Age | Commit message (Collapse) | Author |
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Also refactor the editor plugin out of the ReplicationEditor.
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This also removes `OS::can_use_threads` from the public API since it's always
true.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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There was an issue that the type was not passed through correctly. These couple of lines fix this issue and make print_rich work as expected.
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Core classes should not have dependencies on scene classes.
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
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No longer hacked into `get_status` and renamed to `poll`.
The old `poll` (for *nix `poll`, win `select`) is now called `wait`.
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Forcing draw during debug break is now handled by ServersDebugger, and
only happens when the proper message is sent from the EditorDebugger
("servers:draw").
In a similar way, briging the window in foreground is now also handled
by ServersDebugger upon receiving "servers:foreground" which is sent by
the EditorDebugger when resuming from a break ("continue").
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Also splits bandwidth/rpc profiler (RPCProfiler is now in
SceneDebugger).
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Uses GDExtension, replaces old Callable system for profilers, and is
also used internally.
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Fix high CPU usage on MacOS by reverting the polling for Network
debugging to match 144hz refresh rate.
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Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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functions.
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Implemented initial DAP support
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Implemented "output" event
Refactored "seq" field generation
Prevent debugging when editor and client are in different projects
Removed unneeded references to peer on the parser
Refactored way to detect project path
Implemented "setBreakpoints" request
Fix double events when terminating from client
Refactored "stopped" event
Implemented "stopped" with breakpoint event
Implemented "stackTrace", "scopes" and "variables" request
Report incoming number of stack dump variables
Implemented proper reporting of scopes and variables from stack frames
Prevent editor from grabbing focus when a DAP session is active
Implemented "next" and "stepIn" requests
Implemented "Source" checksum computing
Switched expected errors from macros to silent guards
Refactored message_id
Respect client settings regarding lines/columns behavior
Refactored nested DAP fields
Implement reporting of "Members" and "Globals" scopes as well
Fix error messages not being shown, and improved wrong path message
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Make sure that RemoteDebuggerPeer wait at least 100us between polls
(effectively forcing a min tick of 100 microseconds).
This greatly improve performances (the call to poll was useless since
during low traffic, writes would always be available, and during high
traffic, reads would always be available, effectively making it a
busy-waiting loop). We could further improve this, by separating the two
polls, and adjust the min tick based on load, but this is most likely
more than enough already without sacrificing too much on high loads.
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Rename MainLoop methods to match Node methods
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Initialize class/struct variables with default values in core/ and drivers/
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Fixed check for array size before func_size: when func_size is 0 there's
only 1 entry left and not 3.
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