Age | Commit message (Collapse) | Author |
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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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[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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A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.
Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
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Allows switching `tests=yes`/`no` and rebuilding only tests and main,
instead of the whole engine.
Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
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Docs: Ignore OS specific values (constants, project settings, properties)
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Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
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Sometimes to fix something you have to break it first.
This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.
Don't worry: other huge commits will come after this.
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Due to `user://` returning the current working directory when no
project is open, this caused logs to be written to `$HOME`
most of the time.
This closes #40305.
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Display error popup instead of crashing if Vulkan init failed.
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uninitialized device and instance.
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Enable file logging by default on desktops to help with troubleshooting
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- Use the `.log` file extension (recognized on Windows out of the box)
to better hint that generated files are logs. Some editors provide
dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
the date from the time in log filenames. This makes the filename
easier to read.
- Keep only 5 log files by default to decrease disk usage in case
messages are spammed.
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
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Remove String::find_last (same as rfind)
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Make all String integer conversion methods be 64-bit
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Fix doctool misleading error message
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Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.
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Monitor
Custom monitors can be added/removed/checked using `Performance.add_custom_monitor`/`Performance.remove_custom_monitor`/`Performance.has_custom_monitor`
The value can be viewed in the `Monitor` tab of Debugger.
Text before `/` is used to categorize the custom monitor.
`EditorPerformanceProfiler` class is created to separate logic from `ScriptEditorDebugger`
User can click on the graph of monitors to read the value at that point.
Graph includes intermediate base lines.
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Improve the low processor mode sleep precision
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Partial revert of #15702 which triggered the issue.
Fixes #39786.
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Otherwise generating docs with non-Mono builds removes them,
which is not so convenient for the documentation work.
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Expose disable_render_loop property to GDScript
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Since projects started from the editor or exported in debug mode
run slower than those exported in release mode, this should be
clearly presented to the user.
This partially addresses #20219.
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Added more euler rotation orders support.
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The Low Processor Usage Mode Sleep Usec setting is now used as a
FPS limiter rather than a constant sleep duration.
This will increase CPU/GPU usage slightly due to the higher
effective FPS, but the increase in overall smoothness is worth it.
If both Force Fps and Low Processor Usage Mode settings are enabled
in the project settings, only the setting that causes the highest
sleep duration will be retained.
This closes #11030.
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When it was in `setup2()`, it would arrive too late for the optional file
logging feature.
Fixes #32488.
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- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.
This work has been kindly sponsored by IMVU.
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Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
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Extra `_2d` suffixes are removed from 2D methods accoringly.
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