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2021-07-20Adds ability to debug stringnamesreduz
* References (which include hash tables) can be profiled with --debug-stringnames
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-12Change VSync mode project setting enum type from string to integerHendrik Brucker
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-07-03Fix Render Inforeduz
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
2021-06-25Implement native extension systemreduz
* Deprecates GDNative in favor of a simpler, lower level interface. * New extension system allows registering core engine classes. * Simple header interface in gdnative_interace.h
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-16Main: Fixup bogus fallback to project manager with more bologneseRémi Verschelde
WARNING: Hacks everywhere! The logic in `main.cpp` is due a full rewrite as it's extremely hacky, splitting argument parsing over several functions, with a mess of global state and assumptions about what combinations of arguments or lack thereof should mean in terms of what we want to read: game, editor, project manager, or command line tools such as `--doctool`, `--export` or `--script`. Until this is fully rewritten, this patch hacks things some more to ensure that we don't fall back to the project manager in cases where it's not warranted, and especially not *too late*, as it can mean that we haven't properly initialized stuff like `EditorPaths` needed by the PM (which in turn impacts what kind of path will be used for logs and the shader cache, etc... the rabbit hole goes deep). Fixes #41435. Fixes #49392. Fixes #49658. Fixes https://github.com/godotengine/godot/issues/38202#issuecomment-773158477.
2021-06-15Merge pull request #49432 from Calinou/tweak-physics-fps-property-hintRémi Verschelde
Tweak the physics FPS property hint to only allow reasonable values
2021-06-14Refactor editor paths validation in EditorPaths and EditorSettingsRémi Verschelde
- EditorSettings: Ensure that `create()` makes a valid singleton. Fixes #49179, fixes #49450. - EditorPaths: Cleanup code, properly set `paths_valid`. - EditorPaths: Move more paths validation (check, mkdir) from EditorSettings for a better separation of concerns. - EditorPaths: Move EditorFileSystem creation of `.godot/imported` next to other paths.
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-11Add Time singletonAaron Franke
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-08Tweak the physics FPS property hint to only allow reasonable valuesHugo Locurcio
Physics FPS above 1000 cause the whole project to slow down and are not very practical in the first place (since no CPU currently available can keep up).
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-24Use an enum to represent screen orientation in the Project SettingsHugo Locurcio
- Tweak the setting property hint to be more informative. - Make the setting a "basic" setting so it appears when Advanced Settings is disabled. - Remove redundant orientation setting in the iOS export preset. The project setting is now used (like on Android). Projects upgrading from a previous version will have to set the screen orientation again in the Project Settings if it wasn't set to the default value ("landscape").
2021-05-06Tweak CanvasItem/material sampling property hints for readabilityHugo Locurcio
The "Anisotropic" term is abbreviated as spelling it out would cause the PopupMenu to overflow the editor window when using the default inspector width.
2021-04-22ICU: Update to version 69.1, improve ICU data export process.bruvzg
2021-04-16Merge pull request #47701 from vnen/gdscript-test-runnerRémi Verschelde
2021-04-10Add option modules_enabled_by_defaulttotlmstr
2021-04-09Improve command line `--print-fps` displayHugo Locurcio
- Display the frame time in addition to FPS. - Frame time is a more objective measurement in comparison to FPS, but FPS is more familiar to people less acquainted with profiling. - Rename "Game" to "Project" for the project FPS printing line.
2021-04-08Set up PackedData when setting up testsGeorge Marques
Some tests need functions of ProjectSettings that rely on this being available.
2021-04-06Main: Default `--doctool` path to '.' if none givenRémi Verschelde
2021-03-22Fix feature tag casing in the Windows pen tablet project setting nameHugo Locurcio
Feature tags are case-sensitive.
2021-03-17Tweak the editor splash screen color to better match the default themeHugo Locurcio
This helps achieve a visually "smoother" transition between the splash screen and the editor.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-05Move cursor shape loading after module loadingJohannes
fixes #46685
2021-02-28Logger: Cache 'flush_stdout_on_print' to improve performance, and works ↵Mateo Kuruk Miccino
before ProjectSettings starts. ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
2021-02-25Remove GDScript bindings for OS.get/set_exit_code, ↵Emmanuel Leblond
SceneTree.quit(<exit_code>) should be used instead
2021-02-22Merge pull request #46307 from RandomShaper/fix_crash_mono_glueRémi Verschelde
Make glue generation shutdown more graceful
2021-02-22Merge pull request #46313 from goostengine/tests-init-translation-serverRémi Verschelde
Initialize `TranslationServer` in the test environment
2021-02-22Initialize `TranslationServer` in the test environmentAndrii Doroshenko (Xrayez)
2021-02-22Make glue generation shutdown more gracefulPedro J. Estébanez
2021-02-18Merge pull request #46131 from bruvzg/move_tablet_to_dsRémi Verschelde
Move tablet driver API from OS to DisplayServer
2021-02-18Added ability to override built-in actions for the editorEric M
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-18Move tablet driver API from OS to DisplayServer.bruvzg
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-18Disable engine splash logic on Android; this is now handled by the Android ↵Fredia Huya-Kouadio
theme api. In addition, add support for scaling and applying filter to the splash screen on Android. One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-02Main: Load translations and remaps before scene typesRémi Verschelde
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.
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Add GDNative JSON generator for the builtin APIGeorge Marques
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.
2021-01-29Modernize ThreadPedro J. Estébanez
- 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)
2021-01-24Shadow map rendering optimizationreduz
-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.
2021-01-24Several GI related optimizations and fixesreduz
-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.
2021-01-19Modernize RWLockPedro J. Estébanez
- 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`
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-29Fix warning spam when using `--help` or `--version` command line argumentHugo Locurcio
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.
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal