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2021-06-01Remove server platformFabio Alessandrelli
2021-06-01Merge pull request #49067 from JFonS/fix_gcc_warningsRémi Verschelde
Fix some warnings raised by GCC-11.1
2021-05-31Merge pull request #49132 from Calinou/editor-syntax-themes-rename-defaultRémi Verschelde
Rename the bundled text editor themes for consistency with themes
2021-05-31Rename the bundled text editor themes for consistency with themesHugo Locurcio
The Adaptive text editor theme is the default, and has therefore been renamed Default for consistency with the Default theme preset. It keeps its automatic dark/light switch status. The Default text editor theme was actually a legacy Godot 2-style theme, so it has been renamed to Godot 2 to match the theme preset. Its background color has been changed to be a constant opaque color, since the new editor theme made the theme look less good on a translucent background. The previous background color on light theme also lacked contrast.
2021-05-31Merge pull request #49194 from madmiraal/fix-43544Rémi Verschelde
Fix UV mapping on CSGSphere
2021-05-31Merge pull request #49191 from ↵Rémi Verschelde
pfertyk/issue-46020-pluginscript-instance-has-crashes-godot Check for _language in PluginScript.instance_has
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
2021-05-31Merge pull request #48915 from lyuma/gltf_mesh_nodes_bonesRémi Verschelde
gltf: Fix mesh nodes which are also bones.
2021-05-30Check for _language in PluginScript.instance_hasPaweł Fertyk
2021-05-29Fix UV mapping on CSGSphereMarcel Admiraal
2021-05-29Merge pull request #48964 from ↵Yuri Roubinsky
DavidCambre/VisualScript_Missing_SequencePort_Seed
2021-05-27gltf: Fix mesh nodes which are also bones.Lyuma
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights.
2021-05-26Merge pull request #49114 from vnen/gdscript-fix-self-function-type-checkRémi Verschelde
GDScript: Fix function signature check for self calls
2021-05-26Merge pull request #49112 from vnen/gdscript-assign-type-checkRémi Verschelde
GDScript: Use analyzer data to decide assignment conversion
2021-05-26GDScript: Fix function signature check for self callsGeorge Marques
2021-05-26GDScript: Use analyzer data to decide assignment conversionGeorge Marques
Since there might be tricky cases in the analyzer (in the case of unsafe lines) which would need to be properly checked again. Instead, this splits the code generator in two functions and use information set by the analyzer to tell which function to use, without a need to re-check.
2021-05-25Fix some warnings raised by GCC-11.1jfons
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-24Merge pull request #49037 from vnen/fix-callable-freed-crashRémi Verschelde
2021-05-24Make Callable not crash on call when the object has been freedGeorge Marques
Also add a GDScript test for this case.
2021-05-24Merge pull request #48644 from Calinou/editor-increase-icon-saturationRémi Verschelde
Increase icon saturation by 30% for all editor icons
2021-05-24GDScript: Fix error handler for testsGeorge Marques
This changes the error message to be more clear on the output files and also fixes an issue with the relative path of the offending file that was not trimmed correctly.
2021-05-24Merge pull request #46866 from bruvzg/symlinks_and_macos_gdn_framework_export_4Rémi Verschelde
2021-05-24Add GDNative Framework loading and export support.bruvzg
2021-05-22Merge pull request #48916 from mortarroad/master-convex-hull-portedRémi Verschelde
Replace QuickHull with Bullet's convex hull computer.
2021-05-22Replace QuickHull with Bullet's convex hull computer.Morris Tabor
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style. Additional changes: - extended PagedAllocator to allow leaked objects - applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22Update with experimental mesh optimizer.K. S. Ernest (iFire) Lee
Normals being optimized has better quality now. Test simplify once and then use a slightly less tolerant error for the target error.
2021-05-22The built in function math/seed was missing the sequenceport.David Cambré
2021-05-21Rename Vector2 Perpendicular to Orthogonal in C#Aaron Franke
2021-05-21Merge pull request #48885 from JFonS/upgrade_embreeRémi Verschelde
Upgrade Embree to the latest official release (3.13.0).
2021-05-21Upgrade Embree to the latest official release.jfons
Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
2021-05-21Merge pull request #48913 from lyuma/gltf_named_binds_dedupRémi Verschelde
Fix incorrect skin deduplication when using named binds
2021-05-20gltf: Fail gracefully when a mesh instance fails.Lyuma
2021-05-20Fix incorrect skin deduplication when using named bindsLyuma
2021-05-21Merge pull request #48904 from fire/gltf-img-failureRémi Verschelde
When one invalid image fails, it should only fail that single image.
2021-05-20When one invalid image fails, it should only fail that single image.K. S. Ernest (iFire) Lee
Move to a more graceful degradation 3d asset import model.
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-20Merge pull request #48805 from radishes/noise-image-offsetRémi Verschelde
Add support for generating noise images with an offset
2021-05-20Add support for generating noise images with an offset.Casey Foote
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-05-19Merge pull request #48657 from Calinou/test-add-gdscriptRémi Verschelde
Add a unit test suite for GDScript
2021-05-19Show colored rects for autocompletion of Color constants in functionsYuri Roubinsky
2021-05-18Merge pull request #46773 from trollodel/TreeItem+Rémi Verschelde
Improve TreeItem API and allow to move nodes
2021-05-17Merge pull request #48347 from Blackiris/fix-temporary-key-not-releasedGeorge Marques
GDScript: Fix temporary value not released when used as a dictionary key
2021-05-17Improve TreeItem API and allow to move nodestrollodel
2021-05-17Merge pull request #48168 from LightningAA/control-to-ctrl-4.0Rémi Verschelde
2021-05-17Merge pull request #48793 from vnen/gdscript-fix-temp-type-adjustRémi Verschelde
GDScript: Fix crash caused by uninitialized temp stack slots
2021-05-17GDScript: Fix crash caused by uninitialized temp stack slotsGeorge Marques
This adds initialization to every typed temporary stack slot at the beginning of the function call instead of emitting instructions, since those might be in a conditional branch and not be called.
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16Merge pull request #48605 from sent44/scripteditor_get_codeeditRémi Verschelde
Add `get_base_editor` to `ScriptEditorBase`