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-rw-r--r--SConstruct1
-rw-r--r--core/SCsub21
-rw-r--r--core/io/compression.cpp2
-rw-r--r--doc/classes/CollisionObject.xml26
-rw-r--r--doc/classes/CollisionObject2D.xml33
-rw-r--r--doc/classes/Range.xml9
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/scene.glsl5
-rw-r--r--editor/plugins/tile_map_editor_plugin.cpp4
-rw-r--r--misc/dist/linux/godot.6165
-rw-r--r--misc/dist/linux/godot.appdata.xml34
-rw-r--r--misc/dist/linux/godot.desktop9
-rw-r--r--modules/openssl/stream_peer_openssl.cpp60
-rw-r--r--modules/openssl/stream_peer_openssl.h5
-rw-r--r--platform/server/detect.py12
-rw-r--r--platform/x11/detect.py12
-rw-r--r--scene/2d/collision_object_2d.cpp2
-rw-r--r--scene/3d/collision_object.cpp2
-rw-r--r--scene/resources/material.cpp21
-rw-r--r--scene/resources/material.h5
-rw-r--r--servers/visual/shader_types.cpp1
-rw-r--r--thirdparty/zstd/SCsub23
22 files changed, 384 insertions, 70 deletions
diff --git a/SConstruct b/SConstruct
index f2f1ea57f3..a6767e6a25 100644
--- a/SConstruct
+++ b/SConstruct
@@ -171,6 +171,7 @@ opts.Add('builtin_pcre2', "Use the builtin pcre2 library (yes/no)", 'yes')
opts.Add('builtin_recast', "Use the builtin recast library (yes/no)", 'yes')
opts.Add('builtin_squish', "Use the builtin squish library (yes/no)", 'yes')
opts.Add('builtin_zlib', "Use the builtin zlib library (yes/no)", 'yes')
+opts.Add('builtin_zstd', "Use the builtin zstd library (yes/no)", 'yes')
# Environment setup
opts.Add("CXX", "C++ compiler")
diff --git a/core/SCsub b/core/SCsub
index c1e57f6840..e78fe185a9 100644
--- a/core/SCsub
+++ b/core/SCsub
@@ -83,24 +83,8 @@ thirdparty_minizip_sources = [
thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
env.add_source_files(env.core_sources, thirdparty_minizip_sources)
-thirdparty_zstd_dir = "#thirdparty/zstd/"
-thirdparty_zstd_sources = [
- "common/entropy_common.c",
- "common/error_private.c",
- "common/fse_decompress.c",
- "common/pool.c",
- "common/threading.c",
- "common/xxhash.c",
- "common/zstd_common.c",
- "compress/fse_compress.c",
- "compress/huf_compress.c",
- "compress/zstd_compress.c",
- "compress/zstdmt_compress.c",
- "decompress/huf_decompress.c",
- "decompress/zstd_decompress.c",
-]
-thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
-env.add_source_files(env.core_sources, thirdparty_zstd_sources)
+if "builtin_zstd" in env and env["builtin_zstd"] == "yes":
+ SConscript("#thirdparty/zstd/SCsub")
# Godot's own sources
@@ -123,5 +107,4 @@ SConscript('helper/SCsub')
# Build it all as a library
lib = env.Library("core", env.core_sources)
env.Prepend(LIBS=[lib])
-env.Append(CPPPATH=["#thirdparty/zstd", "#thirdparty/zstd/common"])
Export('env')
diff --git a/core/io/compression.cpp b/core/io/compression.cpp
index 44fa65e11d..fbe97e54c7 100644
--- a/core/io/compression.cpp
+++ b/core/io/compression.cpp
@@ -33,9 +33,9 @@
#include "zip_io.h"
#include "thirdparty/misc/fastlz.h"
-#include "thirdparty/zstd/zstd.h"
#include <zlib.h>
+#include <zstd.h>
int Compression::compress(uint8_t *p_dst, const uint8_t *p_src, int p_src_size, Mode p_mode) {
diff --git a/doc/classes/CollisionObject.xml b/doc/classes/CollisionObject.xml
index 98023a5898..64e9e07925 100644
--- a/doc/classes/CollisionObject.xml
+++ b/doc/classes/CollisionObject.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionObject" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ Base node for collision objects.
</brief_description>
<description>
+ CollisionObject is the base class for physics objects. It can hold any number of collision [Shape]\ s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
</description>
<tutorials>
</tutorials>
@@ -31,7 +33,7 @@
<argument index="0" name="owner" type="Object">
</argument>
<description>
- Creates new holder for the shapes. Argument is a [CollisionShape] node. It will return owner_id which usually you will want to save for later use.
+ Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
</description>
</method>
<method name="get_capture_input_on_drag" qualifiers="const">
@@ -44,13 +46,14 @@
<return type="RID">
</return>
<description>
+ Returns the object's [RID].
</description>
</method>
<method name="get_shape_owners">
<return type="Array">
</return>
<description>
- Shape owner is a node which is holding concrete shape resources. This method will return an array which is holding an integer numbers that are representing unique ID of each owner. You can use those ids when you are using others shape_owner methods.
+ Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
</description>
</method>
<method name="is_ray_pickable" qualifiers="const">
@@ -65,6 +68,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
+ If [code]true[/code] the shape owner and its shapes are disabled.
</description>
</method>
<method name="remove_shape_owner">
@@ -73,6 +77,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
+ Removes the given shape owner.
</description>
</method>
<method name="set_capture_input_on_drag">
@@ -97,6 +102,7 @@
<argument index="0" name="shape_index" type="int">
</argument>
<description>
+ Returns the [code]owner_id[/code] of the given shape.
</description>
</method>
<method name="shape_owner_add_shape">
@@ -107,6 +113,7 @@
<argument index="1" name="shape" type="Shape">
</argument>
<description>
+ Adds a [Shape] to the shape owner.
</description>
</method>
<method name="shape_owner_clear_shapes">
@@ -115,7 +122,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
- Will remove all the shapes associated with given owner.
+ Removes all shapes from the shape owner.
</description>
</method>
<method name="shape_owner_get_owner" qualifiers="const">
@@ -124,6 +131,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
+ Returns the parent object of the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
@@ -134,7 +142,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
- Will return a [Shape]. First argument owner_id is an integer that can be obtained from [method get_shape_owners]. Shape_id is a position of the shape inside owner; it's a value in range from 0 to [method shape_owner_get_shape_count].
+ Returns the [Shape] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
@@ -143,7 +151,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
- Returns number of shapes to which given owner is associated to.
+ Returns the number of shapes the given shape owner contains.
</description>
</method>
<method name="shape_owner_get_shape_index" qualifiers="const">
@@ -162,7 +170,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
- Will return [Transform] of an owner node.
+ Returns the shape owner's [Transform].
</description>
</method>
<method name="shape_owner_remove_shape">
@@ -173,7 +181,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
- Removes related shape from the owner.
+ Removes a shape from the given shape owner.
</description>
</method>
<method name="shape_owner_set_disabled">
@@ -184,6 +192,7 @@
<argument index="1" name="disabled" type="bool">
</argument>
<description>
+ If [code]true[/code] disables the given shape owner.
</description>
</method>
<method name="shape_owner_set_transform">
@@ -194,6 +203,7 @@
<argument index="1" name="transform" type="Transform">
</argument>
<description>
+ Sets the [Transform] of the given shape owner.
</description>
</method>
</methods>
@@ -220,10 +230,12 @@
</signal>
<signal name="mouse_entered">
<description>
+ Emitted when the mouse pointer enters any of this object's shapes.
</description>
</signal>
<signal name="mouse_exited">
<description>
+ Emitted when the mouse pointer exits all this object's shapes.
</description>
</signal>
</signals>
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index db1412805f..52743bd37d 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionObject2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Base node for 2D collisionables.
+ Base node for 2D collision objects.
</brief_description>
<description>
- CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing [CollisionShape2D] and/or [CollisionPolygon2D] nodes as children. Such nodes are for reference and not present outside the editor, so code should use the regular shape API.
+ CollisionObject2D is the base class for 2D physics objects. It can hold any number of 2D collision [Shape2D]\ s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject2D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
</description>
<tutorials>
</tutorials>
@@ -29,21 +29,21 @@
<argument index="0" name="owner" type="Object">
</argument>
<description>
- Creates new holder for the shapes. Argument is a [CollisionShape2D] node. It will return owner_id which usually you will want to save for later use.
+ Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<description>
- Return the RID of this object.
+ Returns the object's [RID].
</description>
</method>
<method name="get_shape_owners">
<return type="Array">
</return>
<description>
- Shape owner is a node which is holding concrete shape resources. This method will return an array which is holding an integer numbers that are representing unique ID of each owner. You can use those ids when you are using others shape_owner methods.
+ Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
</description>
</method>
<method name="is_pickable" qualifiers="const">
@@ -59,6 +59,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
+ If [code]true[/code] the shape owner and its shapes are disabled.
</description>
</method>
<method name="is_shape_owner_one_way_collision_enabled" qualifiers="const">
@@ -75,6 +76,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
+ Removes the given shape owner.
</description>
</method>
<method name="set_pickable">
@@ -92,6 +94,7 @@
<argument index="0" name="shape_index" type="int">
</argument>
<description>
+ Returns the [code]owner_id[/code] of the given shape.
