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2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Added StringName as a variant type.Juan Linietsky
Also changed all relevant properties defined manually to StringName.
2020-02-21Add support for named binds in Skin.Juan Linietsky
Helps better reutilization of skeletons from Maya exported files.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18Fix compilation warnings and re-enable werror=yes on TravisRémi Verschelde
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings raised by GCC 8 and 9. Fix -Wunused-function, -Wunused-private-field and -Wtautological-constant-out-of-range-compare raised by Clang. Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison operation). GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising errors and will thus not abort compilation with `werror=yes`. Treat glslang headers are system headers to avoid raising warnings. Re-enables us to build with `werror=yes` on Linux and macOS, thus catching warnings that would be introduced by new code. Fixes #36132.
2020-02-18Added utility functions to the new NavigationServer:Andrea Catania
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false); - Vector3 get_closest_point(const Vector3 &p_point); - Vector3 get_closest_point_normal(const Vector3 &p_point); - Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Reduce AudioStreamPlayer's pitch_scale max valueWARIO-MDMA
2020-02-14Fix various GCC compilation warnings after Vulkan mergeRémi Verschelde
Part of #36132.
2020-02-13Remove more deprecated methods and codeRémi Verschelde
2020-02-12Merge pull request #36145 from akien-mga/remove-deprecated-friction-bounceRémi Verschelde
Remove deprecated PhysicsBody friction and bounce parameters
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-12Remove deprecated PhysicsBody friction and bounce parametersRémi Verschelde
They were replaced in 3.1 by PhysicsMaterial properties via #12403.
2020-02-12doc: Sync classref with current sourceRémi Verschelde
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.
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `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
2020-02-11WIP CameraEffects implementation (bokeh not working for now)Juan Linietsky
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11Improved Voxel AO settings.Juan Linietsky
2020-02-11Fix to category in material.Juan Linietsky
2020-02-11Several fixes to GIProbesJuan Linietsky
2020-02-11Fixed uninitialized memory bug in voxelizerJuan Linietsky
2020-02-11Fix export template compilationPedro J. Estébanez
2020-02-11AO support for GIProbe (right on time for Godot Sprint!)Juan Linietsky
2020-02-11GIProbe now generates a distance field on bake using CPU, for better ↵Juan Linietsky
compatibility
2020-02-11Dynamic object support for GI Probes (a bit buggy still)Juan Linietsky
2020-02-11Fixed 2D and 3D CPU ParticlesJuan Linietsky
2020-02-11More GIProbe work and fixesJuan Linietsky
2020-02-11GIProbes working.Juan Linietsky
2020-02-11Untested support for compute shadersJuan Linietsky
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky
2020-02-11Directional lights and shadow mapping are functional.Juan Linietsky
2020-02-11Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky
2020-02-11Changes to material required to add custom shaders in RD rendererJuan Linietsky
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-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
2020-02-10Documented the new NavigationServer and all its associated nodes (2D and 3D)Duroxxigar
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-02-09Merge pull request #36048 from AndreaCatania/SoftBodyStiffRémi Verschelde
Make softbody completelly stiff to attachment point
2020-02-09Make softbody completelly stiff to attachment pointAndrea Catania
2020-02-08Added feature to move physical bones with skeleton when not simulating physicsAndrea Catania
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-25Fixes crash in Spatial::notificationHaoyu Qiu
2020-01-24Allow greater values in unit_offsetTomasz Chabora
2020-01-22Merge pull request #35406 from lawnjelly/ortho-shadowRémi Verschelde
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22Incorrect joystick id was returned on an inactive ARVR controllerBastiaan Olij