit->can_fold_line(0)); @@ -2576,6 +2600,50 @@ TEST_CASE("[SceneTree][CodeEdit] folding") { CHECK_FALSE(code_edit->is_line_folded(1)); CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 4); + // Indent level 0->1, comment after lines + code_edit->set_text("line1\n\tline2\n#test"); + CHECK(code_edit->can_fold_line(0)); + CHECK_FALSE(code_edit->can_fold_line(1)); + code_edit->fold_line(1); + CHECK_FALSE(code_edit->is_line_folded(1)); + code_edit->fold_line(0); + CHECK(code_edit->is_line_folded(0)); + CHECK_FALSE(code_edit->is_line_folded(1)); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 2); + + // Indent level 0->1, comment between lines + code_edit->set_text("line1\n#test\n\tline2\nline3"); + CHECK(code_edit->can_fold_line(0)); + CHECK_FALSE(code_edit->can_fold_line(2)); + code_edit->fold_line(2); + CHECK_FALSE(code_edit->is_line_folded(2)); + code_edit->fold_line(0); + CHECK(code_edit->is_line_folded(0)); + CHECK_FALSE(code_edit->is_line_folded(2)); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 3); + + // Indent level 1->2, comment after lines + code_edit->set_text("\tline1\n\t\tline2\n#test"); + CHECK(code_edit->can_fold_line(0)); + CHECK_FALSE(code_edit->can_fold_line(1)); + code_edit->fold_line(1); + CHECK_FALSE(code_edit->is_line_folded(1)); + code_edit->fold_line(0); + CHECK(code_edit->is_line_folded(0)); + CHECK_FALSE(code_edit->is_line_folded(1)); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 2); + + // Indent level 1->2, comment between lines + code_edit->set_text("\tline1\n#test\n\t\tline2\nline3"); + CHECK(code_edit->can_fold_line(0)); + CHECK_FALSE(code_edit->can_fold_line(2)); + code_edit->fold_line(2); + CHECK_FALSE(code_edit->is_line_folded(2)); + code_edit->fold_line(0); + CHECK(code_edit->is_line_folded(0)); + CHECK_FALSE(code_edit->is_line_folded(2)); + CHECK(code_edit->get_next_visible_line_offset_from(1, 1) == 3); + // Multiline code_edit->set_text("test\n\tline1\n&line1\nline2&\n\ttest"); CHECK(code_edit->can_fold_line(0)); |