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2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-01-30Create the temporary PCK export directory if it doesn't existHugo Locurcio
This closes #45560.
2021-01-10Add all AutoLoad resources when exporting the projectFilip
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-28Merge pull request #44524 from madmiraal/rename-editor-viewportRémi Verschelde
Rename EditorInterface get_editor_viewport to get_editor_main_control
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-19Rename EditorInterface get_editor_viewport to get_editor_main_controlMarcel Admiraal
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-20Export: Reorder options for consistency across platformsRémi Verschelde
2020-11-13Fix Android Export jarsigner error with *.import whitelistNathan Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-19Disable code to add patches menuEv1lbl0w
2020-09-23iOS: Fix multiple issues with PVRTC import, disable ETC1Vasiliy Makarov
Fixes: #28683, #28621, #28596 and maybe others For iOS we enable pvrtc feature by default for all backends Etc1 for iOS doesn't have any sense, so it disabled. Fixed checks in export editor. Fixed pvrtc encoding procedure. Edit by Akien: Forward-ported from #38076, this may not make sense as is for Godot 4.0, but it's important that we have the latest code in sync with 3.2 for when more rendering backends and proper iOS support are added back. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-09-05Adds PCK encryption support (using script encryption key for export).bruvzg
Change default encryption mode from ECB to CFB.
2020-08-19iOS Export: Add a method to embed a frameworkSergey Minakov
By default 'add_ios_framework' would not embed a framework to save previous behavior. New 'add_ios_embedded_framework' would embed framework on export.
2020-06-20Fix overwrite of manual changes in export_presets.cfg when export dialog is ↵Maganty Rushyendra
opened Ensures that behavior when export_presets.cfg file is edited manually while editor is running remains identical to before commit 44094b0.
2020-06-11Account for file deletion and renaming in Export PresetsMaganty Rushyendra
Ensure that presets are updated with the latest files when starting up or opening the Project Export dialog. Fixes the error where Godot would attempt to export deleted files that were previously selected.
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Enforce use of bool literals instead of integersRémi Verschelde
Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-12Support multiple debug protocols.Fabio Alessandrelli
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Mono/C#: Add iOS supportIgnacio Etcheverry
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
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`.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-07Export: Improve usability of command line interfaceRémi Verschelde
I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
2020-01-06PCK: Set VERSION_PATCH in header, factor out header magicJoost Heitbrink
Unify pack file version and magic to avoid hardcoded literals. `version.py` now always includes `patch` even for the first release in a new stable branch (e.g. 3.2). The public name stays without the patch number, but `Engine.get_version_info()` already included `patch == 0`, and we can remove some extra handling of undefined `VERSION_PATCH` this way. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-10-23Improve EditorExportPlatform interface.Fabio Alessandrelli
Convert all get_device* methods to get_option* and normalize their usage as icon, label, tooltip.
2019-10-04Add code signing support for Windows exports (using "signtool" on Windows ↵bruvzg
and "osslsigncode" on the other platforms)
2019-09-25Added some obvious errors explanationsqarmin
2019-08-23Merge pull request #31586 from SonerSound/issue_31533Rémi Verschelde
Export path is the only path to be saved as a relative path
2019-08-22Export path is the only path to be saved as a relative pathSonerSound
Also reverts 90b2415343287f67586956c798d4b7a63544158f
2019-08-19Move CryptoCore to it's own folder.Fabio Alessandrelli
Crypto classes will be placed in core/crypto.
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-12Export: Remove temp files from cache after exportRémi Verschelde
So far we left most temporary files lying around, so this attempts to fix that. I added a helper method to DirAccess to factor out the boilerplate of creating a DirAccess, checking if the file exists, remove it or print an error on failure.
2019-07-05Merge pull request #24086 from RandomShaper/bundle-pck-to-executableRémi Verschelde
Enhance game export
2019-07-03Add embedded PCK option to PC platformsPedro J. Estébanez
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly. The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
2019-07-02CryptoCore class to access to base crypto utils.Fabio Alessandrelli
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by separate libraries. Since we bundle mbedtls in most cases, and we can easily only include the needed sources if we so desire, let's use it. To simplify library changes in the future, and better isolate header dependencies all functions have been wrapped around inside a class in `core/math/crypto_base.h`. If the mbedtls module is disabled, we only bundle the needed source files independently of the `builtin_mbedtls` option. If the module is enabled, the `builtin_mbedtls` option works as usual. Also remove some unused headers from StreamPeerMbedTLS which were causing build issues.
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.