Age | Commit message (Collapse) | Author |
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It's the only enum in math_defs.h not bound, and it's used by Plane.
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Input: Swap events for ui_redo to favor Shift+Ctrl+Z over Ctrl+Y
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That's the most common one we've been using for the general editor, and while the script editor
also supports Ctrl+Y, it should have lower priority.
In theory this code should make both be supported the same but for some reason the general editor
only seems to use the first entry (the script editor does support both).
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Don't allow negative values for `OS.delay_usec()`/`OS.delay_msec()`
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And fix various bogus bindings following previous PRs.
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And fix increment in `CowData` not being conditional anymore after the recent changes.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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This closes #46190.
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Move tablet driver API from OS to DisplayServer
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Modernize atomics (and fix `volatile`)
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
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This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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EricEzaM/PR/fix-action-false-positives-and-allow-checking-exact-matches
Allow checking for exact matches with Action events.
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Expose a `File.flush()` method to scripting
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This can be used to ensure a file has its contents saved
even if the project crashes or is killed by the user
(among other use cases).
See discussion in #29075.
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-Allows for more theme freedom
-Allows for entirely B&W themes.
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.
Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.
Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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Detect external modification of scenes
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Synced with gabomdq/SDL_GameControllerDB@f72b68b8b090e689ed21f600e89db9a661edb696.
Partial revert of #45790.
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Add support for new SDL gamecontroller keywords.
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We don't support 'misc1' as an output string yet (seems used for PS5 controller).
Yet another broken CSV line with 'CO.,LTD'.
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Add some HTML5 controllers mapping.
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Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1e07182de936e72fa1bc5cc22ab8cc1.
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Make audio bus channels' peak volume consistent
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Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Modernize Thread
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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Also add BinToInt to C#
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Type consistencies in core
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