</description>
</method>
<method name="shape_owner_add_shape">
@@ -102,6 +105,7 @@
<argument index="1" name="shape" type="Shape2D">
</argument>
<description>
+ Adds a [Shape2D] to the shape owner.
</description>
</method>
<method name="shape_owner_clear_shapes">
@@ -110,7 +114,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
- Will remove all the shapes associated with given owner.
+ Removes all shapes from the shape owner.
</description>
</method>
<method name="shape_owner_get_owner" qualifiers="const">
@@ -119,6 +123,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
+ Returns the parent object of the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
@@ -129,7 +134,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
- Will return a [Shape2D]. First argument owner_id is an integer that can be obtained from [method get_shape_owners]. Shape_id is a position of the shape inside owner; it's a value in range from 0 to [method shape_owner_get_shape_count].
+ Returns the [Shape2D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
@@ -138,7 +143,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
- Returns number of shapes to which given owner is associated to.
+ Returns the number of shapes the given shape owner contains.
</description>
</method>
<method name="shape_owner_get_shape_index" qualifiers="const">
@@ -157,7 +162,7 @@
<argument index="0" name="owner_id" type="int">
</argument>
<description>
- Will return [Transform2D] of an owner node.
+ Returns the shape owner's [Transform2D].
</description>
</method>
<method name="shape_owner_remove_shape">
@@ -168,7 +173,7 @@
<argument index="1" name="shape_id" type="int">
</argument>
<description>
- Removes related shape from the owner.
+ Removes a shape from the given shape owner.
</description>
</method>
<method name="shape_owner_set_disabled">
@@ -179,6 +184,7 @@
<argument index="1" name="disabled" type="bool">
</argument>
<description>
+ If [code]true[/code] disables the given shape owner.
</description>
</method>
<method name="shape_owner_set_one_way_collision">
@@ -199,11 +205,13 @@
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
+ Sets the [Transform2D] of the given shape owner.
</description>
</method>
</methods>
<members>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable">
+ If [code]true[/code] this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events.
</member>
</members>
<signals>
@@ -215,16 +223,17 @@
<argument index="2" name="shape_idx" type="int">
</argument>
<description>
+ Emitted when an input event occurs and [code]input_pickable[/code] is [code]true[/code].
</description>
</signal>
<signal name="mouse_entered">
<description>
- This event fires only once when the mouse pointer enters any shape of this object.
+ Emitted when the mouse pointer enters any of this object's shapes.
</description>
</signal>
<signal name="mouse_exited">
<description>
- This event fires only once when the mouse pointer exits all shapes of this object.
+ Emitted when the mouse pointer exits all this object's shapes.
</description>
</signal>
</signals>
diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml
index 9af6abf7b8..cd75c2b658 100644
--- a/doc/classes/Range.xml
+++ b/doc/classes/Range.xml
@@ -138,29 +138,38 @@
<argument index="0" name="with" type="Node">
</argument>
<description>
+ Binds two Ranges together along with any Ranges previously grouped with either of them. When any of Range's member variables change, it will share the new value with all other Ranges in its group.
</description>
</method>
<method name="unshare">
<return type="void">
</return>
<description>
+ Stop Range from sharing its member variables with any other Range.
</description>
</method>
</methods>
<members>
<member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp">
+ If [code]true[/code] and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly.
</member>
<member name="max_value" type="float" setter="set_max" getter="get_max">
+ Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code]. Default value: 100.
</member>
<member name="min_value" type="float" setter="set_min" getter="get_min">
+ Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code]. Default value: 0.
</member>
<member name="page" type="float" setter="set_page" getter="get_page">
+ Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code].
</member>
<member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values">
+ If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer.
</member>
<member name="step" type="float" setter="set_step" getter="get_step">
+ If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer.
</member>
<member name="value" type="float" setter="set_value" getter="get_value">
+ Range's current value.
