Age | Commit message (Collapse) | Author |
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This ensures that settings like `gui/theme/custom_font` handle resource
remappings properly, as they load resources in `register_scene_types()`.
Path remaps used to be done before loading scene types in early Godot
versions (as hinted by the "Load Remaps" comment just before "Load Scene
Types") but this was broken when developing new localization features.
Fixes #17640.
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Modernize Thread
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Which can be used by language bindings to generate code statically. This
is generated as a different file from the class API because it has
different requirements (the builtin types have constructors and don't
have signals), so bindings can better make use of each JSON file without
extra parsing.
This also cleans up a bit the old API generator, mainly initializing
structs and renaming "instanciable" to the more correct "instantiable".
The argument description in help text was updated to better reflect how
it should be used. The <path> argument is mandatory.
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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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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When a project setting is not found, a warning message is printed.
This moves the default value declaration so it can be found when
the `--help` or `--version` command line arguments are used.
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This can be used in server builds for journalctl compatibility.
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
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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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TextServer.
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load_from_globals() -> load_from_project_settings()
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Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
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Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
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Allow using SVG images as project icon
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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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Since exporters will save their own icon, the target platforms
don't have to support SVG to display the icon correctly.
This closes #23068.
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
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Vulkan: Make validation layers optional
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New corporate sponsors:
Spiffcode (Platinum)
ASIFA-Hollywood (Silver)
Zenva Academy (Silver)
Thanks to all contributors and donors for making Godot possible!
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They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.
When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.
Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).
Also moved VulkanContext member initializations to header.
Fixes #37102.
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Removed make_binders and the old style generated binders.
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It was added in 3e20391bf607dc7c452b056854aed4a8c99ba0f6 but it doesn't seem
particularly useful, and it was only implemented for the custom splash branch
and not the default one, so it could return an uninitialized int.
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The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).
This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
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Revert #41164, add subsystem build option.
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Accept global classes for `MainLoop` type in project settings
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This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
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Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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Fix "on top" reseting on window update. (macOS).
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
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`application/run/main_loop_type` setting can handle custom global
classes (`class_name`). For instance: `MySceneTree`.
The setting's default is changed from empty to `SceneTree` as to give
some hint of what kind of input is accepted for the main loop type.
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[Windows] Attach to parent console instead of creating new one.
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Do not prematurely parse anything which beings with `--test`
to run doctest. This allows other commands to be run, such as
`--test-gdscript` or other custom arguments.
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