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2021-07-21Add min_axis and max_axis to Vector2iGilles Roudière
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-20Adds ability to debug stringnamesreduz
* References (which include hash tables) can be profiled with --debug-stringnames
2021-07-20Merge pull request #50655 from JFonS/sname_optRémi Verschelde
Editor StringName and Viewport optimizations
2021-07-20Editor StringName and Viewport optimizationsJoan Fons
* Added explicit return type to the SNAME macro. * Add some extra SNAME usages. * Change some ClassDB methods to use const StringName & arguments. * Cache the Window parent in Control because it's used in is_layout_rtl(), which is called often. * Only enable internal processing for viewports that need it. * Change CanvasItem::group to be a StringName because it's only used as that.
2021-07-20Merge pull request #49882 from Faless/mp/4.x_rpc_gdFabio Alessandrelli
[Net] New `@rpc` annotation, "sync" is no longer part of mode.
2021-07-20Sync controller mappings DB with SDL2 community repoRémi Verschelde
Synced with gabomdq/SDL_GameControllerDB@241fed0a4425d1b7679e3d3d7abdd2a2cd7fa57c.
2021-07-20[Net] Single `rpc` annotation. "sync" no longer part of mode.Fabio Alessandrelli
- Move the "sync" property for RPCs to RPCConfig. - Unify GDScript annotations into a single one: - `@rpc(master)` # default - `@rpc(puppet)` - `@rpc(any)` # former `@remote` - Implement three additional `@rpc` options: - The second parameter is the "sync" option (which also calls the function locally when RPCing). One of "sync", "nosync". - The third parameter is the transfer mode (reliable, unreliable, ordered). - The third parameter is the channel (unused for now).
2021-07-20Merge pull request #50518 from timothyqiu/locale-azRémi Verschelde
Fix missing locale names
2021-07-20Merge pull request #50206 from groud/undoredo_increase_args_countRémi Verschelde
Increase the number of arguments accepted by UndoRedo methods
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-17[HTML5] Add 2 controllers to the godot database.Fabio Alessandrelli
Sony PlayStation DualShock 4 (054c:05c4 first gen). Unofficial Switch controller.
2021-07-16Merge pull request #46554 from likeich/is_server_quiet_failureFabio Alessandrelli
MultiplayerAPI is_network_server Fails Silently
2021-07-16Merge pull request #47395 from sygi/shape_idx_collisionHugo Locurcio
Add shape_idx to CollisionObject2D mouse_entered signal
2021-07-16Fix missing locale namesHaoyu Qiu
2021-07-15Add ability to set object instance binding on creationreduz
* Required by binding generators * Makes it easier to create the bindings on construction.
2021-07-15Fix equality operators in List's ConstIteratorJoan Fons
2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-07-13Merge pull request #50056 from Blackiris/fix-in-operatorGeorge Marques
Fix 'in' operator to check if an object member exists
2021-07-13Merge pull request #50381 from reduz/implement-disable-classesRémi Verschelde
Implement the ability to disable classes
2021-07-13Merge pull request #50169 from pycbouh/theme-type-variationsRémi Verschelde
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13Merge pull request #50412 from timothyqiu/fastlz-decompressRémi Verschelde
2021-07-13Let thread func have optional parameterFaymoon
Fixes #38042.
2021-07-13Fix decompression with FastLZ when buffer size is less than 16 bytesHaoyu Qiu
2021-07-13Merge pull request #49291 from NoFr1ends/fix-49262Rémi Verschelde
String::format leave passed values untouched
2021-07-13Merge pull request #50304 from timothyqiu/memfree-paramRémi Verschelde
Fix memfree parameter name
2021-07-13Add type variations to ThemeYuri Sizov
2021-07-12[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli
2021-07-12Change VSync mode project setting enum type from string to integerHendrik Brucker
2021-07-11[Net] Fix crash when receiving RPC on node without a script.Fabio Alessandrelli
2021-07-11Merge pull request #50362 from timothyqiu/http-eofRémi Verschelde
Fix unicode invalid skip error in AssetLib
2021-07-11Fix unicode invalid skip error in AssetLibHaoyu Qiu
2021-07-11Handle Z_BUF_ERROR in decompress_dynamicHaoyu Qiu
2021-07-10Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio
2021-07-09Merge pull request #50290 from reduz/redo-instance-bindingsRémi Verschelde
Redo how instance bindings work
2021-07-09Fix memfree parameter nameHaoyu Qiu
2021-07-08Implement Range Iteratorsreduz
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set). Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler. Iterating can be done as follows (examples): ```C++ //Vector<String> for(const String& I: vector) { } //List<String> for(const String& I: list) { } //Map<String,int> for(const KeyValue<String,int>&I : map) { print_line("key: "+I.key+" value: "+itos(I.value)); } //if intending to write the elements, reference can be used //Map<String,int> for(KeyValue<String,int>& I: map) { I.value = 25; //this will fail because key is always const //I.key = "hello" } ``` The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not). The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
2021-07-08Redo how instance bindings workreduz
* The harcoded 8 slots are no more and impose limits in the new extension system. * New system is limitless, although it will impose small performance hit with a mutex. * Use a token to request the instance binding. **Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
2021-07-06Unify material parameter updatereduz
* Unifies how material parameters are updated. * Single function, easier to maintain. * Updates materials properly when textures change.
2021-07-06Increase the number of arguments accepted by UndoRedo methodsGilles Roudière
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-07-06Added EditorInspectorPlugin to aid in editing InputEvents in resources and ↵Eric M
shortcuts
2021-07-05Fix Variant tags parsing.bruvzg
2021-07-03[Crypto] Delete mbedtls ctx in deconstructor.Fabio Alessandrelli
Would cause memory leak when the context was `start`ed but not `finish`ed.
2021-07-02Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.sygi
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-02Add `get_dead_zone()` method to `InputMap`Nick H
This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.
2021-07-01Merge pull request #50057 from reduz/force-string-in-dictionaryRémi Verschelde
Force String as Dictionary key instead of StringName
2021-07-01Force String as Dictionary key instead of StringNamereduz
* Lua table syntax uses named indexing: `{ mykey = myvalue }` * Python style syntax uses string indexing: `{ "mykey" : myvalue }` * Both are incompatible since a StringName key wont fetch a String key, hence confusing. * This PR proposes always using String for indexing at a very minimal performance cost. Always indexing with StringNames will be faster, but they are considerably more expensive to create.
2021-07-01Fix 'in' operator to check if an object member existsJulien Nguyen