Age | Commit message (Collapse) | Author |
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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.
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Radio buttons in menus
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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.
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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.
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Open mapping files in textmode as they are textfiles.
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Fixup to #17296.
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Generate controller mapping class from one or more SDL2 database files
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(`--video-driver`).
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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.
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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.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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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.
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Makes project manager never initialize mono debug.
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Some flags were still parsed but either did nothing or broke everything.
No reason to parse them.
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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().
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Add new window setting: always on top
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Fix bug when launching a game with no main scene
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Always detect and use hiDPI in the project manager if needed
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This makes its hiDPI behavior consistent with the editor.
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Fixes #15981
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
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This is important for some GDNative bindings and probably for Mono. They
may keep references to audio objects which are freed when they are
unregistered. If AudioServer is already deleted at that point, it causes
segfaults.
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Limit number of errors and messages sent by runner
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Implemented for Windows and Linux.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Custom hardware-accelerated mouse cursor
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Happy new year to the wonderful Godot community!
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If a scene is modified and a user closes the editor and selects the "Save
and exit" option in the modal dialog -- the editor crashes. This appears
to be a result of the message queue being memdeleted AFTER visual servers
have been destroyed. Remnant textures handled by the message queue throw a
NRE when their own ~Texture destructors reference the visual servers.
This fixes bugs: #12946 and #12813.
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Sorry for the churn
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Fixes #14639
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