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-rw-r--r-- | CHANGELOG.md | 422 | ||||
-rw-r--r-- | core/doc_data.h | 31 | ||||
-rw-r--r-- | doc/classes/SpriteBase3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/Transform2D.xml | 12 | ||||
-rw-r--r-- | doc/classes/Transform3D.xml | 14 | ||||
-rw-r--r-- | doc/classes/Vector2.xml | 14 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 20 | ||||
-rw-r--r-- | doc/classes/float.xml | 18 | ||||
-rw-r--r-- | doc/classes/int.xml | 28 | ||||
-rw-r--r-- | editor/code_editor.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/animation_blend_tree_editor_plugin.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/gpu_particles_2d_editor_plugin.cpp | 22 | ||||
-rw-r--r-- | editor/plugins/gpu_particles_2d_editor_plugin.h | 2 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_gizmos.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/tiles/tile_map_editor.cpp | 5 | ||||
-rw-r--r-- | editor/scene_tree_dock.cpp | 1 | ||||
-rw-r--r-- | scene/2d/camera_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/gpu_particles_2d.cpp | 12 | ||||
-rw-r--r-- | scene/2d/gpu_particles_2d.h | 9 | ||||
-rw-r--r-- | scene/debugger/scene_debugger.cpp | 2 | ||||
-rw-r--r-- | scene/gui/tab_bar.cpp | 16 | ||||
-rw-r--r-- | scene/gui/texture_progress_bar.cpp | 1 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 6 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 2 |
24 files changed, 562 insertions, 86 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index fe5631cefd..d1e622edb4 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,428 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). +## [4.0] - TBD + +### Added + +#### Animation + +- [Revamped 3D animation storage.](https://godotengine.org/article/animation-data-redesign-40) + - [New blend shape track to adjust blend shapes in animations more efficiently.](https://github.com/godotengine/godot/pull/53865) + - [New expression-based transitions in AnimationTree state machines.](https://github.com/godotengine/godot/pull/54327) + - [Support for animation compression to improve performance with long animations such as cutscenes.](https://github.com/godotengine/godot/pull/54050) + - [Replaced transform tracks by position, rotation and scale tracks.](https://github.com/godotengine/godot/pull/53689) + - [Removed the animation dependency on bone rests.](https://github.com/godotengine/godot/pull/53765) + - Better compatibility with models that use non-uniform scaling in animations. + - Better compatibility with models exported from Maya and 3DS Max. + - Easier animation reuse across different models. + - Easier procedural generation of animations. + +#### Core + +- New TileMap and TileSet resources. +- New Vector2i, Vector3i and Rect2i types. + - These are integer variants of Vector2, Vector3 and Rect2. +- Callable type for first-class functions (can be created with lambdas in GDScript). +- The Euler rotation order can now be adjusted in Node3D. +- [New `Array.map()`, `Array.filter()` and `Array.reduce()` methods that can be used with Callables.](https://github.com/godotengine/godot/pull/38645) +- [Rewritten Tween with more functionality](https://github.com/godotengine/godot/pull/41794). + - Tween is no longer a node. + - Easier chaining of tweens. + - Low-level tweening option to get an interpolated value directly. + - *Existing projects will have to be modified to account for this, as automatic conversion isn't feasible.* +- [New and improved IK in Skeleton2D](https://github.com/godotengine/godot/pull/40347). + - New classes: SkeletonModifier2D, SkeletonModifierStack2D, SkeletonModification2DLookAt, SkeletonModification2DCCDIK, SkeletonModification2DFABRIK, SkeletonModification2DJiggle, SkeletonModification2DTwoBoneIK, PhysicalBone2D, SkeletonModification2DPhysicalBones, SkeletonModification2DStackHolder. + - New `Transform2D.looking_at()` function. +- [New and improved IK in Skeleton3D](https://github.com/godotengine/godot/pull/39353). + - New classes: SkeletonModifier3D, SkeletonModifierStack3D, SkeletonModifier3DLookAt, SkeletonModification3DCCDIK, SkeletonModification3DFABRIK, SkeletonModification3DJiggle, SkeletonModification3DTwoBoneIK, SkeletonModification3DStackHolder. + - The Bone struct now includes a local_pose_override. + - The Bone struct now keeps track of its children bones, if it has any. + - Added functions to Skeleton3D for getting the forward vector using the information stored in the rest pose for the bones. + - New `Basis.rotate_to_align()` function. + - Refactored the BoneAttachment3D node. + - Removed the `process_list` functions. +- [New GradientTexture2D resource (useful for 2D lights, particles, …)](https://github.com/godotengine/godot/pull/53234). +- [Support for gettext PO template generation from scene and script files.](https://github.com/godotengine/godot/pull/39415) + - Translation parser plugins can be written to allow extracting strings from custom file types. +- [New Time singleton to replace date/time handling methods in the OS singleton.](https://github.com/godotengine/godot/pull/49123) + - Includes new methods to handle ISO 8601 timestamp conversion. +- [Support for custom performance monitors](https://github.com/godotengine/godot/pull/39302). +- New `randi_range()` global scope function to return a random *integer* number within a range. +- New `randfn()` global scope function to return a floating-point number along a normal gaussian distribution. +- [New `pingpong()` global scope function to return a floating-point number that increments then decrements in a "sawtooth" fashion.](https://github.com/godotengine/godot/pull/46346) +- Vectors and Colors can now be clamped between two values their respective `clamp()` methods. +- New `Vector3.limit_length()` method as a Vector3 counterpart to `Vector2.limit_length()` (formerly `Vector2.clamped()`). +- New PackedArrays to replace PoolArrays. + - 64-bit integer and float arrays are now available in addition to the existing 32-bit ones. +- New `ConfigFile.parse(data: String)` method to load a string as if it was a ConfigFile on disk. +- New `Image.save_png_to_buffer()` method to save a PNG image to memory as a PackedByteArray (instead of saving to disk). +- [New File API to check, read and write symbolic links on macOS and Linux.](https://github.com/godotengine/godot/pull/46866) +- [Replaced