Age | Commit message (Collapse) | Author |
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Improve `--debug-stringnames` to be more useful
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- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
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* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
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Fix unable to change directory in user access mode
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`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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Remove unused Bullet module and thirdparty code
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It has been disabled in `master` since one year (#45852) and our plan
is for Bullet, and possibly other thirdparty physics engines, to be
implemented via GDExtension so that they can be selected by the users
who need them.
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
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This method was meant only as a convenience for editor code
to allow using a step of 0 to disable snapping.
It was exposed by mistake when refactoring GlobalScope.
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with feature tags"
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A previous PR had changed the array operator to give unbounded access. This could cause crashes where old code depended on this previous safe behaviour.
This PR adds DEV_ASSERT macros for out of bound access to DEV builds, allowing us to quickly identify bugs in calling code, without affecting performance in release or release_debug editor builds.
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enh: Add FLAG_NONE to SaverFlags in ResourceSaver to fix api inconsistency
fix: flags parameter of ResourceSaver::save is now uint32_t to allow flag composition in scripts
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* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.
This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
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[4.x] BVH - Sync BVH with 3.x
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Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
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when inheritance between custom nodes is used
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This ensures the project setting never disappears from the editor,
even if the current physics engine is GodotPhysics.
This also adds documentation for the Smooth Trimesh Collision
project setting.
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Fixes "duplicate message definition" when extracting messages.
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Previously, only one line per 100 files was printed.
This also refactors the print statement to use Godot methods and
make it more informative overall.
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Uses (real_t) casting to ensure appropriate calculations are done in 32 bit where real_t is compiled as 32 bit.
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Synced with gabomdq/SDL_GameControllerDB@94b76208bc07a62a63575bc16da99411d325aac8
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Extensions are not getting instantiating properly due to iteration calling the wrong levels for loading.
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