Age | Commit message (Collapse) | Author |
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Add Enter as alternate key to complete code
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-Up to each scripting language to implement this
-If not supported for the function, it will just error when you try to call
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This returns a double while the other values are all uint64_t. The
clang compiler gives a warning since converting the constant to double
loses precision.
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Don't allow to use in bit shift negative operands
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[Net] Implement String::parse_url for parsing URLs.
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This can be used during unit test suite runs to hide error and warning
messages.
Care should be taken when using this feature, as it can hide important
information if used wrongly.
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Implement Particle Trails
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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drive names as UTF-8 encoded.
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Add fill method to Arrays and PackedArrays
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There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.
"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html
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Core: Drop custom `copymem`/`zeromem` defines
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
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Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
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Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
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Fixes #48100.
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GDScript: Use special stack space for temporaries to reduce type changes
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- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
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Print suggestions when requesting a nonexistent InputMap action
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Co-authored-by: Marc Gilleron <marc.gilleron@gmail.com>
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Make calls faster with the caveat that the caller needs to make sure
that the return value type is already correct.
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Fix `Color::get_{r,g,b,a}8`
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Add marshalling to PackedByteArray
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fix wrong encoding format in uri_encode
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-Decode/Encode functions for u8,s8,u16,s16,u32,s32,u64,s64,half,float,double,variant
-Improved binder template to allow this
Given in Godot 4.0 PackedByteArray is passed as reference, it is now possible to have these functions there, which makes the most sense.
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Closes #47022.
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Since loading the config might use the resource path, it needs to be
set before that happens.
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Synced with gabomdq/SDL_GameControllerDB@01dce71403e93eb699cc156f3237725863f0105a.
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This allows the terminal output to be suppressed but still be captured
by print/error handlers.
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