summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2021-02-11Merge pull request #45835 from sps1112/add-test-variantRémi Verschelde
Add Unit Tests for Variant Class
2021-02-11Merge pull request #45870 from gongpha/graphedit-connection-updateRémi Verschelde
Update GraphEdit when GraphNode's slot is updated
2021-02-11Add Unit Tests for Variant Assignmentsps1112
2021-02-11Merge pull request #45846 from rcorre/importplugin_docRémi Verschelde
Improve EditorImportPlugin docs.
2021-02-11Fix `Node::rpc_config` return errorMarvinFF
Fix StringName type checks in other `_rpc*_bind` methods.
2021-02-11Clarify EditorImportPlugin.get_visible_name.Ryan Roden-Corrent
According to the docs at https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class > The get_visible_name() method is responsible for returning the name of > the type it imports and it will be shown to the user in the Import dock. > You should choose this name as a continuation to "Import as", e.g. > "Import as Silly Material" I've verified Godot's behavior reflects this, so the code examples should reflect this. Also document propagating save error in EditorImportPlugin. It seems that the suggested code ignores any error from `ResourceSaver.save`, but I think we should return it.
2021-02-11Merge pull request #45847 from vnen/gdnative-bindingsRémi Verschelde
Improve GDNative API and JSON generation further
2021-02-11Merge pull request #45888 from Faless/js/4.x_xhr_fixRémi Verschelde
[HTML5] Fix HTTPClient request_raw.
2021-02-11Merge pull request #45885 from Faless/js/4.x_editor_clean_fixRémi Verschelde
[HTML5] Fix web editor "clear persistent data".
2021-02-11Merge pull request #45883 from Faless/js/4.x_more_handlersRémi Verschelde
[HTML5] Handle contextmenu, webglcontextlost internally.
2021-02-11[HTML5] Fix HTTPClient request_raw.Fabio Alessandrelli
Now send data according to the spec, properly handle null data. Simplify JS code since we are at it.
2021-02-11[HTML5] Fix web editor "clear persistent data".Fabio Alessandrelli
Was broken after update to new persistent path "/home/web_user".
2021-02-11[HTML5] Handle contextmenu, webglcontextlost internally.Fabio Alessandrelli
This way they are automatically cleaned up when the engine exits, landing a hand to browsers garbage collectors.
2021-02-11Sync and cleanup Rasterizer Dummy.Fabio Alessandrelli
Code diverged too much, removing disabled code too as it's unlikely it can be reused now.
2021-02-10Merge pull request #45879 from reduz/remove-change-notifyJuan Linietsky
Removed _change_notify(property)
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde
Initialize class variables with default values in scene/ [2/2]
2021-02-10Merge pull request #45854 from nekomatata/cylinder-supportRémi Verschelde
Cylinder support in Godot Physics 3D
2021-02-11Update GraphEdit when GraphNode's slot is updatedKongfa Waroros
2021-02-10Cylinder support in Godot Physics 3DPouleyKetchoupp
Cylinder collision detection uses a mix of SAT and GJKEPA. GJKEPA is used to find the best separation axis in cases where finding it analytically is too complex. Changes in SAT solver: Added support for generating separation axes for cylinder shape. Added support for generating contact points with circle feature. Changes in GJKEPA solver: Updated from latest Bullet version which includes EPA fixes in some scenarios. Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs. cylinder in some cases.
2021-02-10Merge pull request #45852 from reduz/make-servers-truly-thread-safeRémi Verschelde
Make Servers truly Thread Safe
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10Merge pull request #45771 from CherokeeLanguage/masterRémi Verschelde
Fix joystick axis mapping issues with NVIDIA shield. Probably others.