GDNative with GDExtension](https://godotengine.org/article/introducing-gd-extensions). + - Easier setup and compilation for various platforms. + - Code structure is more similar to [statically compiled C++ modules](https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html). + - Lower performance overhead compared to GDNative. + +#### Editor + +- New TileMap and TileSet editors with better usability. +- Support for multiple windows. + - Docks can be moved out of the main window into separate windows. + - Single-window mode can be enabled in the Editor Settings to revert to the old behavior. +- Movement and scaling handles in the 2D editor (similar to the 3D editor). +- New Replace in Files dialog in the script editor to complement Find in Files. +- **macOS:** More built-in mouse cursors are now exposed (such as diagonal resize cursors). +- **macOS:** Support for building Godot with Clang sanitizers. +- **HTML5:** [Support for profiling projects exported to HTML5.](https://godotengine.org/article/html5-export-profiling) + +#### Export + +- **macOS:** Projects can now optionally be exported to a application bundle contained within a ZIP archive. + - Previously, a DMG image was always used when exporting from macOS. +- **macOS:** DMG images can now be codesigned after exporting. + +#### GDScript + +- GDScript was rewritten from scratch with a cleaner approach. + - Annotations to replace keywords in certain cases (`@export`, `@onready`, `@rpc()`, `@tool`, `@warning_ignore()`, …). + - Typed arrays (`var array_of_nodes: Array[Node]`). Any type can be used, including custom classes. + - See individual progress reports for more information: + [#1](https://godotengine.org/article/gdscript-progress-report-writing-tokenizer), + [#2](https://godotengine.org/article/gdscript-progress-report-writing-new-parser), + [#3](https://godotengine.org/article/gdscript-progress-report-type-checking-back). +- [New documentation generation system](https://github.com/godotengine/godot/pull/41095). + - Comments starting with `##` are considered documentation comments. + - Documentation comments be placed before any member variable, constant, enum or function declaration, or at the top of a file. + - Documentation comments appear in the editor help and when hovering exported properties in the inspector. + +#### GUI + +- Support for multiple windows on desktop platforms. Projects can spawn additional windows, each with their own viewport. + - Added `NOTIFICATION_APPLICATION_FOCUS_IN` and `NOTIFICATION_APPLICATION_FOCUS_OUT` notifications for "global" project focus changes (separate from `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`). +- RichTextLabel property `fit_content_height` to make the label's height fit its content automatically (not always reliable). +- RichTextLabel's `img` tag now supports an optional `color` attribute to modulate the image. +- `get_char_size()` is now exposed in Font, making it usable in DynamicFont rather than being limited to BitmapFont. +- [Tree can now highlight relationship lines for the currently selected item, its parents and direct children.](https://github.com/godotengine/godot/pull/48546) + - This is used in the scene tree dock in the editor. + +#### Import + +- Support for importing lights from glTF scenes. + +#### Input + +- Support for physical (keyboard layout-independent) key codes. + - This can be used to provide <kbd>W</kbd>/<kbd>A</kbd>/<kbd>S</kbd>/<kbd>D</kbd> controls that work on any keyboard layout. +- `DisplayServer.keyboard_get_current_layout()` and `DisplayServer.keyboard_get_layout_*()` methods to get information about keyboard layouts. +- New `Input.MOUSE_MODE_CONFINED_HIDDEN` mouse mode to combine the confined and hidden mouse modes. + +#### Mono/C# + +- Support for exporting C# projects to iOS and HTML5. +- [C# events can now be used to implement Godot signals](https://godotengine.org/article/csharp-ios-signals-events). +- [New Visual Studio and Visual Studio Code add-ons.](https://godotengine.org/article/csharp-vs-and-vscode) + +#### Navigation + +- [New NavigationServer.](https://godotengine.org/article/navigation-server-godot-4-0) + - Support for dynamic obstacle avoidance. + +#### Networking + +- [Support for DTLS encryption in UDP and ENet.](https://godotengine.org/article/enet-dtls-encryption) + +#### Porting + +- New DisplayServer abstraction, allowing for the creation of multiple windows. + - This is used in the editor for detachable docks, but can also be used in projects. +- **Android:** [Allow basic user data backup. This can be disabled in the export preset if needed.](https://github.com/godotengine/godot/pull/49069) +- **Android:** [Support for changing the mouse cursor shape (no custom images)](https://github.com/godotengine/godot/pull/44201). +- **iOS:** [The targeted device family (iPhone, iPad, iPhone and iPad) can now be specified in the export preset.](https://github.com/godotengine/godot/pull/49137) + +#### Physics + +- New CharacterBody node to supersede KinematicBody. + - Some KinematicBody features were moved to PhysicsBody. + +#### Porting + +- **Android:** Clients of the Godot library can now add their own command line arguments. + +#### Rendering + +- New Vulkan renderer. +- [New OpenGL renderer, using OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0 as a baseline.](https://github.com/godotengine/godot/pull/53150) + - Designed to target mobile/web platforms first, but also usable on desktop platforms. + - Uses a low-end-friendly approach to maximize performance in simple scenes. + - Currently supports 2D rendering only. + - OpenGL 3D rendering is planned for a future 4.x release. +- Support for specular mapping when using 2D lighting. +- [New DirectionalLight2D node for 2D lighting.](https://github.com/godotengine/godot/pull/43297) +- CanvasGroup node to modulate several 2D nodes as a group (or apply shaders to them). +- Support for clipping in CanvasItem, replacing the use of Light2D as masks in a more convenient manner. +- [Support for light projectors/"cookies" in OmniLight3D and SpotLight3D.](https://github.com/godotengine/godot/pull/37887) + - Only supported for lights with shadows enabled. +- 3D lights now have a Size property which can be set to simulate area lights. + - This property also affects how fast shadow penumbras will grow over distance. + - A shadow blur property is also available to set a constant blurring factor on a per-light basis. +- Shadow mapping with improved filtering and PCSS-like penumbra simulation. + - Shadow normal offset bias is now implemented to avoid issues with shadow acne or peter-panning. +- [New Decal node to project textures onto 3D surfaces.](https://github.com/godotengine/godot/pull/37861) +- New fully real-time VoxelGI (formerly GIProbe). + - Dynamic lights and emissive can emit GI that's updated every frame (instead of only updating sporadically). + - Dynamic objects can receive GI and contribute to it. +- [New signed distance field-based global illumination](https://godotengine.org/article/godot-40-gets-sdf-based-real-time-global-illumination) (SDFGI) for open world lighting. + - Enabled in the WorldEnvironment. No node required, no baking. + - Semi-realtime: dynamic objects can receive GI, but not contribute to it. +- [Volumetric fog](https://github.com/godotengine/godot/pull/41213) with optional GI contribution. +- [Fog volumes to locally apply volumetric fog (or subtract to global fog using negative density).](https://github.com/godotengine/godot/pull/53353) +- More physically accurate exponential fog to replace the old distance-based fog. +- New Aerial Scattering property in distance-based fog to fade out to the background sky instead of a fixed color. + - Also available in volumetric fog with the Ambient Inject property. +- [New GPU-based lightmapper.](https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper) + - When using a dedicated GPU, this results in much faster bake speeds compared to the CPU lightmapper. + - Optional support for storing directional lighting information and rough reflections using spherical harmonics. + - Improved support for lighting dynamic objects with better performance and quality. + - In addition to automatic generation, LightmapProbe nodes can now be placed manually to provide better lighting information for dynamic objects where needed. +- [Physical sky material and custom sky shaders](https://godotengine.org/article/custom-sky-shaders-godot-4-0), both supporting real-time updates. +- [Global and per-instance shader uniforms.](https://godotengine.org/article/godot-40-gets-global-and-instance-shader-uniforms) + - This can be used to better reuse shaders, leading to improved performance. +- Support for automatically generating and using mesh LODs to improve performance. + - Several LOD levels are generated for imported 3D scenes by default. + - LODs are automatically used for mesh rendering using a pixel coverage-based selection algorithm. + - Uses the [meshoptimizer](https://github.com/zeux/meshoptimizer) library. +- Support for LOD visibility ranges in GeometryInstance3D. + - Manually authored LODs can be configured using distance and hysteresis cutoffs. + - Can be used for <abbr title="Hierarchical Level of Detail">HLOD</abbr> setups to reduce draw calls while preserving culling opportunities when up close. +- [Support for GeometryInstance3D distance fade to make distant meshes disappear smoothly without having to modify their material.](https://github.com/godotengine/godot/pull/54222) +- Support for automatically generating and using shadow meshes to improve performance. + - The generated shadow meshes are welded aggressively to improve performance with no difference in visual quality. + - To further improve performance, hand-made shadow meshes can be specified in the inspector in MeshInstance nodes. +- [Support for rendering a viewport's 3D contents at a lower resolution to improve performance](https://github.com/godotengine/godot/pull/51870). + - 2D elements remain at full resolution to improve perceived sharpness. + - A scaling factor above 1.0 can be used for supersampling, which is useful to maximize quality for offline rendering. +- See individual progress reports for more information: + [#1](https://godotengine.org/article/vulkan-progress-report-1), + [#2](https://godotengine.org/article/vulkan-progress-report-2), + [#3](https://godotengine.org/article/vulkan-progress-report-3), + [#4](https://godotengine.org/article/vulkan-progress-report-4), + [#5](https://godotengine.org/article/vulkan-progress-report-5), + [#6](https://godotengine.org/article/vulkan-progress-report-6), + [#7](https://godotengine.org/article/vulkan-progress-report-7). + +#### Shaders + +- New shader compiler rewritten from scratch. + - [Support for uniform arrays (including sampler arrays).](https://github.com/godotengine/godot/pull/49485) + - [Arrays can now be passed as function parameters (including arrays of structs).](https://github.com/godotengine/godot/pull/48933) + - [The return type of a function can now be an array (including arrays of structs).](https://github.com/godotengine/godot/pull/48933) + - [Array size can now be optionally written before the identifier (`int[2] array;` instead of `int array[2]`).](https://github.com/godotengine/godot/pull/53527) + - This eases porting shaders from GLSL. + - [Array constructors can now be called at any time after initialization.](https://github.com/godotengine/godot/pull/44705) + - For example, `int array[3]; array = {1, 2, 3}` is now valid. + - [New `fma()` (fused multiply-add) built-in function to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/36225) + - [New built-in data (un)packing functions to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/53066) + - Warning system for common issues such as floating-point comparison and unused variables. + - Argument names now appear in code completion tooltips. + - More information in the [progress report](https://godotengine.org/article/improvements-shaders-visual-shaders-godot-4). +- [Add Billboard mode to visual shaders.](https://github.com/godotengine/godot/pull/49157) +- [The constants `PI`, `TAU` and `E` are now available in the shader language.](https://github.com/godotengine/godot/pull/48837) + +#### Miscellaneous + +- The engine is now unit-tested using [doctest](https://github.com/onqtam/doctest). + - [GDScript also now has integration tests.](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript) +- Switched from Travis CI and AppVeyor to GitHub Actions. +- A Fish shell completion file is now available for the Godot editor's command line interface. + +### Changed + +#### Audio + +- [Increased the