</member>
</members>
<signals>
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index b3b2517ad6..9a5b53c84b 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -787,6 +787,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
+ actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
@@ -806,6 +807,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 0eb26ae58f..25115bc18a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1536,6 +1536,7 @@ void main() {
#if defined(ENABLE_AO)
float ao=1.0;
+ float ao_light_affect=0.0;
#endif
float alpha = 1.0;
@@ -1920,9 +1921,13 @@ FRAGMENT_SHADER_CODE
#if defined(ENABLE_AO)
ambient_light*=ao;
+ ao_light_affect = mix(1.0,ao,ao_light_affect);
+ specular_light*=ao_light_affect;
+ diffuse_light*=ao_light_affect;
#endif
+
//energu conservation
diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
ambient_light=mix(ambient_light,vec3(0.0),metallic);
diff --git a/editor/plugins/tile_map_editor_plugin.cpp b/editor/plugins/tile_map_editor_plugin.cpp
index b85ffd6c67..328d07d7a8 100644
--- a/editor/plugins/tile_map_editor_plugin.cpp
+++ b/editor/plugins/tile_map_editor_plugin.cpp
@@ -351,6 +351,10 @@ PoolVector<Vector2> TileMapEditor::_bucket_fill(const Point2i &p_start, bool era
return PoolVector<Vector2>();
}
+ if (id == prev_id) {
+ return PoolVector<Vector2>();
+ }
+
Rect2i r = node->get_item_rect();
r.position = r.position / node->get_cell_size();
r.size = r.size / node->get_cell_size();
diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6
new file mode 100644
index 0000000000..d83bcb1556
--- /dev/null
+++ b/misc/dist/linux/godot.6
@@ -0,0 +1,165 @@
+.TH GODOT "6" "September 2017" "godot 3.0-alpha" "Games"
+.SH NAME
+godot \- multi-platform 2D and 3D game engine with a feature rich editor
+.SH SYNOPSIS
+.B godot
+[\fI\,options\/\fR] [path to scene or 'project.godot' file]
+.SH DESCRIPTION
+Godot Engine is an advanced, feature packed, multi\-platform 2D and 3D game
+engine.
+.br
+It provides a huge set of common tools, so you can just focus on making
+your game without reinventing the wheel.
+.SS "General options:"
+.TP
+\fB\-h\fR, \fB\-\-help\fR
+Display this help message.
+.TP
+\fB\-\-version\fR
+Display the version string.
+.TP
+\fB\-v\fR, \fB\-\-verbose\fR
+Use verbose stdout mode.
+.TP
+\fB\-\-quiet\fR
+Quiet mode, silences stdout messages. Errors are still displayed.
+.SS "Run options:"
+.TP
+\fB\-e\fR, \fB\-\-editor\fR
+Start the editor instead of running the scene.
+.TP
+\fB\-p\fR, \fB\-\-project\-manager\fR
+Start the project manager, even if a project is auto\-detected.
+.TP
+\fB\-l\fR, \fB\-\-language\fR <locale>
+Use a specific locale (<locale> being a two\-letter code).
+.TP
+\fB\-\-path\fR <directory>
+Path to a project (<directory> must contain a 'project.godot' file).
+.TP
+\fB\-\-main\-pack\fR <file>
+Path to a pack (.pck) file to load.
+.TP
+\fB\-\-render\-thread\fR <mode>
+Render thread mode ('unsafe', 'safe', 'separate').
+.TP
+\fB\-\-remote\-fs\fR <address>
+Remote filesystem (<host/IP>[:<port>] address).
+.TP
+\fB\-\-remote\-fs\-password\fR <password>
+Password for remote filesystem.
+.TP
+\fB\-\-audio\-driver\fR <driver>
+Audio driver ('PulseAudio', 'ALSA').
+.TP
+\fB\-\-video\-driver\fR <driver>
+Video driver ('GLES3').
+.SS "Display options:"
+.TP
+\fB\-f\fR, \fB\-\-fullscreen\fR
+Request fullscreen mode.
+.TP
+\fB\-m\fR, \fB\-\-maximized\fR
+Request a maximized window.
+.TP
+\fB\-w\fR, \fB\-\-windowed\fR
+Request windowed mode.
+.TP
+\fB\-\-resolution\fR <W>x<H>
+Request window resolution.
+.TP
+\fB\-\-position\fR <X>,<Y>
+Request window position.
+.TP
+\fB\-\-low\-dpi\fR
+Force low\-DPI mode (macOS and Windows only).
+.TP
+\fB\-\-no\-window\fR
+Disable window creation (Windows only). Useful together with \fB\-\-script\fR.
+.SS "Debug options:"
+.TP
+\fB\-d\fR, \fB\-\-debug\fR
+Debug (local stdout debugger).
+.TP
+\fB\-b\fR, \fB\-\-breakpoints\fR
+Breakpoint list as source::line comma\-separated pairs, no spaces (use %20 instead).
+.TP
+\fB\-\-profiling\fR
+Enable profiling in the script debugger.
+.TP
+\fB\-\-remote\-debug\fR <address>
+Remote debug (<host/IP>:<port> address).
+.TP
+\fB\-\-debug\-collisions\fR
+Show collisions shapes when running the scene.
+.TP
+\fB\-\-debug\-navigation\fR
+Show navigation polygons when running the scene.
+.TP
+\fB\-\-frame\-delay\fR <ms>
+Simulate high CPU load (delay each frame by <ms> milliseconds).
