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2018-05-16Add missing copyright headersGuilherme Felipe
2018-05-15-New inspector.Juan Linietsky
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
2018-05-14Merge pull request #18545 from vnen/editor-autoloadJuan Linietsky
Enable autoload in editor
2018-05-12Change reused variable name in command line parsingLeon Krause
2018-05-12Remove dead branch in command line logicLeon Krause
2018-05-12Revert "Fix custom resource path look-up per command line"Leon Krause
This reverts commit 942f6dfbd66c1d15a45ef6447fd883103d9678a8.
2018-05-11Merge pull request #18770 from eska014/cmdlineRémi Verschelde
Command line fixes
2018-05-10Fix help/man for --export and --export-debugLeon Krause
2018-05-10Fix custom resource path look-up per command lineLeon Krause
2018-05-10Fix setting for pointing emulationvolzhs
Fix #18582 GLOBAL_DEF("input/something") is treated as Input Map setting, not as General.
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-05-07Local debugger fixes and extensionsBlazej Floch
- Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
2018-05-07Merge pull request #17353 from zmanuel/timer_hysteresis_multiframe_pr1Juan Linietsky
Use hysteresis for smoother physics update frequency
2018-05-03updated OAHashMap to use robinhood hashingkarroffel
2018-05-02Merge pull request #17196 from RandomShaper/improve-gui-touchRémi Verschelde
Implement universal translation of touch to mouse (3.1)
2018-05-01Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-varRémi Verschelde
Fix Coverity reports of uninitialized scalar variable
2018-05-01Enable autoload in editorGeorge Marques
- Tool scripts will be executed and can be accessed by plugins. - Other script languages can implement add/remove_named_global_constant to make use of this functionality.
2018-04-30Implement universal translation of touch to mousePedro J. Estébanez
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-22Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio
2018-04-19Fix Coverity reports of uninitialized scalar variableRémi Verschelde
Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19Enable DynamicFont oversampling by defaultHugo Locurcio
This results in a better DynamicFont appearance when scaled, which is especially noticeable when using the `2d` scaling mode.
2018-04-18Merge pull request #16902 from groud/analog_action_systemJuan Linietsky
Allow actions to provide an analog value
2018-04-16Allow actions to provide an analog valueGilles Roudiere
2018-04-10Implement Input.set_default_cursor_shape to change the default shapeGuilherme Felipe
Closes #18043
2018-04-09Add hysteresis to physics timestep count per frameManuel Moos
Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-04-09Allow set_custom_mouse_cursor use same cursor(image) with different shapes.Guilherme Felipe
2018-04-07Merge pull request #17730 from RandomShaper/radio-buttons-in-menusJuan Linietsky
Radio buttons in menus
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-04-05Fix segfault on x11n4nn31355
2018-03-27Add radio-button-looking entries to PopupMenuPedro J. Estébanez
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually. `is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button. Keeping check in the name adds an additional clue about these facts. Closes #13055.
2018-03-21Add --print-fps option to output FPS to stdoutRémi Verschelde
Works both for the editor and games. Projects can still use "debug/settings/stdout/print_fps" to enable it permanently. The --print-fps option takes precedence (so works even if the project setting is disabled). That setting is also no longer redefined on the fly based on the verbose flag, that was a mess.
2018-03-16Open textfile in textmodeShyRed
Open mapping files in textmode as they are textfiles.
2018-03-16SCons: properly close files when reading controller mappingsRémi Verschelde
Fixup to #17296.
2018-03-15Merge pull request #17296 from cart/controller-mapping-autogenHein-Pieter van Braam
Generate controller mapping class from one or more SDL2 database files
2018-03-15Fix debugger_stdout_settings being ignoredBernhard Liebl
2018-03-11Properly closing all files in Python codeViktor Ferenczi
2018-03-05Generate controller mapping class from one or more SDL2 database filesCarter Anderson
2018-03-02Fix `--help` output, allow renderer override from command line ↵bruvzg
(`--video-driver`).
2018-02-26Allow running with a custom resource without a main sceneHein-Pieter van Braam
After 3f8a4cc7193e964f716fde2cd28a946669e2d8d6 trying to run an individual scene on a project without a main scene fails. We move the check until after we've determined whether or not we're trying to run an individual scene. We also stop trying to show the project manager if any game pack is found at all, unless the user explicitly asks for the project manager to be shown.
2018-02-24Add --quit option to help output and update manpageRémi Verschelde
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-19Added an auto quit and auto build flag to the command line options.Nathan Warden
2018-02-19Prevent loading project-specific config in Project ManagerRémi Verschelde
The Project Manager should share the same settings as the editor most of the time. The whole init stuff with Main::setup and Main::start needs a good cleanup though. Fixes #15199.
2018-02-18Merge pull request #16749 from PJB3005/18-02-16-project-manager-mono-debug-fixIgnacio Etcheverry
Makes project manager never initialize mono debug.
2018-02-17Ignore tools CLI flags in non-tools builds.Pieter-Jan Briers
Some flags were still parsed but either did nothing or broke everything. No reason to parse them.
2018-02-16Makes project manager never initialize mono debug.Pieter-Jan Briers
The heuristic whether we're in the project manager inside GDMono didn't work if the project manager was launched by not having any path to run. This is fixed now by making a Main::is_project_manager().
2018-02-14Merge pull request #15564 from RandomShaper/adpod-topmostRémi Verschelde
Add new window setting: always on top
2018-02-14Merge pull request #15741 from paulloz/bug-no-main-sceneRémi Verschelde
Fix bug when launching a game with no main scene
2018-02-14Merge pull request #16407 from Calinou/project-manager-allow-hidpiRémi Verschelde
Always detect and use hiDPI in the project manager if needed