default AudioStreamPlayer3D unit size to (1 → 10) to make sounds more audible while setting up the node.](https://github.com/godotengine/godot/pull/38224) +- Renamed the audio-related `FFT_Size` enum to `FFTSize` for consistency. + +#### Core + +- Tweaked the output strings to be more human-readable when printing various built-in Variant and Object types. +- Renamed File's `endian_swap` property to `big_endian` for consistency with ResourceSaver and StreamPeer. +- [Renamed File's `get_len()` method to `get_length()`.](https://github.com/godotengine/godot/pull/49061) +- [Renamed Object's `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`.](https://github.com/godotengine/godot/pull/54571) +- Renamed `Vector2.clamped()` to `Vector2.limit_length()` to differentiate it from the new `Vector2.clamp()`. +- Renamed `rand_range()` to `randf_range()` to avoid ambiguity with the new `randi_range()` and make its return type more obvious. +- Replaced `Node.add_child_below_node()` with `Node.add_sibling()`. +- Replaced `Directory.list_dir_begin()`'s `skip_navigational` and `skip_hidden` arguments with `show_navigational` and `show_hidden`. + - Both arguments are `false` by default, which means the default behavior is now to exclude both navigational and hidden files from the returned list. +- Renamed the built-in Quat type to Quaternion. +- Renamed the built-in Transform type to Transform3D. +- Renamed Node3D's `translation` property to `position` for consistency with Node2D. +- Moved YSort functionality to a Node2D property. +- Viewports now use a size of 512×512 by default to make them visible out of the box. +- [Screen orientation is now represented as an enum in the Project Settings.](https://github.com/godotengine/godot/pull/48939) +- [Renamed 3D nodes to contain an explicit "3D" prefix for clarity and consistency](https://github.com/godotengine/godot/pull/37340). +- Renamed various nodes: + - Spatial → Node3D + - GIProbe → VoxelGI + - BakedLightmap → LightmapGI + - Light2D -> PointLight2D + - VisibilityNotifier2D -> VisibleOnScreenNotifier2D + - VisibilityNotifier3D -> VisibleOnScreenNotifier3D + - VisibilityEnabler2D -> VisibleOnScreenEnabler2D + - VisibilityEnabler3D -> VisibleOnScreenEnabler3D +- Renamed various resources: + - GradientTexture -> GradientTexture1D +- Old node and resource names are automatically converted when loading scenes from Godot 3.x. + +#### Editor + +- Renewed the editor theme for a more modern design. + - [Increased icon saturation by 30% when using a dark theme.](https://github.com/godotengine/godot/pull/48644) + - Icon saturation can now be adjusted in the Editor Settings. +- [Improved the audio bus editor appearance.](https://github.com/godotengine/godot/pull/49130) +- Improved layout and texts of the Manage Editor Features dialog. +- Improved the Video RAM debugger usability. + - The Video RAM tab is now refreshed automatically when switching to it. +- Hovering layer checkboxes in the inspector now results in visual feedback. + - Clicking between two checkboxes will now enable the checkbox that was last highlighted instead of doing nothing. +- CSV profiler measures can now be saved anywhere on the filesystem, not just in the project folder. +- Improved the 2D zooming algorithm to always visit powers of two (50%, 100%, 200%, …) and avoid floating-point precision issues. +- Times are now displayed as milliseconds in the profiler and performance monitors (instead of seconds). +- Improved the batch rename dialog usability and design consistency. + - Clarified error messages when there are regular expression errors. +- Optimized editor icon generation to speed up editor startup. +- Script editor autocompletion now displays previews next to color constant suggestions. +- The number of replaced results now appears in place of the matches counter when replacing text in the script editor. +- Pressing <kbd>Enter</kbd> (or <kbd>Shift + Enter</kbd>) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation. +- Pressing <kbd>Ctrl + F</kbd> now focuses the search field in the AssetLib tab. +- Pressing <kbd>G</kbd> now switches to the Pan mode in the 2D editor. + - The TileMap editor's Bucket Fill shortcut was moved to <kbd>B</kbd> to cater for this change. +- Mouse wheel behavior for zooming in the animation behavior is now inverted. +- The Sync Scene Changes and Sync Script Changes settings' values now persist on a per-project basis instead of being always enabled by default. +- Various tooltips have been added or modified to clarify the editor operation. +- Various visual and formatting changes to the editor help to improve readability and be closer to the online class reference. +- Tweaked Camera2D editor line colors for better visibility. +- Light theme presets now use a negative contrast rate by default for a more logical preview of UI elevation. +- Increased the use of bold fonts throughout the editor. +- Revised icons for the Gradient and GradientTexture resources. +- Renamed "Identifier" to "Bundle Identifier" in the macOS and iOS export presets for clarity. +- Renamed the script editor's "Adaptive" syntax theme to "Default" and "Default" to "Godot 2", for consistency with the editor theme presets. +- Flipped the 2D editor icon to match Godot's coordinate handedness. + +#### GUI + +- Improved drive letter handling in EditorFileDialog and FileDialog. +- Container nodes (except PanelContainer) now use the Pass mouse mode by default. +- Pressing the left/right arrows while having selected text will now move the cursor to the beginning/end of the selection in LineEdit (while unselecting the text as usual). +- TextEdit's `search()` method now returns a Dictionary instead of a PackedIntArray. +- **macOS:** The <kbd>Ctrl + A</kbd> and <kbd>Ctrl + E</kbd> navigation shortcuts now work in LineEdit. + +#### Input + +- Renamed InputEventKey's `scancode` to `keycode`. +- Renamed InputMap's `get_action_list()` to `get_action_events()`. + +#### Networking + +- Optimized bandwidth usage in the high-level multiplayer API. + +#### Physics + +- Split KinematicBody into the new CharacterBody node and PhysicsBody. +- RayCast nodes are now enabled by default. + - The `disabled` property was renamed to `enabled` with its behavior inverted. +- Renamed PlaneShape to WorldBoundaryShape. + +#### Rendering + +- Some Environment settings such as depth of field have been moved to a CameraEffects resource which is assigned to individual Camera nodes. +- [The ACES Fitted tonemapping algoirthm is now used in place of the old ACES algorithm.](https://github.com/godotengine/godot/pull/52476) + - The old non-fitted ACES tonemapping algorithm was removed. +- Quality settings have been moved from individual nodes and resources to the Project Settings for better centralization. +- Quality settings now have performance hints in their values' names, such as "Fast" or "Slow". + +#### Shaders + +- Renamed the `.shader` file extension to `.gdshader`. + - Existing text-based shader files will have to be renamed before loading the project in a new engine version. + +#### Miscellaneous + +- Renamed the `x11` platform to `linuxbsd` to prepare for Wayland support. +- The engine is now written in C++17. +- Python 3.6 and SCons 3.1 are now required to build Godot from source. + +### Removed + +#### Buildsystem + +- Removed the `server` platform in favor of disabling specific DisplayServers at build-time (e.g. `vulkan=no`). + +#### Core + +- Removed the YSort node in favor of the Node2D YSort property. +- Removed the deprecated `Color.gray()` method. + - Use `Color.v()` for a better grayscale approximation instead. +- Removed built-in HQ2X implementation (used for crude hiDPI support in the default project theme). + - This helps with binary size as HQ2X is made of particularly large functions. + +#### Editor + +- Removed the **Dim Dialog on Editor Popup** editor setting since it was made obsolete by the multi-window paradigm. + +#### GUI + +- [Removed the ToolButton node in favor of Button.](https://github.com/godotengine/godot/pull/39690) + - Existing ToolButton nodes from Godot 3.x projects will be converted to Button nodes. + +#### Input + +- Removed the `DisplayServer.get_latin_keyboard_variant()` method (replaced by the more flexible `DisplayServer.keyboard_get_current_layout()`). + +#### Networking + +- Removed the deprecated `allow_object_decoding` property from PacketPeer. +- Removed the deprecated `sync` and `slave` high-level multiplayer keywords. + +#### Export + +- **iOS:** [Remove redundant orientation export setting in favor of the orientation project setting.](https://github.com/godotengine/godot/pull/48939) + +#### Physics + +- Removed the deprecated PhysicsBody `friction` and `bounce` properties (replaced by PhysicsMaterial). + +#### Rendering + +- Removed OpenGL ES 2.0 renderer (replaced by the new mobile-oriented OpenGL 3 renderer). + - Vulkan, OpenGL 3.3, OpenGL ES 3.0 or WebGL 2.0 support is now required to run Godot. +- [Removed support for 16× MSAA due to driver bugs and low performance.](https://github.com/godotengine/godot/pull/49063) + - For high-quality offline rendering, using supersampling together with 8× MSAA is a better option anyway. + +### Fixed + +#### Core + +- The positional command line argument now considers `.res` and `.tres` files as runnable scene formats. + - This fixes Godot not running the main scene or a custom scene if they were saved with a `.res` or `.tres` extension. +- **macOS/Linux:** Fix the result of `Directory.get_space_left()`. +- **Windows:** Godot can now kill its own PID using `OS.kill()`. + +#### Editor + +- The Android exporter no longer reports progress on each file, greatly speeding up the exporting process. +- Searching with the Whole Words option enabled in the script editor is no longer exceedingly slow. + +#### GUI + +- Fixed OptionButton minimum size. +- TabContainer is no longer too large when tabs are hidden. +- ScrollBar now allows using `scroll_to_line()` when Scroll Active is disabled. +- DynamicFont outlines now have antialiasing disabled if it was disabled on the font itself. + +#### Porting + +- **Windows:** `OS.execute()` now only quotes command line arguments if they contain special characters. + ## [3.2] - 2020-01-29 ### Added diff --git a/core/doc_data.h b/core/doc_data.h index c75cdfcde5..066cc6b848 100644 --- a/core/doc_data.h +++ b/core/doc_data.h @@ -70,18 +70,29 @@ public: Vector<int> errors_returned; bool operator<(const MethodDoc &p_method) const { if (name == p_method.name) { - // Must be a constructor since there is no overloading. - // We want this arbitrary order for a class "Foo": - // - 1. Default constructor: Foo() - // - 2. Copy constructor: Foo(Foo) - // - 3+. Other constructors Foo(Bar, ...) based on first argument's name - if (arguments.size() == 0 || p_method.arguments.size() == 0) { // 1. + // Must be an operator or a constructor since there is no other overloading + if (name.left(8) == "operator") { + if (arguments.size() == p_method.arguments.size()) { + if (arguments.size() == 0) { + return false; + } + return arguments[0].type < p_method.arguments[0].type; + } return arguments.size() < p_method.arguments.size(); + } else { + // Must be a constructor + // We want this arbitrary order for a class "Foo": + // - 1. Default constructor: Foo() + // - 2. Copy constructor: Foo(Foo) + // - 3+. Other constructors Foo(Bar, ...) based on first argument's name + if (arguments.size() == 0 || p_method.arguments.size() == 0) { // 1. + return arguments.size() < p_method.arguments.size(); + } + if (arguments[0].type == return_type || p_method.arguments[0].type == p_method.return_type) { // 2. + return (arguments[0].type == return_type) || (p_method.arguments[0].type != p_method.return_type); + } + return arguments[0] < p_method.arguments[0]; } - if (arguments[0].type == return_type || p_method.arguments[0].type == p_method.return_type) { // 2. - return (arguments[0].type == return_type) || (p_method.arguments[0].type != p_method.return_type); - } - return arguments[0] < p_method.arguments[0]; } return name < p_method.name; } diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index b723c9f4d4..32abd1caea 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -60,7 +60,8 @@ If [code]true[/code], texture is flipped vertically. </member> <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> - A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light. + A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light. + [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The texture's drawing offset. diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index be41cdde99..97cbf6918d 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -225,17 +225,17 @@ </description> </operator> <operator name="operator *"> - <return type="Transform2D" /> - <argument index="0" name="right" type="Transform2D" /> + <return type="Rect2" /> + <argument index="0" name="right" type="Rect2" /> <description> - Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). + Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> - <return type="Rect2" /> - <argument index="0" name="right" type="Rect2" /> + <return type="Transform2D" /> + <argument index="0" name="right" type="Transform2D" /> <description> - Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix. + Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). </description> </operator> <operator name="operator *"> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 511574f6aa..e62cb9216e 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -152,6 +152,13 @@ </description> </operator> <operator name="operator *"> + <return type="AABB" /> + <argument index="0" name="right" type="AABB" /> + <description> + Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. + </description> + </operator> + <operator name="operator *"> <return type="PackedVector3Array" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> @@ -166,13 +173,6 @@ </description> </operator> <operator name="operator *"> - <return type="AABB" /> - <argument index="0" name="right" type="AABB" /> - <description> - Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. - </description> - </operator> - <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <description> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 595af6222c..431815e75a 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -358,19 +358,19 @@ </operator> <operator name="operator *"> <return type="Vector2" /> - <argument index="0" name="right" type="Vector2" /> + <argument index="0" name="right" type="Transform2D" /> <description> - Multiplies each component of the [Vector2] by the components of the given [Vector2]. - [codeblock] - print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)" - [/codeblock] + Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix. </description> </operator> <operator name="operator *"> <return type="Vector2" /> - <argument index="0" name="right" type="Transform2D" /> + <argument index="0" name="right" type="Vector2" /> <description> - Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix. + Multiplies each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 62d467c505..6d20cc85ea 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -373,16 +373,6 @@ </operator> <operator name="operator *"> <return type="Vector3" /> - <argument index="0" name="right" type="Vector3" /> - <description> - Multiplies each component of the [Vector3] by the components of the given [Vector3]. - [codeblock] - print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)" - [/codeblock] - </description> - </operator> - <operator name="operator *"> - <return type="Vector3" /> <argument index="0" name="right" type="Basis" /> <description> Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix. @@ -404,6 +394,16 @@ </operator> <operator name="operator *"> <return type="Vector3" /> + <argument index="0" name="right" type="Vector3" /> + <description> + Multiplies each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)" + [/codeblock] + </description> + </operator> + <operator name="operator *"> + <return type="Vector3" /> <argument index="0" name="right" type="float" /> <description> Multiplies each component of the [Vector3] by the given [float]. diff --git a/doc/classes/float.xml b/doc/classes/float.xml index c96360e6ba..9effe9d5bf 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -62,10 +62,13 @@ </description> </operator> <operator name="operator *"> - <return type="float" /> - <argument index="0" name="right" type="float" /> + <return type="Color" /> + <argument index="0" name="right" type="Color" /> <description> - Multiplies two [float]s. + Multiplies each component of the [Color] by the given [float]. + [codeblock] + print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75) + [/codeblock] </description> </operator> <operator name="operator *"> @@ -113,13 +116,10 @@ </description> </operator> <operator name="operator *"> - <return type="Color" /> - <argument index="0" name="right" type="Color" /> + <return type="float" /> + <argument index="0" name="right" type="float" /> <description> - Multiplies each component of the [Color] by the given [float]. - [codeblock] - print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75) - [/codeblock] + Multiplies two [float]s. </description> </operator> <operator name="operator *"> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index bb36d83741..d212fe42bf 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -132,20 +132,6 @@ </description> </operator> <operator name="operator *"> - <return type="int" /> - <argument index="0" name="right" type="int" /> - <description> - Multiplies two [int]s. - </description> - </operator> - <operator name="operator *"> - <return type="float" /> - <argument index="0" name="right" type="float" /> - <description> - Multiplies an [int] and a [float]. The result is a [float]. - </description> - </operator> - <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> @@ -176,6 +162,20 @@ Multiplies each component of the [Vector3i] by the given [int]. </description> </operator> + <operator name="operator *"> + <return type="float" /> + <argument index="0" name="right" type="float" /> + <description> + Multiplies an [int] and a [float]. The result is a [float]. + </description> + </operator> + <operator name="operator *"> + <return type="int" /> + <argument index="0" name="right" type="int" /> + <description> + Multiplies two [int]s. + </description> + </operator> <operator name="operator +"> <return type="float" /> <argument index="0" name="right" type="float" /> diff --git a/editor/code_editor.cpp b/editor/code_editor.cpp index bfcd2dd4ca..1f01e9d4cf 100644 --- a/editor/code_editor.cpp +++ b/editor/code_editor.cpp @@ -1314,10 +1314,10 @@ void CodeTextEditor::delete_lines() { int count = Math::abs(to_line - from_line) + 1; text_editor->set_caret_line(from_line, false); + text_editor->deselect(); for (int i = 0; i < count; i++) { _delete_line(from_line); } - text_editor->deselect(); } else { _delete_line(text_editor->get_caret_line()); } diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp index 75d2bed1b2..c4a938f91d 100644 --- a/editor/plugins/animation_blend_tree_editor_plugin.cpp +++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp @@ -945,7 +945,7 @@ AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() { add_node->set_text(TTR("Add Node...")); graph->get_zoom_hbox()->move_child(add_node, 0); add_node->get_popup()->connect("id_pressed", callable_mp(this, &AnimationNodeBlendTreeEditor::_add_node)); - add_node->connect("about_to_popup", callable_mp(this, &AnimationNodeBlendTreeEditor::_update_options_menu)); + add_node->connect("about_to_popup", callable_mp(this, &AnimationNodeBlendTreeEditor::_update_options_menu), varray(false)); add_options.push_back(AddOption("Animation", "AnimationNodeAnimation")); add_options.push_back(AddOption("OneShot", "AnimationNodeOneShot", 2)); diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.cpp b/editor/plugins/gpu_particles_2d_editor_plugin.cpp index 44c789b145..4b50f484a4 100644 --- a/editor/plugins/gpu_particles_2d_editor_plugin.cpp +++ b/editor/plugins/gpu_particles_2d_editor_plugin.cpp @@ -57,6 +57,27 @@ void GPUParticles2DEditorPlugin::_file_selected(const String &p_file) { emission_mask->popup_centered(); } +void GPUParticles2DEditorPlugin::_selection_changed() { + List<Node *> selected_nodes = editor->get_editor_selection()->get_selected_node_list(); + + if (selected_particles.is_empty() && selected_nodes.is_empty()) { + return; + } + + for (GPUParticles2D *SP : selected_particles) { + SP->set_show_visibility_rect(false); + } + selected_particles.clear(); + + for (Node *P : selected_nodes) { + GPUParticles2D *selected_particle = Object::cast_to<GPUParticles2D>(P); + if (selected_particle != nullptr) { + selected_particle->set_show_visibility_rect(true); + selected_particles.push_back(selected_particle); + } + } +} + void GPUParticles2DEditorPlugin::_menu_callback(int p_idx) { switch (p_idx) { case MENU_GENERATE_VISIBILITY_RECT: { @@ -334,6 +355,7 @@ void GPUParticles2DEditorPlugin::_notification(int p_what) { menu->get_popup()->connect("id_pressed", callable_mp(this, &GPUParticles2DEditorPlugin::_menu_callback)); menu->set_icon(menu->get_theme_icon(SNAME("GPUParticles2D"), SNAME("EditorIcons"))); file->connect("file_selected", callable_mp(this, &GPUParticles2DEditorPlugin::_file_selected)); + EditorNode::get_singleton()->get_editor_selection()->connect("selection_changed", callable_mp(this, &GPUParticles2DEditorPlugin::_selection_changed)); } } diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.h b/editor/plugins/gpu_particles_2d_editor_plugin.h index 0b2028b745..bdfc021aa7 100644 --- a/editor/plugins/gpu_particles_2d_editor_plugin.h +++ b/editor/plugins/gpu_particles_2d_editor_plugin.h @@ -56,6 +56,7 @@ class GPUParticles2DEditorPlugin : public EditorPlugin { }; GPUParticles2D *particles; + List<GPUParticles2D *> selected_particles; EditorFileDialog *file; EditorNode *editor; @@ -79,6 +80,7 @@ class GPUParticles2DEditorPlugin : public EditorPlugin { void _menu_callback(int p_idx); void _generate_visibility_rect(); void _generate_emission_mask(); + void _selection_changed(); protected: void _notification(int p_what); diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp index 74fbef3caf..154f9bd6b7 100644 --- a/editor/plugins/node_3d_editor_gizmos.cpp +++ b/editor/plugins/node_3d_editor_gizmos.cpp @@ -2579,7 +2579,7 @@ void CPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() { Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4)); create_material("particles_material", gizmo_color); - gizmo_color.a = 0.1; + gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0); create_material("particles_solid_material", gizmo_color); create_icon_material("particles_icon", Node3DEditor::get_singleton()->get_theme_icon(SNAME("GizmoGPUParticles3D"), SNAME("EditorIcons"))); create_handle_material("handles"); diff --git a/editor/plugins/tiles/tile_map_editor.cpp b/editor/plugins/tiles/tile_map_editor.cpp index 73b1fc7c67..37d52174f9 100644 --- a/editor/plugins/tiles/tile_map_editor.cpp +++ b/editor/plugins/tiles/tile_map_editor.cpp @@ -598,7 +598,10 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p } if (drag_type == DRAG_TYPE_CLIPBOARD_PASTE) { - // Do nothing. + // Cancel tile pasting on right-click + if (mb->get_button_index() == MouseButton::RIGHT) { + drag_type = DRAG_TYPE_NONE; + } } else if (tool_buttons_group->get_pressed_button() == select_tool_button) { drag_start_mouse_pos = mpos; if (tile_map_selection.has(tile_map->world_to_map(drag_start_mouse_pos)) && !mb->is_shift_pressed()) { diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp index 611038a947..a03871f33c 100644 --- a/editor/scene_tree_dock.cpp +++ b/editor/scene_tree_dock.cpp @@ -1306,6 +1306,7 @@ void SceneTreeDock::_notification(int p_what) { button_instance->set_icon(get_theme_icon(SNAME("Instance"), SNAME("EditorIcons"))); button_create_script->set_icon(get_theme_icon(SNAME("ScriptCreate"), SNAME("EditorIcons"))); button_detach_script->set_icon(get_theme_icon(SNAME("ScriptRemove"), SNAME("EditorIcons"))); + button_tree_menu->set_icon(get_theme_icon(SNAME("GuiTabMenuHl"), SNAME("EditorIcons"))); button_2d->set_icon(get_theme_icon(SNAME("Node2D"), SNAME("EditorIcons"))); button_3d->set_icon(get_theme_icon(SNAME("Node3D"), SNAME("EditorIcons"))); button_ui->set_icon(get_theme_icon(SNAME("Control"), SNAME("EditorIcons"))); diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp index bf5671be19..b6902686fe 100644 --- a/scene/2d/camera_2d.cpp +++ b/scene/2d/camera_2d.cpp @@ -176,7 +176,7 @@ Transform2D Camera2D::get_camera_transform() { Rect2 screen_rect(-screen_offset + ret_camera_pos, screen_size * zoom); - if (!limit_smoothing_enabled) { + if (!smoothing_enabled || !limit_smoothing_enabled) { if (screen_rect.position.x < limit[SIDE_LEFT]) { screen_rect.position.x = limit[SIDE_LEFT]; } diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp index f1f4d1b769..4384ec8141 100644 --- a/scene/2d/gpu_particles_2d.cpp +++ b/scene/2d/gpu_particles_2d.cpp @@ -170,6 +170,13 @@ void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) { update(); } +#ifdef TOOLS_ENABLED +void GPUParticles2D::set_show_visibility_rect(bool p_show_visibility_rect) { + show_visibility_rect = p_show_visibility_rect; + update(); +} +#endif + bool