+.TP
+\fB\-\-time\-scale\fR <scale>
+Force time scale (higher values are faster, 1.0 is normal speed).
+.TP
+\fB\-\-disable\-render\-loop\fR
+Disable render loop so rendering only occurs when called explicitly from script.
+.TP
+\fB\-\-disable\-crash\-handler\fR
+Disable crash handler when supported by the platform code.
+.TP
+\fB\-\-fixed\-fps\fR <fps>
+Force a fixed number of frames per second. This setting disables real\-time synchronization.
+.SS "Standalone tools:"
+.TP
+\fB\-s\fR, \fB\-\-script\fR <script>
+Run a script.
+.TP
+\fB\-\-export\fR <target>
+Export the project using the given export target.
+.TP
+\fB\-\-export\-debug\fR
+Use together with \fB\-\-export\fR, enables debug mode for the template.
+.TP
+\fB\-\-doctool\fR <path>
+Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
+.TP
+\fB\-\-no\-docbase\fR
+Disallow dumping the base types (used with \fB\-\-doctool\fR).
+.TP
+\fB\-\-gdnative\-generate\-json\-api\fR
+Generate JSON dump of the Godot API for GDNative bindings.
+.TP
+\fB\-\-test\fR <test>
+Run a unit test ('string', 'containers', 'math', 'render', 'multimesh', 'gui', 'io', 'shaderlang', 'physics', 'oa_hash_map').
+.SH FILES
+~/.godot/
+.RS
+User\-specific configuration and cache folder, contains persistent editor and game configuration and saved files, temporary metadata, etc.
+.RE
+~/.godot/app_userdata/
+.RS
+Contains the default configuration and user data folders for Godot\-made games (\fIuser://\fR path).
+.RE
+~/.godot/templates/
+.RS
+Installation folder for "export templates", compiled binaries of the engine to deploy on the many supported platforms.
+.RE
+/usr/share/doc/godot/
+.RS
+Additional documentation files.
+.RE
+/usr/share/licenses/godot/
+.RS
+Detailed licensing information.
+.RE
+.SH "SEE ALSO"
+See the project website at \fIhttps://godotengine.org\fR and the source
+code repository at \fIhttps://github.com/godotengine/godot\fR for more details.
+.SH BUGS
+Godot Engine is a free and open source project and welcomes any kind of
+contributions. In particular, you can report issues or make suggestions on
+Godot's issue tracker at \fIhttps://github.com/godotengine/godot/issues\fR.
+.SH AUTHOR
+Man page written by Rémi Verschelde <akien@godotengine.org> on behalf of the
+Godot Engine development team.
diff --git a/misc/dist/linux/godot.appdata.xml b/misc/dist/linux/godot.appdata.xml
new file mode 100644
index 0000000000..20a6c0ec26
--- /dev/null
+++ b/misc/dist/linux/godot.appdata.xml
@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!-- Copyright 2017 Rémi Verschelde <akien@godotengine.org> -->
+<component type="desktop">
+ <id>godot.desktop</id>
+ <metadata_license>CC0-1.0</metadata_license>
+ <project_license>MIT</project_license>
+ <name>Godot Engine</name>
+ <summary>Multi-platform 2D and 3D game engine with a feature rich editor</summary>
+ <description>
+ <p>
+ Godot is an advanced, feature packed, multi-platform 2D and 3D game
+ engine. It provides a huge set of common tools, so you can just focus on
+ making your game without reinventing the wheel.
+ </p>
+ <p>
+ Godot is completely free and open source under the very permissive MIT
+ license. No strings attached, no royalties, nothing. Your game is yours,
+ down to the last line of engine code.
+ </p>
+ </description>
+ <screenshots>
+ <screenshot type="default" width="1330" height="720">
+ <caption>3D project loaded in the Godot Engine editor</caption>
+ <image>http://download.tuxfamily.org/godotengine/media/screenshots/editor_3d_fracteed-720p.jpg</image>
+ </screenshot>
+ </screenshots>
+ <url type="homepage">https://godotengine.org</url>
+ <url type="bugtracker">https://github.com/godotengine/godot/issues</url>
+ <url type="help">http://docs.godotengine.org</url>
+ <url type="donation">https://godotengine.org/donate</url>
+ <url type="translate">https://hosted.weblate.org/projects/godot-engine/godot</url>
+ <developer_name>The Godot Engine Community</developer_name>
+ <update_contact>akien_at_godotengine_dot_org</update_contact>
+</component>
diff --git a/misc/dist/linux/godot.desktop b/misc/dist/linux/godot.desktop
new file mode 100644
index 0000000000..545c491256
--- /dev/null
+++ b/misc/dist/linux/godot.desktop
@@ -0,0 +1,9 @@
+[Desktop Entry]
+Name=Godot Engine
+GenericName=Libre game engine
+Comment=Multi-platform 2D and 3D game engine with a feature rich editor
+Exec=godot -pm
+Icon=godot
+Terminal=false
+Type=Application
+Categories=Development;IDE;
diff --git a/modules/openssl/stream_peer_openssl.cpp b/modules/openssl/stream_peer_openssl.cpp
index d40bf73883..c19bdc4214 100644
--- a/modules/openssl/stream_peer_openssl.cpp
+++ b/modules/openssl/stream_peer_openssl.cpp
@@ -29,6 +29,17 @@
/*************************************************************************/
#include "stream_peer_openssl.h"
+// Compatibility with OpenSSL 1.1.0.
