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2022-08-01Add support for command-line user arguments.Juan Linietsky
Implements the standard Unix double dash (--) commandline argument: * Arguments after a double dash (--) are ignored by Godot and stored for the user. * User can access them via `OS.get_cmdline_user_args()` Example: `godot.exe scene_to_run.tscn --fullscreen -- --start-level 2`
2022-07-31Expose load_threaded_request's cachemode to GDScriptRobin Arys
2022-07-30Fix using wrong variable when checking in `ResourceSaver::save`Rindbee
2022-07-29Merge pull request #61647 from KoBeWi/SaverResourceRémi Verschelde
2022-07-29Merge pull request #63593 from TokageItLab/improve-exp-mapRémi Verschelde
2022-07-29Swap arguments of ResourceSaver.save()kobewi
2022-07-29Merge pull request #63595 from reduz/remove-signal-connect-bindsRémi Verschelde
Remove Signal connect binds
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-29Fix Vector4 serializationkobewi
2022-07-29Make `spherical_cubic_interpolate()` more stableSilc Renew
2022-07-28Merge pull request #63049 from Faless/mp/4.x_as_moduleRémi Verschelde
2022-07-28Merge pull request #63532 from TokageItLab/rename-cubic-slerpRémi Verschelde
2022-07-28Merge pull request #57698 from ↵Rémi Verschelde
bluenote10/feature/rename_translated_to_translated_local
2022-07-28Merge pull request #63378 from nathanfranke/t3d-errorsRémi Verschelde
Add equal checks to Transform3D::looking_at and Transform3D::set_look_at, fixes misleading error.
2022-07-28Merge pull request #62414 from Calinou/movie-maker-add-quit-on-endRémi Verschelde
2022-07-27HTML5: Add support for `Input.vibrate_handheld()`pattlebass
2022-07-27Add a Movie Quit On Finish property to AnimationPlayerHugo Locurcio
This quits the project when an animation is done playing in the given AnimationPlayer, but only in Movie Maker mode. When this happens, a message is printed with the absolute path of the AnimationPlayer node that caused the engine to quit. This can be used to create videos that stop at a specified time without having to write any script. A report is now also printed to the console when the video is done recording (as long as the engine was exited properly). This report is unfortunately not always visible in the editor's Output panel, as it's printed too late. A method was also added to get the path to the output file from the scripting API.
2022-07-27rename and unify notation for spherical interpolationSilc Renew
2022-07-27Merge pull request #62973 from bruvzg/sysfont_supportRémi Verschelde
2022-07-27Merge pull request #63380 from V-Sekai/fix-cubic-slerp-dotRémi Verschelde
2022-07-27Merge pull request #63463 from KoBeWi/Vector5Rémi Verschelde
Add some missing Vector4 methods
2022-07-27Merge pull request #63494 from akien-mga/color-fix-set-hsvRémi Verschelde
2022-07-26Merge pull request #63481 from ↵Rémi Verschelde
m4gr3d/fix_remaining_scoped_storage_regressions_main Address remaining scoped storage regressions
2022-07-26Address remaining scoped storage regressionsFredia Huya-Kouadio
- Accelerate common path used to check the storage scope for a given path - Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
2022-07-26Color: Fix resetting alpha when setting H/S/V separatelyRémi Verschelde
Fixes #63487.
2022-07-26[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
2022-07-26Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg
2022-07-25Allow loading override.cfg from PCK filesAaron Franke
2022-07-26Add some missing Vector4 methodskobewi
2022-07-25Merge pull request #63443 from rburing/bvh_debug_fixupRémi Verschelde
2022-07-25add equal checks to Transform3D::looking_at and Transform3D::set_look_atNathan Franke
2022-07-25Fixup BVH debugging statementsRicardo Buring
2022-07-25Fix cubic_slerpSilc 'Tokage' Renew
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> Co-authored-by: Pasi Nuutinmaki <gnssstylist@sci.fi>
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
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.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-24Merge pull request #63098 from Xwdit/fix_qualifiers_script_docRémi Verschelde
2022-07-24Fix missing method qualifiers in script docXwdit
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-24Solve discrepancy between code and class reference for PlaneJcrespo
On #43310, class reference was automatically updated from source, causing xml documentation to disagree with parameter naming description on Plane.intersects_segment(). Weirdly, it also changed the parameter for Plane.is_point_over() from point to plane, when only the first has sense (and it is defined on math.Plane as "const Vector3 &p_point"). Manual mistake? * Update begin/end to from/to on Plane.intersects_segment(...) docs description to match source * Update Plane bindings to use points instread of plane for is_point_over(...) * Change Plane.is_point_over(plane) to Plane.is_point_over(point) AND its description on docs Fixes godotengine/godot-docs#5976
2022-07-24Merge pull request #63262 from dsnopek/multiplayer-peer-custom-4.xFabio Alessandrelli
[4.x] Allow extending MultiplayerPeerExtension from GDScript
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-22Merge pull request #63141 from reduz/implement-thread-runnerRémi Verschelde
2022-07-22Merge pull request #62996 from reduz/feature-build-profilesRémi Verschelde
2022-07-22Implement a Worker ThreadPoolreduz
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks that can be run on threads (and then waited for). It satisfies the following use cases: * HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads. * Thread spawning is slow in general, so reusing threads is faster anyway. * This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks. After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
2022-07-22Implement Feature Build Profilesreduz
This PR is a continuation of #50381 (which was implemented exactly a year ago!) * Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out). * Add a detection system to scan the project and figure out the actual classes used. * Added the ability for SCons to load build profiles. Obligatory Screen: A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size TODO: * Script languages need to implement used class detection (left for another PR). * Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size. * Options to disable some modules would be desired. * More options to disable drivers (OpenGL, Vulkan, etc) would be desired. In general this PR is a starting point for more contributors to improve and enhance this functionality.
2022-07-22Merge pull request #63286 from RandomShaper/fix_debugger_focusRémi Verschelde
2022-07-22Merge pull request #63242 from m4gr3d/fix_slow_copy_mainRémi Verschelde
Address slow copy performance when using the `FileAccessFilesystemJAndroid` implementation
2022-07-21Fix editor re-focus on debugger break on WindowsPedro J. Estébanez
2022-07-21Rename `epsilon` to `tolerance` in the `Plane::has_point` methodYuri Rubinsky
2022-07-21Address slow copy performance when using the `FileAccessFilesystemJAndroid` ↵Fredia Huya-Kouadio
implementation. Read/write ops for this implementation are done through the java layer via jni, and so for good performance, it's key to avoid numerous repeated small read/write ops due the jni overhead. The alternative is to allocate a (conversatively-sized) large buffer to reduce the number of read/write ops over the jni boundary.