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2022-07-27HTML5: Add support for `Input.vibrate_handheld()`pattlebass
2022-07-26Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-07[macOS] Improve file association handling, and allow URL schema handling.bruvzg
2022-06-29Adding print_rich for printing with BBCodeVoylin
2022-06-21Merge pull request #62122 from reduz/implement-movie-writerRémi Verschelde
Implement a Movie Maker mode
2022-06-21Implement Running Godot as Movie Writerreduz
* Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16Adding function key support from F17 to F35gregcsokas
OSX supports everything by default, Linux is also capable of supporting every function key, Windows as I know support only up to F24
2022-06-06Improve architectures in OS::has_feature and make them work on MSVCAaron Franke
2022-05-12Merge pull request #60643 from clayjohn/GLES3-3DRémi Verschelde
2022-05-12Basic 3D renderingclayjohn
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-05-05Fix inconsistent naming in TimeNicholas Huelin
2022-05-03Add OS::is_process_running function.mdavisprog
Adds the is_process_running function to the native OS class and exposes it to script. This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function. Documentation is updated to reflect new API function.
2022-05-03Merge pull request #60601 from touilleMan/gdextension_get_library_pathRémi Verschelde
Add GDNativeInterface::get_library_path to GDExtension
2022-05-02Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
2022-04-29Add GDNativeInterface::get_library_path to GDExtensionEmmanuel Leblond
2022-04-27Merge pull request #56093 from bruvzg/pck_section_loadRémi Verschelde
Improve embedded PCK loading and exporting.
2022-04-27Merge pull request #59979 from bruvzg/cpp_check2Rémi Verschelde
2022-04-20Improve embedded PCK loading and exporting.bruvzg
Windows export process: Limit size of executable with embedded PCK to 4 GB. Use "rcedit" before embedding PCK. Capture and process "rcedit" errors. Windows, Linux: Add support for PCK loading from executable "pck" section.
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-04-17Proper validation of negative values in datetime strings and datetime dictslaws65
2022-04-15Quick fix: Crash when parsing invalid datetime string #60189Oğuzhan Eroğlu
2022-04-13validate input in Time.get_datetime_string_from_dict()RedHeadphone
format fix better fix to handle ERR_FAIL_COND_V_MSG return data type
2022-04-12Narrow FileAccess scope to prevent deadlocks.bruvzg
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-03-26Object: Remove unused category boilerplateRémi Verschelde
We might want to re-add something like this if/when we find a good use case for it and do the effort to categorize all objects in the API properly. Until then, it's better to remove that boilerplate since it's not needed. Closes #18711.
2022-03-18Rename the "BackSpace" and "BackTab" key strings to "Backspace"/"Backtab"Hugo Locurcio
2022-03-14Include platform_config.h in thread.cpp and thread.hBartłomiej T. Listwon
2022-03-11Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaksRémi Verschelde
`DirAccess *` needs to be deleted manually, and this is often forgotten especially when doing early returns with `ERR_FAIL_COND`. `DirAccessRef` is deleted automatically when it goes out of scope. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-02-23Add offset string from minutes conversion method to Time singletonAaron Franke
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-15Add an `OS.get_processor_name()` methodHugo Locurcio
This method can be used to get the CPU model name. It can be used in conjunction with `RenderingServer.get_video_adapter_name()` and `RenderingServer.get_video_adapter_vendor()` for annotating benchmarks and automatic graphics quality configuration.
2022-02-14[OS/Crypto] Add get_entropy to OS.Fabio Alessandrelli
Implemented via `BCryptGenRandom` on Windows. Implemented via `getentropy` syscall when available. Implemented via `/dev/urandom` device as a fallback. The `/dev/urandom` fallback can be disabled via the `NO_URANDOM` build flag. Note: The HTML5 version relies on emscripten file system urandom device which itself uses the Crypto API when available or the plain old not crypto-safe `Math.random()` otherwise. Restore get_entropy.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-01-18Replace use of `OS::set_exit_code()` by `SceneTree::quit()` in `EditorNode`Emmanuel Leblond
2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-06Fix multiple missing UTF-8 decoding.bruvzg
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-19[HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.Fabio Alessandrelli
Note, the editor build requires the mbedtls module to be manually enabled, as it is currently needed as a ResourceUID dependency. This will need to be addressed in a separate PR.
2021-11-19Merge pull request #54499 from Faless/threads/4.x_work_pool_defaultRémi Verschelde
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-02[OS] Add ThreadWorkPool default size to OS.Fabio Alessandrelli
Some platforms (*cough* web *cough*) have hard limits on the number of threads that can be spawned. Currently, ThreadPoolWork (mostly used in rendering/physics servers) will spawn as many threads as CPUs available causing exception on machines with high CPU count. This commit adds a new overridable method to OS that returns the default thread pool size (still the CPU count by default), and overrides it for the JavaScript platform so it always allocate only one thread. We can likely improve the whole ThreadPoolWork in the future to always allocate X amount of threads, and assign jobs to them on the fly, but that will require some more architectural changes.