GPUParticles2D::is_trail_enabled() const { return trail_enabled; } @@ -452,7 +459,7 @@ void GPUParticles2D::_notification(int p_what) { RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid); #ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_ancestor_of(this))) { + if (show_visibility_rect) { draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false); } #endif @@ -588,6 +595,9 @@ GPUParticles2D::GPUParticles2D() { set_speed_scale(1); set_fixed_fps(30); set_collision_base_size(collision_base_size); +#ifdef TOOLS_ENABLED + show_visibility_rect = false; +#endif } GPUParticles2D::~GPUParticles2D() { diff --git a/scene/2d/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h index d7eee461b4..a9e66b3051 100644 --- a/scene/2d/gpu_particles_2d.h +++ b/scene/2d/gpu_particles_2d.h @@ -58,7 +58,9 @@ private: bool local_coords; int fixed_fps; bool fractional_delta; - +#ifdef TOOLS_ENABLED + bool show_visibility_rect; +#endif Ref<Material> process_material; DrawOrder draw_order; @@ -81,7 +83,6 @@ protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; void _notification(int p_what); - void _update_collision_size(); public: @@ -102,6 +103,10 @@ public: void set_trail_sections(int p_sections); void set_trail_section_subdivisions(int p_subdivisions); +#ifdef TOOLS_ENABLED + void set_show_visibility_rect(bool p_show_visibility_rect); +#endif + bool is_emitting() const; int get_amount() const; double get_lifetime() const; diff --git a/scene/debugger/scene_debugger.cpp b/scene/debugger/scene_debugger.cpp index 3c8949ddfb..56c04b32e3 100644 --- a/scene/debugger/scene_debugger.cpp +++ b/scene/debugger/scene_debugger.cpp @@ -367,7 +367,7 @@ void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) { PropertyHint hint = pi.hint; String hint_string = pi.hint_string; - if (!res.is_null()) { + if (!res.is_null() && !res->get_path().is_empty()) { var = res->get_path(); } else { //only send information that can be sent.. int len = 0; //test how big is this to encode diff --git a/scene/gui/tab_bar.cpp b/scene/gui/tab_bar.cpp index 57ee7fd494..c7d5a600a1 100644 --- a/scene/gui/tab_bar.cpp +++ b/scene/gui/tab_bar.cpp @@ -164,7 +164,7 @@ void TabBar::gui_input(const Ref<InputEvent> &p_event) { if (rb_pressing && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) { if (rb_hover != -1) { - // pressed + // Right mouse button clicked. emit_signal(SNAME("tab_rmb_clicked"), rb_hover); } @@ -174,7 +174,7 @@ void TabBar::gui_input(const Ref<InputEvent> &p_event) { if (cb_pressing && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) { if (cb_hover != -1) { - // pressed + // Close button pressed. emit_signal(SNAME("tab_close_pressed"), cb_hover); } @@ -183,7 +183,7 @@ void TabBar::gui_input(const Ref<InputEvent> &p_event) { } if (mb->is_pressed() && (mb->get_button_index() == MouseButton::LEFT || (select_with_rmb && mb->get_button_index() == MouseButton::RIGHT))) { - // clicks + // Clicks. Point2 pos = mb->get_position(); if (buttons_visible) { @@ -235,7 +235,7 @@ void TabBar::gui_input(const Ref<InputEvent> &p_event) { return; } - if (tabs[i].cb_rect.has_point(pos)) { + if (tabs[i].cb_rect.has_point(pos) && (cb_displaypolicy == CLOSE_BUTTON_SHOW_ALWAYS || (cb_displaypolicy == CLOSE_BUTTON_SHOW_ACTIVE_ONLY && i == current))) { cb_pressing = true; update(); return; @@ -659,7 +659,7 @@ void TabBar::_update_hover() { } const Point2 &pos = get_local_mouse_position(); - // test hovering to display right or close button + // test hovering to display right or close button. int hover_now = -1; int hover_buttons = -1; for (int i = offset; i < tabs.size(); i++) { @@ -684,7 +684,7 @@ void TabBar::_update_hover() { emit_signal(SNAME("tab_hovered"), hover); } - if (hover_buttons == -1) { // no hover + if (hover_buttons == -1) { // No hover. rb_hover = hover_buttons; cb_hover = hover_buttons; } @@ -860,7 +860,7 @@ bool TabBar::can_drop_data(const Point2 &p_point, const Variant &p_data) const { if (from_path == to_path) { return true; } else if (get_tabs_rearrange_group() != -1) { - // drag and drop between other TabBars + // Drag and drop between other TabBars. Node *from_node = get_node(from_path); TabBar *from_tabs = Object::cast_to<TabBar>(from_node); if (from_tabs && from_tabs->get_tabs_rearrange_group() == get_tabs_rearrange_group()) { @@ -895,7 +895,7 @@ void TabBar::drop_data(const Point2 &p_point, const Variant &p_data) { emit_signal(SNAME("active_tab_rearranged"), hover_now); set_current_tab(hover_now); } else if (get_tabs_rearrange_group() != -1) { - // drag and drop between Tabs + // Drag and drop between Tabs. Node *from_node = get_node(from_path); TabBar *from_tabs = Object::cast_to<TabBar>(from_node); if (from_tabs && from_tabs->get_tabs_rearrange_group() == get_tabs_rearrange_group()) { diff --git a/scene/gui/texture_progress_bar.cpp b/scene/gui/texture_progress_bar.cpp index facbe06d4d..3c10c6bd66 100644 --- a/scene/gui/texture_progress_bar.cpp +++ b/scene/gui/texture_progress_bar.cpp @@ -501,6 +501,7 @@ void TextureProgressBar::_notification(int p_what) { } p *= get_relative_center(); + p += progress_offset; p = p.floor(); draw_line(p - Point2(8, 0), p + Point2(8, 0), Color(0.9, 0.5, 0.5), 2); draw_line(p - Point2(0, 8), p + Point2(0, 8), Color(0.9, 0.5, 0.5), 2); diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index f9e96a0784..621d5f765b 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -1707,12 +1707,10 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { if (mm->get_button_mask() == MouseButton::NONE) { // Nothing pressed. - bool can_tooltip = true; - bool is_tooltip_shown = false; if (gui.tooltip_popup) { - if (can_tooltip && gui.tooltip_control) { + if (gui.tooltip_control) { String tooltip = _gui_get_tooltip(over, gui.tooltip_control->get_global_transform().xform_inv(mpos)); if (tooltip.length() == 0) { @@ -1737,7 +1735,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) { } } - if (can_tooltip && !is_tooltip_shown) { + if (!is_tooltip_shown && over->can_process()) { if (gui.tooltip_timer.is_valid()) { gui.tooltip_timer->release_connections(); gui.tooltip_timer = Ref<SceneTreeTimer>(); diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index eb5c9e66e8..10786555db 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -367,7 +367,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT); - shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT); |