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2020-04-10Fix extra warnings in Android buildPouleyKetchoupp
2020-04-09Merge pull request #36919 from nekomatata/android-vulkan-renderingRémi Verschelde
Vulkan rendering support on Android
2020-04-08Display Server supportPouleyKetchoupp
2020-04-07Avoid material rebinds when using skeletonsclayjohn
2020-04-07Merge pull request #37586 from qarmin/vulkan_allocator_leakRémi Verschelde
Fix leak with Vulkan allocator
2020-04-06Merge pull request #37635 from qarmin/leak_vertexRémi Verschelde
Fixed leak with vertex_formats
2020-04-06Fixed leak with vertex_formatsqarmin
2020-04-06Vulkan: Use VK_NULL_HANDLE for handles, fixes 32-bit buildsRémi Verschelde
Some Vulkan types are defined as "non dispatchable handles" and use a different typedef on 32-bit and 64-bit systems (struct pointer on 64-bit, `uint64_t` otherwise). https://github.com/KhronosGroup/Vulkan-Headers/blob/0e78ffd1dcfc3e9f14a966b9660dbc59bd967c5c/include/vulkan/vulkan_core.h#L59-L65 Contrarily to `NULL`, `nullptr` can't be converted to `uint64_t` so build was now failing on 32-bit after converting the codebase from using `NULL` to `nullptr`. Fixes #37620.
2020-04-04Fix leak with Vulkan allocatorqarmin
2020-04-03Vulkan rendering for AndroidPouleyKetchoupp
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-01Fix res:// trimmed to s:// on WindowsPedro J. Estébanez
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-23Merge pull request #37219 from RajatGoswami/missing-include-guardsRémi Verschelde
Adding missing include guards to header files identified by LGTM
2020-03-23Adding missing include guards to header files identified by LGTM.Rajat Goswami
This addresses the issue godotengine/godot#37143
2020-03-22Merge pull request #37179 from clayjohn/VULKAN-sky-shaderRémi Verschelde
Implement Sky Shaders
2020-03-21Working sky shader implementationclayjohn
2020-03-21Make file formatting comply with POSIX and Unix standardsAaron Franke
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-19Add shader based background modeBastiaan Olij
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-11Merge pull request #36905 from Faless/js/restore_and_ciRémi Verschelde
Resurrect HTML5 platform, add it to CI (no rendering yet)
2020-03-10Revert "Enhanced physical device selection to use device type and available ↵Rémi Verschelde
memory in relation to issue #35397" This reverts commit 4f3006e5ac30d00b90eb531f3bdfd4bfa0d4025b.
2020-03-10Initializes VulkanContext::queue_props to NULLHaoyu Qiu
2020-03-09Merge pull request #36751 from Faless/debugger/threads_and_profilersRémi Verschelde
ScriptDebugger refactor, threading, profilers.
2020-03-09More explicit error messages when vulkan calls return errorsPouleyKetchoupp
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-03-08OS_Javascript temporarly uses dummy rasterizer.Fabio Alessandrelli
2020-03-08Restore dummy rasterizerFabio Alessandrelli
Not all functionalities are back, but it compiles and runs minimal project.
2020-03-05Merge pull request #36752 from RandomShaper/rework_semaphoreRémi Verschelde
Drop old semaphore implementation
2020-03-04Merge pull request #36792 from akien-mga/vulkan-better-debug-printsRémi Verschelde
Vulkan: Use Godot print macros matching MessageSeverity flag
2020-03-04Vulkan: Use Godot print macros matching MessageSeverity flagRémi Verschelde
Otherwise any verbose/info/warning debug message from Vulkan would raise an error, confusing users about the severity of the message. Cf. #36185, #36790.
2020-03-04Merge pull request #36733 from qarmin/static_analyzer_fixesRémi Verschelde
Fixes bugs found by Sonarcloud and Coverity
2020-03-04Merge pull request #36069 from RandomShaper/imvu/improve_drives_uxRémi Verschelde
Improve UX of drive letters
2020-03-04Merge pull request #36385 from kuruk-mm/some_static_assertsRémi Verschelde
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04Merge pull request #36585 from disks86/masterRémi Verschelde
Enhanced physical device selection
2020-03-04Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assertMateo Dev .59
2020-03-03os: execute parse the command output from utf8Mateo Dev .59
2020-03-03Drop old semaphore implementationPedro J. Estébanez
- Removed platform-specific implementations. - Now all semaphores are in-object, unless they need to be conditionally created. - Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined. - Similarly to `Mutex`, methods are made `const` for easy use in such contexts. - Language bindings updated: `wait()` and `post()` are now `void`. - Language bindings updated: `try_wait()` added. Bonus: - Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03Improve UX of drive lettersPedro J. Estébanez
Namely, move the drive dropdown to just the left of the path text box and don't include the former in the latter. This improves the UX on Windows. In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its dropdown is kept at the original location.
2020-03-02Fixes bugs found by Sonarcloud and Coverityqarmin
2020-02-29Adds null check of pMessageIdNameHaoyu Qiu
2020-02-28Enhanced physical device selection to use device type and available memory ↵Christopher Joseph Dean Schaefer
in relation to issue #35397
2020-02-28Removed interactive loader, added proper thread loading.Juan Linietsky
2020-02-28Merge pull request #36556 from RandomShaper/rework_mutexRémi Verschelde
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-27Merge pull request #36186 from Calinou/remove-vulkan-debugging-printsRémi Verschelde
Remove Vulkan debugging prints
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.