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2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-20Revert "Made possible to specify where to dump the contents when loading a ↵Rémi Verschelde
".pck" file" This reverts commit 3c261e0dfa19d9c661ad6ca908a3b8ccee050016. This was not so useful as is due to the way dependency paths are stored in scenes and resources.
2020-04-16Made possible to specify where to dump the contents when loading a ".pck" fileMichael Alexsander
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-25Style: Harmonize header guards to style guide [Core]Rémi Verschelde
2020-03-21Fix potential divisions by 0 reported by MSVCRémi Verschelde
The `TextEdit` one was indeed a potential bug. The `PCKPacker` one seems to be a false positive, it's already in a `for` loop that depends on `files.size()`.
2020-03-20i18n: Fix parsing of multiple escapes before quotesThakee Nathees
See https://github.com/godotengine/godot/pull/37114#issuecomment-601463765
2020-03-20i18n: Add support for translating the class referenceRémi Verschelde
- Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-13Merge pull request #36599 from AndreaCatania/gen_rpc_data_exportRémi Verschelde
Generates the rpc and rset info for exported GDScript.
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-03-08Add TCP poll function (not exposed).Fabio Alessandrelli
Used to know if we can read or write without blocking.
2020-03-05Merge pull request #36752 from RandomShaper/rework_semaphoreRémi Verschelde
Drop old semaphore implementation
2020-03-05ConfigFile: Improve error messages and complete docsRémi Verschelde
2020-03-04Merge pull request #36733 from qarmin/static_analyzer_fixesRémi Verschelde
Fixes bugs found by Sonarcloud and Coverity
2020-03-03Drop old semaphore implementationPedro J. Estébanez
- Removed platform-specific implementations. - Now all semaphores are in-object, unless they need to be conditionally created. - Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined. - Similarly to `Mutex`, methods are made `const` for easy use in such contexts. - Language bindings updated: `wait()` and `post()` are now `void`. - Language bindings updated: `try_wait()` added. Bonus: - Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03Improve UX of drive lettersPedro J. Estébanez
Namely, move the drive dropdown to just the left of the path text box and don't include the former in the latter. This improves the UX on Windows. In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its dropdown is kept at the original location.
2020-03-02Fixes bugs found by Sonarcloud and Coverityqarmin
2020-02-28Merge pull request #36640 from reduz/resource-loader-refactorRémi Verschelde
Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28Removed interactive loader, added proper thread loading.Juan Linietsky
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-28Generates the rpc and rset info for exported GDScript.Andrea Catania
Improved the send rpc log message when fail. This work has been kindly sponsored by IMVU.
2020-02-28Merge pull request #36556 from RandomShaper/rework_mutexRémi Verschelde
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-27Optimized rpc packet size when only the `PackedByteArray` is sent.Andrea Catania
This work has been kindly sponsored by IMVU.
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-25Update docs and bindings for new integer vector typesRémi Verschelde
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-23Merge pull request #36461 from akien-mga/c++17-fallthrough-attributeRémi Verschelde
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-22Add support for Vector2i, Rect2i and Vector3i to VariantJuan Linietsky
WARNING: Requires C++17 'guaranteed copy elision' to fix ambiguous operator problems in Variant. This was added for this commit (and future C++17 uses) in #36457.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18Merge pull request #36296 from Faless/dtls/enet_vulkanRémi Verschelde
DTLS support + optional ENet encryption
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-17New PacketPeerDTLS and DTLSServer classes.Fabio Alessandrelli
Custom instance implementation via the mbedtls module.
2020-02-16UDPServer and PacketPeerUDP connect_to_host.Fabio Alessandrelli
UDP sockets can be "connected" to filter packets from a specific source. In case of a bound socket (e.g. server), a new socket can be created on the same address/port that will receive all packets that are not filtered by a more specific socket (e.g. the previously connect socket). This way, a UDPServer can listen to new packets, and return a new PacketPeerUDP when receiving one, knowing that is a "new client".
2020-02-16Add peek option to NetSocket recv_from.Fabio Alessandrelli
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-13Remove more deprecated methods and codeRémi Verschelde
2020-02-13Merge pull request #36144 from akien-mga/remove-deprecated-allow-decodingRémi Verschelde
Remove deprecated PacketPeer allow_object_decoding
2020-02-13Remove deprecated PacketPeer allow_object_decodingRémi Verschelde
It was added for 3.2 in #27485 to preserve backwards compatibility, but we can now remove it. It is still needed in MultiplayerAPI as it's the only way to control it for the internal put_var calls.
2020-02-13Remove deprecated sync and slave networking keywordsRémi Verschelde
Those keywords were deprecated for 3.1 in #22087. Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-12Optmized data sent during RPC and RSet calls.Andrea Catania
- Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU.
2020-02-11Merge pull request #36095 from timothyqiu/corrupted-resourceRémi Verschelde
Fixes crash when resource file is corrupted
2020-02-11GIProbes working.Juan Linietsky
2020-02-11Rewritten StreamTexture for better code reuse, added basis universal supportJuan Linietsky
2020-02-11Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky
2020-02-11Added a spinlock template as well as a thread work pool class.Juan Linietsky
Also, optimized shader compilation to happen on threads.