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2021-06-16Merge pull request #49505 from underdoeg/patch-2Rémi Verschelde
fix url parsing with port numbers
2021-06-16Save binary ProjectSettings key length properlyHaoyu Qiu
2021-06-15Merge pull request #49616 from BastiaanOlij/more_rename_transformRémi Verschelde
Adding some more missing renames for Transform3D and Quaternion
2021-06-15Adding some more missing renames for Transform3D and QuaternionBastiaan Olij
2021-06-15Merge pull request #49107 from timothyqiu/circular-structureRémi Verschelde
Fix json dump and print of circular structure
2021-06-15Added Input_Map entry for backspacing using Shift+BackspaceSpaghettiCoder01
2021-06-14Fix json dump and print of circular structureHaoyu Qiu
2021-06-14Implement visibility range and dependencies.jfons
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`, `visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`. Together they define a range in which the GeometryInstance3D will be visible from the camera, taking hysteresis into account for state changes. A begin or end value of 0 will be ignored, so the visibility range can be open-ended in both directions. This commit also adds the `visibility_parent` property to 'Node3D'. Which defines the visibility parents of the node and its subtree (until another parent is defined). Visual instances with a visibility parent will only be visible when the parent, and all of its ancestors recursively, are hidden because they are closer to the camera than their respective `visibility_range_begin` thresholds. Combining visibility ranges and visibility parents users can set-up a quick HLOD system that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes for far away groups (i.e. cities, woods).
2021-06-13Merge pull request #34668 from aaronfranke/to-stringRémi Verschelde
[Core] Reformat structure string operators
2021-06-13Merge pull request #49559 from timothyqiu/color-indexRémi Verschelde
Fix crash when using invalid index in Color.get_named_color
2021-06-13Fix crash when using invalid index in Color.get_named_colorHaoyu Qiu
2021-06-13Fix `InputEventJoypadButton::as_text` crash for invalid button indexHaoyu Qiu
2021-06-12Merge pull request #48746 from KoBeWi/bane_of_all_virtual_compatibilityRémi Verschelde
Consistently prefix bound virtual methods with _
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-12VariantParser: Fix reading StringNames with '&'.Rémi Verschelde
Keep support for '@' for now for compatibility. Fixes #49535. Fixes #49542.
2021-06-12Consistently prefix bound virtual methods with _kobewi
2021-06-11Merge pull request #49312 from RandomShaper/reference_to_ref_countRémi Verschelde
Rename `Reference` to `RefCounted`
2021-06-11Merge pull request #47835 from mortarroad/master-lossless-webpRémi Verschelde
Implement lossless WebP encoding
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-11Implement lossless WebP encodingMorris Tabor
2021-06-11Merge pull request #49421 from floppyhammer/fix-vram-compressed-mipmapsJuan Linietsky
Fix mipmaps of VRAM compressed textures
2021-06-11Reformat structure string operatorsAaron Franke
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant). For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-ioRémi Verschelde
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11Merge pull request #34566 from Heikki00/34541_to_json_precisionRémi Verschelde
Increased String::num default decimal precision
2021-06-11Add Time singletonAaron Franke
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-11fix url parsing with port numbersPhilip Whitfield
String.get_slice_count is always at least 1 or 2 for bases with a port number. Before this change the following URL would return ERR_INVALID_PARAMETER ```ws://127.0.0.1:8000/test```
2021-06-10Let var2str display StringName with correct sigilJonathan Gollnick
2021-06-10Add OS.get_external_data_dir() to get Android external directoryMarcel Admiraal
2021-06-09Refactor CommandQueueMTreduz
* 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.
2021-06-08fix-vram-compressed-mipmapsfloppyhammer
2021-06-07Merge pull request #49394 from akien-mga/fileaccess-store_buffer-err-len-0Rémi Verschelde
FileAccess: Don't err in `store_buffer` with buffer of size 0
2021-06-07Merge pull request #49318 from reduz/native-extensionRémi Verschelde
Add API for registering native extensions
2021-06-07FileAccess: Don't err in `store_buffer` with buffer of size 0Rémi Verschelde
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.
2021-06-07Merge pull request #49221 from Faless/mp/4.x_rpc_refactorRémi Verschelde
[Net] Refactor RPCs, remove RSETs
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
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.
2021-06-04Add API for registering native extensionsreduz
* First step for GDNative to behave more like modules * Only Object and ClassDB, the rest needs to happen on the GDNative side.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-04Add "Transform" compatibility name for "Transform3D" in VariantParserAaron Franke
2021-06-04Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde
Rename the `.shader` file extension to `.gdshader`
2021-06-03Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde
2021-06-03Merge pull request #43450 from aaronfranke/mouse-mode-bitwiseRémi Verschelde
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
2021-06-03Merge pull request #45624 from aaronfranke/clampRémi Verschelde
Allow clamping vectors and colors in addition to floats and ints
2021-06-03Merge pull request #49269 from sarchar/fix-dns-locksRémi Verschelde
Fix DNS resolve mutex locks
2021-06-03Allow clamping vectors and colorsAaron Franke
2021-06-03Rename Vector2 clamped to limit_length and add limit_length to Vector3Aaron Franke
2021-06-03Fix DNS resolve mutex locksChuck
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.
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>