+#if OPENSSL_VERSION_NUMBER >= 0x10100000L
+#define BIO_set_num(b, n)
+#else
+#define BIO_set_num(b, n) ((b)->num = (n))
+
+#define BIO_set_init(b, i) ((b)->init = (i))
+#define BIO_set_data(b, p) ((b)->ptr = (p))
+#define BIO_get_data(b) ((b)->ptr)
+#endif
+
//hostname matching code from curl
bool StreamPeerOpenSSL::_match_host_name(const char *name, const char *hostname) {
@@ -157,10 +168,10 @@ int StreamPeerOpenSSL::_cert_verify_callback(X509_STORE_CTX *x509_ctx, void *arg
}
int StreamPeerOpenSSL::_bio_create(BIO *b) {
- b->init = 1;
- b->num = 0;
- b->ptr = NULL;
- b->flags = 0;
+ BIO_set_init(b, 1);
+ BIO_set_num(b, 0);
+ BIO_set_data(b, NULL);
+ BIO_clear_flags(b, ~0);
return 1;
}
@@ -168,9 +179,9 @@ int StreamPeerOpenSSL::_bio_destroy(BIO *b) {
if (b == NULL)
return 0;
- b->ptr = NULL; /* sb_tls_remove() will free it */
- b->init = 0;
- b->flags = 0;
+ BIO_set_data(b, NULL); /* sb_tls_remove() will free it */
+ BIO_set_init(b, 0);
+ BIO_clear_flags(b, ~0);
return 1;
}
@@ -178,7 +189,7 @@ int StreamPeerOpenSSL::_bio_read(BIO *b, char *buf, int len) {
if (buf == NULL || len <= 0) return 0;
- StreamPeerOpenSSL *sp = (StreamPeerOpenSSL *)b->ptr;
+ StreamPeerOpenSSL *sp = (StreamPeerOpenSSL *)BIO_get_data(b);
ERR_FAIL_COND_V(sp == NULL, 0);
@@ -212,7 +223,7 @@ int StreamPeerOpenSSL::_bio_write(BIO *b, const char *buf, int len) {
if (buf == NULL || len <= 0) return 0;
- StreamPeerOpenSSL *sp = (StreamPeerOpenSSL *)b->ptr;
+ StreamPeerOpenSSL *sp = (StreamPeerOpenSSL *)BIO_get_data(b);
ERR_FAIL_COND_V(sp == NULL, 0);
@@ -258,6 +269,26 @@ int StreamPeerOpenSSL::_bio_puts(BIO *b, const char *str) {
return _bio_write(b, str, strlen(str));
}
+#if OPENSSL_VERSION_NUMBER >= 0x10100000L
+BIO_METHOD *StreamPeerOpenSSL::_bio_method = NULL;
+
+BIO_METHOD *StreamPeerOpenSSL::_get_bio_method() {
+ if (_bio_method) // already initialized.