2021-02-10Update AUTHORS and DONORS listRémi Verschelde
New contributors added to AUTHORS: @lyuma, @nathanfranke, @pycbouh
2021-02-10Merge pull request #31747 from KoBeWi/scene_stalkingRémi Verschelde
Detect external modification of scenes
2021-02-10Merge pull request #45811 from reduz/sdfgi-improve-feedbackJuan Linietsky
Improve SDFGI indirect light feedback loop
2021-02-10Merge pull request #45861 from nekomatata/physics-3d-contact-points-debugRémi Verschelde
Fix contact points debug for 3D Physics
2021-02-09Fix contact points debug for 3D PhysicsPouleyKetchoupp
Setting each point's position was missing for 3D. Now enabling collision render debug will display contact points for 3D physics, the same way it does for 2D physics. Note: Multimesh rendering seems not to work in this scenario on master, but it's working fine on 3.2.
2021-02-09Merge pull request #45856 from RandomShaper/fix_reset_track_crashRémi Verschelde
Fix animation reset-on-save on inactive scene tabs
2021-02-09Fix animation reset-on-save on inactive scene tabsPedro J. Estébanez
2021-02-09Merge pull request #45853 from groud/fix_crash_on_exitRémi Verschelde
Fixes crash when exiting with --verbose with leaked resources
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-09Merge pull request #45848 from YeldhamDev/filesys_basedir_pathRémi Verschelde
Make FileSystem dock set its path to the base folder of files after changes
2021-02-09Fixes crash when exiting with --verbose with leaked resourcesGilles Roudière
2021-02-09Make FileSystem dock set its path to the base folder of files after changesMichael Alexsander
2021-02-09Improve GDNative api.json generatorGeorge Marques
- Add indexed type to the builtin types output, which is useful for bindings implementing array-like access. - Use getter type instead of hint for property types, as the hint can be unreliable and include multiple comma-separated possible types.
2021-02-09Further changes to GDNative APIGeorge Marques
- Moved Variant struct definition to its own file so it can be used without include cycles (like on Dictionary). - Add `index` operator function so bindings like C++ can implement the operator[] overload (which needs a reference to the actual value). - Added missing new/destroy functions to Vector3i array. - Added print error/warning functions as helpers so bindings can print messages in the same manner as Godot itself does.
2021-02-09Detect external modification of project.godotkobewi
2021-02-09Fix joystick axis mapping issues with NVIDIA shield. Probably others.Michael Conrad
Issues addressed: a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV. The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV. b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id. If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine. c) Unnecessary events were being sent to the Godot engine. A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed. A similar check was added for "HATs". See #45712
2021-02-09Merge pull request #45812 from RandomShaper/keep_selected_visibleRémi Verschelde
Keep selected node visible after filter change
2021-02-09Merge pull request #45736 from kleonc/string_ends_withRémi Verschelde
Make String::ends_with don't use String::rfind
2021-02-09Make String::ends_with don't use String::rfindkleonc
2021-02-08Merge pull request #45713 from KoBeWi/1000_unmaskedRémi Verschelde
Make Rect2 properties show in 2x2 layout
2021-02-08Merge pull request #45806 from KoBeWi/forest_of_deselectionRémi Verschelde
Set selected Tree item to null when deselected
2021-02-08Merge pull request #45774 from revilo/fix-45694Rémi Verschelde
Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
2021-02-08Merge pull request #45836 from Kanabenki/update-color-pickerRémi Verschelde
Update ColorPicker controls when entering tree
2021-02-08Merge pull request #45775 from RandomShaper/pause_aware_pickingRémi Verschelde
Implement pause-aware picking
2021-02-08Update ColorPicker controls when entering treeKanabenki
2021-02-08Merge pull request #45827 from akien-mga/sync-gamecontrollerdbRémi Verschelde
Sync controller mappings DB with SDL2 community repo
2021-02-08Sync controller mappings DB with SDL2 community repoRémi Verschelde
Synced with gabomdq/SDL_GameControllerDB@f72b68b8b090e689ed21f600e89db9a661edb696. Partial revert of #45790.