Age | Commit message (Collapse) | Author |
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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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Define GDNative sizes using sizeof(godot_real) and sizeof(int32_t)
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Add an `OS.get_thread_caller_id()` method
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Fix String.ends_with() for empty string arguments
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Modernize RWLock
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Shader optimizations to reduce VGPR usage and increase occupancy
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
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In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.
The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.
This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
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Expose `Resource.emit_changed()` to script
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CI: Update to clang-format 11 and apply ternary operator changes
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Also known as `emit_signal("changed")`.
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Update PolyPartition / Triangulator library
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Split OS::execute into two methods
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Added the function `remove_unordered` to the LocalVector container.
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Fix bitwise-and eval not updating return type
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Added LocalVector unit tests.
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Unified named colors in RichTextLabel
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Fix xform_inv of Plane, intermediate results were ignored
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Reorganize renderer code + cache and threading optimizations.
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Fixes: GDscript min and max are inverted
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
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So it can hopefully be made more cache efficient afterwards.
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_OS::print_resources_by_type had two of the exact same list, one of which was never used.
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Issue correct error when disconnecting nonexistent connection with a valid signal
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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 🎆
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Checks whether the signal exists when issuing an error message when
disconnecting a nonexistent connection. Also prints the callable name.
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