+ return _bio_method;
+
+ /* it's a source/sink BIO */
+ _bio_method = BIO_meth_new(100 | 0x400, "streampeer glue");
+ BIO_meth_set_write(_bio_method, _bio_write);
+ BIO_meth_set_read(_bio_method, _bio_read);
+ BIO_meth_set_puts(_bio_method, _bio_puts);
+ BIO_meth_set_gets(_bio_method, _bio_gets);
+ BIO_meth_set_ctrl(_bio_method, _bio_ctrl);
+ BIO_meth_set_create(_bio_method, _bio_create);
+ BIO_meth_set_destroy(_bio_method, _bio_destroy);
+
+ return _bio_method;
+}
+#else
BIO_METHOD StreamPeerOpenSSL::_bio_method = {
/* it's a source/sink BIO */
(100 | 0x400),
@@ -271,6 +302,11 @@ BIO_METHOD StreamPeerOpenSSL::_bio_method = {
_bio_destroy
};
+BIO_METHOD *StreamPeerOpenSSL::_get_bio_method() {
+ return &_bio_method;
+}
+#endif
+
Error StreamPeerOpenSSL::connect_to_stream(Ref<StreamPeer> p_base, bool p_validate_certs, const String &p_for_hostname) {
if (connected)
@@ -330,8 +366,8 @@ Error StreamPeerOpenSSL::connect_to_stream(Ref<StreamPeer> p_base, bool p_valida
}
ssl = SSL_new(ctx);
- bio = BIO_new(&_bio_method);
- bio->ptr = this;
+ bio = BIO_new(_get_bio_method());
+ BIO_set_data(bio, this);
SSL_set_bio(ssl, bio, bio);
if (p_for_hostname != String()) {
@@ -532,7 +568,9 @@ void StreamPeerOpenSSL::initialize_ssl() {
load_certs_func = _load_certs;
_create = _create_func;
+#if OPENSSL_VERSION_NUMBER < 0x10100000L
CRYPTO_malloc_init(); // Initialize malloc, free, etc for OpenSSL's use
+#endif
SSL_library_init(); // Initialize OpenSSL's SSL libraries
SSL_load_error_strings(); // Load SSL error strings
ERR_load_BIO_strings(); // Load BIO error strings
diff --git a/modules/openssl/stream_peer_openssl.h b/modules/openssl/stream_peer_openssl.h
index 1e445ef681..535114058d 100644
--- a/modules/openssl/stream_peer_openssl.h
+++ b/modules/openssl/stream_peer_openssl.h
@@ -53,7 +53,12 @@ private:
static int _bio_gets(BIO *b, char *buf, int len);
static int _bio_puts(BIO *b, const char *str);
+#if OPENSSL_VERSION_NUMBER >= 0x10100000L
+ static BIO_METHOD *_bio_method;
+#else
static BIO_METHOD _bio_method;
+#endif
+ static BIO_METHOD *_get_bio_method();
static bool _match_host_name(const char *name, const char *hostname);
static Error _match_common_name(const char *hostname, const X509 *server_cert);
diff --git a/platform/server/detect.py b/platform/server/detect.py
index 2bb4b59e94..5c13297bc6 100644
--- a/platform/server/detect.py
+++ b/platform/server/detect.py
@@ -65,15 +65,6 @@ def configure(env):
# FIXME: Check for existence of the libs before parsing their flags with pkg-config
if (env['builtin_openssl'] == 'no'):
- # Currently not compatible with OpenSSL 1.1.0+
- # https://github.com/godotengine/godot/issues/8624
- import subprocess
- openssl_version = subprocess.check_output(['pkg-config', 'openssl', '--modversion']).strip('\n')
- if (openssl_version >= "1.1.0"):
- print("Error: Found system-installed OpenSSL %s, currently only supporting version 1.0.x." % openssl_version)
- print("Aborting.. You can compile with 'builtin_openssl=yes' to use the bundled version.\n")
- sys.exit(255)
-
env.ParseConfig('pkg-config openssl --cflags --libs')
if (env['builtin_libwebp'] == 'no'):
@@ -98,6 +89,9 @@ def configure(env):
if (env['builtin_squish'] == 'no' and env["tools"] == "yes"):
env.ParseConfig('pkg-config libsquish --cflags --libs')
+ if env['builtin_zstd'] == 'no':
+ env.ParseConfig('pkg-config libzstd --cflags --libs')
+
# Sound and video libraries
# Keep the order as it triggers chained dependencies (ogg needed by others, etc.)
diff --git a/platform/x11/detect.py b/platform/x11/detect.py
index efd388e44f..591398dd6d 100644
--- a/platform/x11/detect.py
+++ b/platform/x11/detect.py
@@ -134,15 +134,6 @@ def configure(env):
# FIXME: Check for existence of the libs before parsing their flags with pkg-config
if (env['builtin_openssl'] == 'no'):
- # Currently not compatible with OpenSSL 1.1.0+
- # https://github.com/godotengine/godot/issues/8624
- import subprocess
- openssl_version = subprocess.check_output(['pkg-config', 'openssl', '--modversion']).strip('\n')
- if (openssl_version >= "1.1.0"):
- print("Error: Found system-installed OpenSSL %s, currently only supporting version 1.0.x." % openssl_version)
- print("Aborting.. You can compile with 'builtin_openssl=yes' to use the bundled version.\n")
- sys.exit(255)
-
env.ParseConfig('pkg-config openssl --cflags --libs')
if (env['builtin_libwebp'] == 'no'):
@@ -167,6 +158,9 @@ def configure(env):
if (env['builtin_squish'] == 'no' and env["tools"] == "yes"):
env.ParseConfig('pkg-config libsquish --cflags --libs')
+ if env['builtin_zstd'] == 'no':
+ env.ParseConfig('pkg-config libzstd --cflags --libs')
