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2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-14Fix Actions mapped to triggers not using the full rangeMarcel Admiraal
2022-01-08UWP: Simplify QueryPerformanceCounter usageBartłomiej T. Listwon
2022-01-06Fix UTC typos in UWP platformAaron Franke
2022-01-05Fix decoding UTF-8 filenames on unzipping.bruvzg
2022-01-03Update copyright statements to 2022RĂ©mi Verschelde
Happy new year to the wonderful Godot community!
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-28Update Time documentationAaron Franke
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13RĂ©mi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRĂ©mi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-15SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstructRĂ©mi Verschelde
They're the same for all platforms so they don't need to be repeated in all platform definitions.
2021-10-14SCons: Add `DEV_ENABLED` defines for `target=debug` buildsRĂ©mi Verschelde
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371.
2021-10-05Merge pull request #52963 from Pineapple/WIN32_LEAN_AND_MEAN_masterRĂ©mi Verschelde
2021-09-24Replace `#pragma once` by traditional include guards for consistencyHugo Locurcio
`#pragma once` was used in a few files, yet we settled on using traditional include guards instead. The PooledList template comment was also moved to allow editors such as Visual Studio Code to display the comment when hovering PooledList. `app.h` was renamed to `app_uwp.h` to be less generic for the include guard.
2021-09-23Add missing WIN32_LEAN_AND_MEANBartłomiej T. Listwon
2021-08-31Make platform feature tag names lowercaseHugo Locurcio
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
2021-08-12Split uwp platform export template into multiple filesSergey Minakov
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-07-15Misc cleanup of header includesRĂ©mi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17UWP: Keep upstream names for capabilities preset settings to avoid mismatchGromph
The previous code used `camelcase_to_underscore` to prettify the names for display in the export preset, but it leads to inconsistencies if we don't make sure to do the reverse operation when writing to the `AppxManifest.xml`. It's simpler to keep the same names as in the manifest, which is also what users will see referenced in MS documentation. Fixes #47900. Co-authored-by: RĂ©mi Verschelde <rverschelde@gmail.com>
2021-06-11Core: Move DirAccess and FileAccess to `core/io`RĂ©mi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-22[UWP] Add missing `get_scansym` argument.bruvzg
2021-05-17Merge pull request #48168 from LightningAA/control-to-ctrl-4.0RĂ©mi Verschelde
2021-05-11SCons: Fix UWP build after #45315RĂ©mi Verschelde
(cherry picked from commit d1f023c35b8bed3fc839fdc5d587a839568aab44)
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRĂ©mi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-14Fix EditorExportPlugin _export_begin and _export_end functions not being ↵Gromph
called when exporting UWP in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-20Merge pull request #46966 from qarmin/faster_releaseRĂ©mi Verschelde
Allow to not optimize release build
2021-03-17Converted sensor acceleration units to m/s^2 on iOS and UWPMarcus Brummer
This is beacuse on Android these values are already in m/s^2 while on iOS and UWP they are in g. This just makes the behaviour consistent on all platforms.
2021-03-14Allow to not optimize release buildRafał Mikrut
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).
2021-01-29Modernize 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)
2021-01-19Modernize 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`
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRĂ©mi Verschelde
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.