Age | Commit message (Collapse) | Author |
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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.
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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()`.
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See https://github.com/godotengine/godot/pull/37114#issuecomment-601463765
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- 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.
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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`.
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Generates the rpc and rset info for exported GDScript.
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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.
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Used to know if we can read or write without blocking.
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Drop old semaphore implementation
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Fixes bugs found by Sonarcloud and Coverity
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- 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.
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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.
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Removed ResourceInteractiveLoader, add built-in threaded loading.
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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.)
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Improved the send rpc log message when fail.
This work has been kindly sponsored by IMVU.
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
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This work has been kindly sponsored by IMVU.
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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`.
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- 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.
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Replace FALLTHROUGH macro by C++17 [[fallthrough]]
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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.
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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.
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Also changed all relevant properties defined manually to StringName.
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objects and made them default.
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DTLS support + optional ENet encryption
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Custom instance implementation via the mbedtls module.
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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".
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Remove deprecated PacketPeer allow_object_decoding
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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.
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Those keywords were deprecated for 3.1 in #22087.
Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
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32 bits.
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- 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.
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Fixes crash when resource file is corrupted
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Also, optimized shader compilation to happen on threads.
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Add ConfigFile::parse()
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Improve the console error logging appearance
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