+
# Sound and video libraries
# Keep the order as it triggers chained dependencies (ogg needed by others, etc.)
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp
index ce56b85a9e..73e5dc6021 100644
--- a/scene/2d/collision_object_2d.cpp
+++ b/scene/2d/collision_object_2d.cpp
@@ -82,7 +82,7 @@ uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) {
uint32_t id;
if (shapes.size() == 0) {
- id = 1;
+ id = 0;
} else {
id = shapes.back()->key() + 1;
}
diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp
index 1c0633fba7..7b4770e435 100644
--- a/scene/3d/collision_object.cpp
+++ b/scene/3d/collision_object.cpp
@@ -161,7 +161,7 @@ uint32_t CollisionObject::create_shape_owner(Object *p_owner) {
uint32_t id;
if (shapes.size() == 0) {
- id = 1;
+ id = 0;
} else {
id = shapes.back()->key() + 1;
}
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index c6b434af44..da0f522ff3 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -268,6 +268,8 @@ void SpatialMaterial::init_shaders() {
shader_names->grow = "grow";
+ shader_names->ao_light_affect = "ao_light_affect";
+
shader_names->proximity_fade_distance = "proximity_fade_distance";
shader_names->distance_fade_min = "distance_fade_min";
shader_names->distance_fade_max = "distance_fade_max";
@@ -462,6 +464,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
code += "uniform vec4 ao_texture_channel;\n";
+ code += "uniform float ao_light_affect;\n";
}
if (features[FEATURE_DETAIL]) {
@@ -796,6 +799,8 @@ void SpatialMaterial::_update_shader() {
code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
}
}
+
+ code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
@@ -1012,6 +1017,16 @@ float SpatialMaterial::get_rim_tint() const {
return rim_tint;
}
+void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
+
+ ao_light_affect = p_ao_light_affect;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
+}
+float SpatialMaterial::get_ao_light_affect() const {
+
+ return ao_light_affect;
+}
+
void SpatialMaterial::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
@@ -1745,6 +1760,9 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
+ ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
+ ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::get_ao_light_affect);
+
ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
@@ -1853,6 +1871,7 @@ void SpatialMaterial::_bind_methods() {
ADD_GROUP("Ambient Occlusion", "ao_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
@@ -2036,6 +2055,8 @@ SpatialMaterial::SpatialMaterial()
set_distance_fade_min_distance(0);
set_distance_fade_max_distance(10);
+ set_ao_light_affect(0.0);
+
set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
set_ao_texture_channel(TEXTURE_CHANNEL_RED);
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 721514f586..cf190f0921 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -315,6 +315,7 @@ private:
StringName proximity_fade_distance;
StringName distance_fade_min;
StringName distance_fade_max;
+ StringName ao_light_affect;
StringName metallic_texture_channel;
StringName roughness_texture_channel;
@@ -358,6 +359,7 @@ private:
float point_size;
float alpha_scissor_threshold;
bool grow_enabled;
+ float ao_light_affect;
float grow;
int particles_anim_h_frames;
int particles_anim_v_frames;
@@ -443,6 +445,9 @@ public:
void set_rim_tint(float p_rim_tint);
float get_rim_tint() const;
+ void set_ao_light_affect(float p_ao_light_affect);
+ float get_ao_light_affect() const;
+
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index e828898f82..8c1cb9c828 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -105,6 +105,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
diff --git a/thirdparty/zstd/SCsub b/thirdparty/zstd/SCsub
new file mode 100644
index 0000000000..e8be1aaf44
--- /dev/null
+++ b/thirdparty/zstd/SCsub
@@ -0,0 +1,23 @@
+#!/usr/bin/env python
+
+Import('env')
+
+thirdparty_zstd_dir = "#thirdparty/zstd/"
+thirdparty_zstd_sources = [
+ "common/entropy_common.c",
+ "common/error_private.c",
+ "common/fse_decompress.c",
+ "common/pool.c",
+ "common/threading.c",
+ "common/xxhash.c",
+ "common/zstd_common.c",
+ "compress/fse_compress.c",
+ "compress/huf_compress.c",
+ "compress/zstd_compress.c",
+ "compress/zstdmt_compress.c",
+ "decompress/huf_decompress.c",
+ "decompress/zstd_decompress.c",
+]
+thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
+env.add_source_files(env.core_sources, thirdparty_zstd_sources)
+env.Append(CPPPATH=["#thirdparty/zstd", "#thirdparty/zstd/common"])