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2020-04-20DocData: Keep Mono properties on non-Mono buildsRémi Verschelde
This doesn't make much sense API-wise, but it's important for the documentation workflow that the Mono and non-Mono builds produce the same output, otherwise we keep having non-Mono builds removing Mono properties and losing their descriptions. This is a terrible hack but it's ad hoc, and should be OK for the time being.
2020-04-20DocData: Skip unexposed classesRémi Verschelde
Properly expose classes that we actually want accessible.
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-16Merge pull request #36868 from Calinou/improve-cli-script-error-messageRémi Verschelde
Tweak the error message when trying to run an invalid script from CLI
2020-04-10Ignore process serial number (`-psn_...`) command line argument passed by ↵bruvzg
macOS Gatekeeper.
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij
2020-04-04Merge pull request #37391 from dreamsComeTrue/embedded-windows-modeRémi Verschelde
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-03Expose 'Embedded Windows Mode' as Editor and Project SettingsDominik 'dreamsComeTrue' Jasiński
2020-04-02Replace NULL with nullptrlupoDharkael
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.
2020-03-28More server renames for consistency after #37361Rémi Verschelde
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-27Merge pull request #37340 from reduz/rename-3d-nodesJuan Linietsky
Make 2D and 3D node names more explicit
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-27DisplayServer: Fix registration of GetRenderingDriversFunctionRémi Verschelde
Also improve `--help` output.
2020-03-26Add macOS DisplayServer implementation.bruvzg
Change global menu to use Callable, add support for check items and submenus.
2020-03-26Multiple changes to DisplayServerX11Mateo Kuruk Miccino
- Travis: Change x11 to linuxbsd - SCons: Change x11 plataform to linuxbsd - Plugins: Remove ; to avoid fallthrough warning - DisplayServerX11: Implement set_icon - DisplayServerX11: Fix X11 bug when a window was erased from windows map, all the changes from that erased windows are sending to the main window - DisplayServerX11: Reorder create_window commands - DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i where it belongs + More X11 fixes which have been integrated directly back into reduz's original commits while rebasing the branch.
2020-03-26Open sub-windows as embedded if the OS does not support themJuan Linietsky
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Separate DisplayServer from OS on WindowsJuan Linietsky
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
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
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-25SCons: Drop support for Python 2Rémi Verschelde
We now require SCons 3.0+ (first version with Python 3 support), and we set min required Python 3 version to 3.5 (3.4 and earlier are EOL).
2020-03-24Move DocData and Collada out of their subfoldersRémi Verschelde
Now that the unused DocDump was removed, the `editor/doc` subfolder is redundant. Similarly, there's no reason for Collada to have a subfolder for itself when glTF or OBJ don't.
2020-03-24Remove unused classes and stray headersRémi Verschelde
Found by reviewing headers with 1 or less matching includes: ``` find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes ```
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`.
2020-03-08Refactor 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.
2020-03-08ScriptDebuggerRemote use threadsFabio Alessandrelli
2020-03-06Tweak the error message when trying to run an invalid script from CLIHugo Locurcio
2020-03-04Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assertMateo Dev .59
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-27Renamed PlaneShape to WorldMarginShapeAndrea Catania
2020-02-26Merge pull request #36551 from AndreaCatania/navigation_destruction_flushRémi Verschelde
Flushes commands just before the navigation server is destroyed
2020-02-26Flushes commands just before the navigation server is destroyedAndrea Catania
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-14Fix various GCC compilation warnings after Vulkan mergeRémi Verschelde
Part of #36132.
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!
2020-02-11Implementation of 'struct' for shadersYuri Roubinsky
2020-02-11More GIProbe work and fixesJuan Linietsky
2020-02-11Fix Vector3 ambiguities and out of bounds init.bruvzg
2020-02-11Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky
2020-02-11Yay very basic 3D (only white) finally shows.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky