Age | Commit message (Collapse) | Author |
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Implement Resource UIDs
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* 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.
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Core: Move DirAccess and FileAccess to `core/io`
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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This is more consistent with `NodePath.is_absolute()`.
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add option to exclude selected resources on export
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Fixes crash that happened while exporting if zero files were selected
and adds more error handling to EditorExportPlatform class.
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files.
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-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.
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This closes #45560.
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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 🎆
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Rename EditorInterface get_editor_viewport to get_editor_main_control
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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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>
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Change default encryption mode from ECB to CFB.
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By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
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opened
Ensures that behavior when export_presets.cfg file is edited manually
while editor is running remains identical to before commit 44094b0.
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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.
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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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.
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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.
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Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
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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.
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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.
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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`.
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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.)
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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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!
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-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
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