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2021-08-13Merge pull request #51508 from AndreaCatania/mem-placementRémi Verschelde
Refactors the memnew_placement.
2021-08-13Merge pull request #51035 from foxydevloper/drag-drop-more-supportRémi Verschelde
Improve drag and dropping files into viewport by supporting more types
2021-08-13Merge pull request #49523 from foxydevloper/improve-shortcut-namingRémi Verschelde
Improve naming of a couple shortcuts
2021-08-13Merge pull request #50114 from Chaosus/vs_constantsRémi Verschelde
Few improvements for constants in visual shader
2021-08-13Merge pull request #51519 from Chaosus/vs_transform_operatorRémi Verschelde
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13Merge pull request #51582 from AnilBK/ustring-macro-replacementsRémi Verschelde
ustring: Replace macros with inline functions.
2021-08-13Merge pull request #51607 from aaronfranke/includesRémi Verschelde
Fix some unnecessary includes
2021-08-13Merge pull request #51587 from Calinou/use-unicode-multiplication-symbolRémi Verschelde
Use the Unicode multiplication symbol where relevant
2021-08-13Merge pull request #51597 from RandomShaper/input_bufferingRémi Verschelde
2021-08-13Merge pull request #51616 from bruvzg/cam_feed_ridRémi Verschelde
Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs.
2021-08-13Switch to input buffering on AndroidPedro J. Estébanez
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing. As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less. `AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate). Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13Add project setting for agile input event flushingPedro J. Estébanez
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame. Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate. This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-13Update AUTHORS and DONORS listRémi Verschelde
New contributors added to AUTHORS: @angad-k, @Bhu1-V, @Blackiris, @ellenhp, @fabriceci, @follower, @foxydevloper, @Geometror, @hilfazer, @hoontee, @Janglee123, @Razoric480, @SirQuartz, @theoway. Thanks to all contributors and donors for making Godot possible!
2021-08-13Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵bruvzg
valid RIDs.
2021-08-13Add input buffering frameworkPedro J. Estébanez
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses. For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13Improve input event accumulationPedro J. Estébanez
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag. - Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes). - Touch drag events now support accumulation.
2021-08-13Merge pull request #50767 from KoBeWi/no_head_no_saveRémi Verschelde
Don't save project on startup in no window mode
2021-08-13Refactors the memnew_placement.AndreaCatania
With this commit the macro `memnew_placement` uses the standard memory placement syntax: `new (mem) TheClass()`, and removes the outdated and not used syntax: ``` _ALWAYS_INLINE_ void *operator new(size_t p_size, void *p_pointer, size_t check, const char *p_description) { ``` Thanks to this change, the function `memnew_placement` call is compatible with any class, and can also initialize classes with non-empty constructor: ``` // This is valid, like before. memnew_placement(mem, Variant); // This works too: memnew_placement(mem, Variant(123)); ```
2021-08-13Merge pull request #51611 from AnilBK/fix-duplicatesRémi Verschelde
[cppcheck] Fix Duplicate Conditions
2021-08-13Don't save project on startup in headless modekobewi
2021-08-13Merge pull request #51609 from Chaosus/shader_fix_varying_errorYuri Roubinsky
Fix shader crash when using local var with the same name as varying
2021-08-13Merge pull request #51586 from m4gr3d/investigate_godot_resume_stalls_masterRémi Verschelde
Resolve issue where the Godot app remains stuck when resuming.
2021-08-13Merge pull request #51524 from RandomShaper/faster_vmaRémi Verschelde
Upgrade Vulkan Memory Allocator, use Volk on Android
2021-08-13Merge pull request #51606 from m4gr3d/expose_fragile_user_data_config_masterRémi Verschelde
Add support for prompting the user to retain app data on uninstall.
2021-08-13Fix duplicate conditions.Anilforextra
2021-08-13Fix shader crash when using local var with the same name as varyingYuri Roubinsky
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio
Supported on Android 10 and higher.
2021-08-13Convert ustring macros to inline functions and use them wherever possible.Anilforextra
Add new inline functions to check if a character is lowercase or uppercase. Remove unused upper case macro.
2021-08-12Resolve issue where the Godot app remains stuck when resuming.Fredia Huya-Kouadio
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed. The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew. The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
2021-08-13Upgrade Vulkan memory allocatorPedro J. Estébanez
2021-08-12Android: Use volk instead of NDK Vulkan headersRémi Verschelde
We no longer build the Vulkan loader, and volk lets us load it dynamically. Roblox uses volk on Android so it should work well for us too.
2021-08-12Merge pull request #51581 from bruvzg/camera_feed_portRémi Verschelde
Port camera feed to the new RenderingServer API.
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Merge pull request #51580 from aaronfranke/particles-real-doubleRémi Verschelde
Use real_t and double where appropriate in Particles
2021-08-12Merge pull request #51558 from ↵Rémi Verschelde
fabriceci/fix-move-and-slide-regression-multiple-collision-4 Fix move and slide regression by allowing multiple collision direction
2021-08-12Merge pull request #51579 from Calinou/doc-editorfilesystem-get-file-typeRémi Verschelde
Fix incorrect descriptions for EditorFileSystem's `get_file_type()`
2021-08-12Merge pull request #50372 from Paulb23/code_edit_breakpoint_fixesRémi Verschelde
Fix breakpoint toggle signal not firing when expected
2021-08-12Merge pull request #51572 from Chaosus/vs_fix_transform_instanceYuri Roubinsky
Fix printing error about unsupported modifier on `TransformUniform`
2021-08-12Merge pull request #51536 from ↵Rémi Verschelde
Calinou/nearest-mipmap-use-nearest-for-minification Use nearest mipmaps for both minification and magnification
2021-08-12Port camera feed to the new RenderingServer API.bruvzg
2021-08-12Fix printing error about unsupported modifier on `TransformUniform`Yuri Roubinsky
2021-08-12Fix incorrect descriptions for EditorFileSystem's `get_file_type()`Hugo Locurcio
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-08-12Use nearest mipmaps for both minification and magnificationHugo Locurcio
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games.
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Merge pull request #50771 from naithar/feature/platform-export-refactoring-4.0Rémi Verschelde
2021-08-12i18n: Sync translations with WeblateRémi Verschelde
And sync template with current 3.x codebase. (cherry picked from commit f3441fcff068b0f064723acfdb0c3588e0ad66cf)
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Merge pull request #51571 from mbrlabs/end-him-rightlyRémi Verschelde
Properly finish Godot's Android activity when destroyed by the system