Age | Commit message (Collapse) | Author |
|
|
|
Consistently prefix bound virtual methods with _
|
|
Add a Time singleton
|
|
Keep support for '@' for now for compatibility.
Fixes #49535.
Fixes #49542.
|
|
|
|
Rename `Reference` to `RefCounted`
|
|
Implement lossless WebP encoding
|
|
|
|
|
|
Fix mipmaps of VRAM compressed textures
|
|
Core: Move DirAccess and FileAccess to `core/io`
|
|
Rename `String.is_abs_path()` to `String.is_absolute_path()`
|
|
Increased String::num default decimal precision
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
|
|
|
|
* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.
This should make thread loading entirely reliable.
|
|
|
|
FileAccess: Don't err in `store_buffer` with buffer of size 0
|
|
Add API for registering native extensions
|
|
The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.
Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).
Fixes #33564.
|
|
[Net] Refactor RPCs, remove RSETs
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
|
|
* First step for GDNative to behave more like modules
* Only Object and ClassDB, the rest needs to happen on the GDNative side.
|
|
|
|
|
|
Rename the `.shader` file extension to `.gdshader`
|
|
|
|
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
|
|
Allow clamping vectors and colors in addition to floats and ints
|
|
Fix DNS resolve mutex locks
|
|
|
|
|
|
This fixes #49261, which was happening because of a deadlock in the resolver mutex. There was leftover old mutex code and it's all be converted to new MutexLock class now.
|
|
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
This is more consistent with `NodePath.is_absolute()`.
|
|
Rename File's `endian_swap` to `big_endian`
|
|
|
|
Also _transform to _transform3d
|
|
|
|
|
|
|
|
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
|
|
|
|
Add two new functions to the IP class that returns all addresses/aliases associated with a given address.
This is a cherry-pick merge from 010a3433df43a94fee95474360ffa6662c7441b9 which was merged in 2.1, and has been updated to build with the latest code.
This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
|
|
Fixed possible crash in `DynamicBVH::optimize_incremental`
|
|
Tweak arguments of list_dir_begin() (skips navigational and hidden files by default)
|
|
|