Age | Commit message (Collapse) | Author |
|
Use Ref<T> references as iterators where relevant
|
|
Use doubles for time everywhere in Timer/SceneTree
|
|
And const when possible.
|
|
Fix dead code in `gdnative_interface.cpp`
|
|
|
|
This pull request fixes dead code found in `gdnative_interface.cpp`
|
|
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
|
|
|
|
Fix various typos
|
|
|
|
Fixes #50833.
|
|
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
|
|
|
|
Change in PackedByteArray decode api and docs
|
|
Documentation for new PackedByteArray::to_***_array methods
Documentation for to_byte_array method for PackedInt32/Int64/Float32/Float64Array
|
|
Implement Resource UIDs
|
|
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.
Example of how it looks:
```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]
[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```
GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
|
|
|
|
Fix Input get_action_raw_strength binding
|
|
Node3D gizmo improvements
|
|
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
|
|
Expose an ImportOrder enum in ResourceImporter
|
|
Fix UndoRedo crash when clearing history
|
|
Move `alert` function from `DisplayServer` to `OS`.
|
|
|
|
This avoids using magic numbers in code.
|
|
|
|
The various get_meta, set_meta, has_meta, get_meta_list, remove_meta
functions now uses StringName, allowing further optimizations via the
SNAME macro when used from C++ (this PR does not change the various
usage though).
|
|
|
|
* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
imported files.
* This will allow better reloading on changes (including resources already
loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
compatibility.
|
|
Optimize NodePath update when renaming or deleting nodes in the editor
|
|
|
|
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.
|
|
* References (which include hash tables) can be profiled with --debug-stringnames
|
|
Editor StringName and Viewport optimizations
|
|
* 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.
|
|
[Net] New `@rpc` annotation, "sync" is no longer part of mode.
|
|
Synced with gabomdq/SDL_GameControllerDB@241fed0a4425d1b7679e3d3d7abdd2a2cd7fa57c.
|
|
- 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).
|
|
Fix missing locale names
|
|
Increase the number of arguments accepted by UndoRedo methods
|
|
* 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.
|
|
Sony PlayStation DualShock 4 (054c:05c4 first gen).
Unofficial Switch controller.
|
|
MultiplayerAPI is_network_server Fails Silently
|
|
Add shape_idx to CollisionObject2D mouse_entered signal
|
|
|
|
* Required by binding generators
* Makes it easier to create the bindings on construction.
|
|
|
|
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
|
|
Fix 'in' operator to check if an object member exists
|