Age | Commit message (Collapse) | Author |
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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!
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Remove deprecated decimals builtin
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Issues caused by cf8c679a23b21d6c6f29cba6a54eaa2eed88bf92.
The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).
The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
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32 bits.
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Optmized data sent during RPC and RSet calls.
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Fix hover symbol content position
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Replaced by 'step_decimals' in 3.2 via #21425.
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- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
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doc: Sync classref with current source
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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It was marked to be removed in Godot 3.1.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
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Also renames bu to basisu to be more explicit and match upstream name.
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Also drop unneeded files.
Fix build with MinGW. Closes #32384.
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Initial Vulkan support for macOS (MoltenVK) and Windows
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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Also, optimized shader compilation to happen on threads.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
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Prevents GCC compiler throwing: control reaches end of non-void function.
Prevents Visual Studio throwing C4715: not all control paths return a value.
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The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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Implement zooming using Ctrl + Mouse wheel in the GridMap editor
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touilleMan/gdnative-uses-godot_string_name-where-possible
Use StringName in pluginscript's set/get_prop and add_global_constant
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Make softbody completelly stiff to attachment point
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Use uint/ulong for Color in C#
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Avoid going out of bounds in IsSubsequenceOf
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Remove do{ } while(0) wrapper around error macros.
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SCons: Split libmodules.a in folder-based libs
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Closes #35598
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As pointed out by Faless, a do{ } while(0) wrapper around a continue or
break just ends the do{ } while(0) loop. The do{ } while(0) loop exists
to enable the macro to be used as a function which requires a semicolon.
The alternative approach is to use an if(1) { } else ((void)0) wrapper.
Since the macro already has an if(unlikely(m_cond)) { } this patch simply
adds the else ((void)0) to this if statement instead.
For consistency all the macros have been updated in the same way, and
trailing else warnings corrected. However, the wrappers around ERR_PRINT
and WARN_PRINT were removed, because they generated too many ambiguous
trailing else warnings. They are also single line macros so a wrapper is
not needed.
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af9bb0ea15dfd3dfe8950fcfcce364485dadd92a fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes #35760.
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This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
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- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
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We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.
Now this is defined in a single header which can be included in the
files that need this information.
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