Age | Commit message (Collapse) | Author |
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Modernize RWLock
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Shader optimizations to reduce VGPR usage and increase occupancy
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
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In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.
The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.
This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
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Expose `Resource.emit_changed()` to script
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CI: Update to clang-format 11 and apply ternary operator changes
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Also known as `emit_signal("changed")`.
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Update PolyPartition / Triangulator library
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Split OS::execute into two methods
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Added the function `remove_unordered` to the LocalVector container.
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Fix bitwise-and eval not updating return type
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Added LocalVector unit tests.
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Unified named colors in RichTextLabel
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Fix xform_inv of Plane, intermediate results were ignored
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Reorganize renderer code + cache and threading optimizations.
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Fixes: GDscript min and max are inverted
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
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So it can hopefully be made more cache efficient afterwards.
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_OS::print_resources_by_type had two of the exact same list, one of which was never used.
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Issue correct error when disconnecting nonexistent connection with a valid signal
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Checks whether the signal exists when issuing an error message when
disconnecting a nonexistent connection. Also prints the callable name.
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Rename Math::stepify to snapped
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Rename Vector2.tangent() to Vector2.orthogonal()
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Rename Rect2 and Rect2i grow_margin() to grow_side()
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Rename MainLoop methods to match Node methods
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To get counts of items before getting the list, which is useful for
GDNative so users can pre-allocate the buffer with the correct size
without having to get the list twice.
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
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The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
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Replace Octree by DynamicBVH in cull code
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Fix the `String::get_base_dir()` logic to properly check for top level directories on Windows
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
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