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2020-03-11Merge pull request #36905 from Faless/js/restore_and_ciRémi Verschelde
Resurrect HTML5 platform, add it to CI (no rendering yet)
2020-03-10Fix -Wshadow=local warning in EngineDebuggerRémi Verschelde
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.
2020-03-08ScriptDebuggerRemote use threadsFabio Alessandrelli
2020-03-08Add TCP poll function (not exposed).Fabio Alessandrelli
Used to know if we can read or write without blocking.
2020-03-08Fix mutex when building with no threads.Fabio Alessandrelli
2020-03-05Re-architecture of the Godot Android plugin.fhuya
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 #36021 from YeldhamDev/intersects_touch_exposeRémi Verschelde
Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
2020-03-04Merge pull request #36682 from nekomatata/android-compilation-fixRémi Verschelde
Compilation fixes on Android
2020-03-04Merge pull request #36733 from qarmin/static_analyzer_fixesRémi Verschelde
Fixes bugs found by Sonarcloud and Coverity
2020-03-04Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'Michael Alexsander
2020-03-04Merge pull request #36069 from RandomShaper/imvu/improve_drives_uxRémi Verschelde
Improve UX of drive letters
2020-03-04Merge pull request #36385 from kuruk-mm/some_static_assertsRémi Verschelde
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04Compilation fixes on AndroidPouleyKetchoupp
2020-03-04Merge pull request #36783 from ThakeeNathees/error_macros.h-typo-fixRémi Verschelde
Typo: in error_macros.h fixed
2020-03-04Merge pull request #36042 from sumit0190/exportInfNanRémi Verschelde
Read and write exported infs/nans correctly (#35388)
2020-03-04Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assertMateo Dev .59
2020-03-04error_macros.h typo fixedThakee Nathees
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
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01Merge pull request #36404 from rxlecky/fix-variant-conversionRémi Verschelde
Fix Variant to Vector<Variant> conversion operator
2020-03-01Merge pull request #36696 from Chaosus/fix_echoRémi Verschelde
Fix InputEventKey::echo property type from INT to BOOL
2020-03-01Merge pull request #36695 from clayjohn/ETC-mipmaps-4Rémi Verschelde
Force mipmaps off when importing RGBA4444 textures
2020-03-01Fix InputEventKey::echo type from INT to BOOLYuri Roubinsky
2020-02-29Force mipmaps off when importing RGBA4444 texturesclayjohn
2020-02-29doc: Sync classref with current sourceRémi Verschelde
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
2020-02-28ConnectionsDock: Fix error when parsing CustomCallable connectionsRémi Verschelde
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.)
2020-02-28Fix shadowed variable build errorPedro J. Estébanez
2020-02-28Merge pull request #36556 from RandomShaper/rework_mutexRémi Verschelde
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-27Merge pull request #36579 from dreamsComeTrue/remove-refbase-referenceRémi Verschelde
Remove friend reference to non-existing class RefBase
2020-02-27Optimized rpc packet size when only the `PackedByteArray` is sent.Andrea Catania
This work has been kindly sponsored by IMVU.
2020-02-26Remove friend reference to non-existing class RefBaseDominik 'dreamsComeTrue' Jasiński
Commit 7ad14e7a3e6f87ddc450f7e34621eb5200808451 removed RefBase class - but still there is hanging reference in....Reference :) class (no pun intended)
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
2020-02-25Merge pull request #36515 from reduz/packed-array-64-bitsRémi Verschelde
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
2020-02-25Merge pull request #36529 from akien-mga/expression-int64Rémi Verschelde
Expression: Fix parsing integers as 32-bit
2020-02-25Merge pull request #36481 from nekomatata/fix-crash-connect-callableRémi Verschelde
Fixed crash when connecting a signal in GDScript
2020-02-25Expression: Fix parsing integers as 32-bitRémi 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.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-24Fix project.godot for projects with class_namenathanwfranke
Fixes #36438
2020-02-24Core: Change _Marshall class inherit from Reference to ObjectMateo Dev .59
2020-02-23callable_mp: Fix non-debug branchRémi Verschelde
Was missed in #36393 because no `callable_mp()` calls were actually compiled with `tools=no` in that PR. Also work around GCC warning that also affects the `call_with_variant_args_ret_helper` variant.