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2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-08Merge pull request #35505 from dalexeev/rtl_colorsRémi Verschelde
Unified named colors in RichTextLabel
2021-01-05Merge pull request #44904 from maiself/fix-plane-xform_invRémi Verschelde
Fix xform_inv of Plane, intermediate results were ignored
2021-01-05Merge pull request #44838 from reduz/renderer-reorganizationJuan Linietsky
Reorganize renderer code + cache and threading optimizations.
2021-01-05Merge pull request #44661 from AndreaCatania/AndreaCatania-patch-5Rémi Verschelde
Fixes: GDscript min and max are inverted
2021-01-05Threaded optimizations to cull and renderreduz
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05Rewrite render code to be more cache and thread friendly.reduz
2021-01-05Reorganize renderer code.reduz
So it can hopefully be made more cache efficient afterwards.
2021-01-04Remove Unnecessary Double ListJoshua Dahl
_OS::print_resources_by_type had two of the exact same list, one of which was never used.
2021-01-03Fix xform_inv of Plane, intermediate results were ignoredMai Lavelle
2021-01-01Merge pull request #44848 from mrushyendra/disconnect_err_msgRémi Verschelde
Issue correct error when disconnecting nonexistent connection with a valid signal
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2021-01-01Issue more precise error when disconnecting a nonexistent connectionMaganty Rushyendra
Checks whether the signal exists when issuing an error message when disconnecting a nonexistent connection. Also prints the callable name.
2020-12-30Added Geometry2D unit testsMarcus Brummer
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Merge pull request #44751 from madmiraal/rename-rect-grow_marginRémi Verschelde
Rename Rect2 and Rect2i grow_margin() to grow_side()
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename Rect2 and Rect2i grow_margin() to grow_side()Marcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Add helper count function to VariantGeorge Marques
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.
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
2020-12-24Use page allocator for BVHreduz
2020-12-24Fixes: GDscript min and max are invertedAndrea Catania
2020-12-24Cull fixes and optimizationsreduz
2020-12-24Fix BVH to world_aabb, and call updatelawnjelly
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.
2020-12-24Merge pull request #44623 from reduz/rewrite-renderer-indexerJuan Linietsky
Replace Octree by DynamicBVH in cull code
2020-12-23Merge pull request #44609 from m4gr3d/fix_top_level_android_exportRémi Verschelde
Fix the `String::get_base_dir()` logic to properly check for top level directories on Windows
2020-12-23Replace Octree by DynamicBVH in cull codereduz
-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.
2020-12-23Fix the `String::get_base_dir()` logic to properly check for top level ↵Fredia Huya-Kouadio
directories on Windows.
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-12-21simplify randi_rangeMarco Cognetta
2020-12-21Add a paged array templatereduz
Used for reusable stacks, or filling arrays from multiple threads efficiently.
2020-12-21Merge pull request #44472 from winterpixelgames/PR-duplicate-packedarraysRémi Verschelde
Add support for duplicate() for Packed*Array, and they are pass by ref in godot 4.0
2020-12-20Merge pull request #43414 from Xrayez/pi-type-stringRémi Verschelde
Expose `PROPERTY_HINT_TYPE_STRING` to scripting
2020-12-20Merge pull request #43196 from Xrayez/property-list-changed-notify-protectedRémi Verschelde
Make `property_list_changed_notify()` protected in `Object`
2020-12-20Merge pull request #44531 from reduz/add-dynamic-bvhJuan Linietsky
Add a Dynamic BVH implementation.
2020-12-20Add animation reset track featurePedro J. Estébanez
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20Extend UndoRedo handling of Resource to every ReferencePedro J. Estébanez
2020-12-19Add a Dynamic BVH implementation.reduz
-Based on Bullet Dbvh, has style and functional changes. -Provides efficient pairing -Needed to optimize rendering -Needed to optimize physics This PR is up for others to review the implementation.
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-19Merge pull request #44445 from theogen-ratkin/masterRémi Verschelde
Add interpolation parameter to resize_to_po2()
2020-12-18Add interpolation parameter to resize_to_po2()Theogen Ratkin
Image::resize_to_po2() now takes an optional p_interpolation parameter that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
2020-12-18Implement automatic LOD (Level of Detail)reduz
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-17packed*arrays are pass by ref now. support duplicate and update documentationJordan Schidlowsky
2020-12-17Fix crash parsing a serialized ReferencePedro J. Estébanez