Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-28 | Merge pull request #36556 from RandomShaper/rework_mutex | Rémi Verschelde | |
Reimplement `Mutex` with C++'s `<mutex>` (plus more) | |||
2020-02-27 | Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use | Rémi Verschelde | |
Allow using `MeshLibrary.get_item_preview()` in non-editor builds again | |||
2020-02-26 | Reimplement 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 - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`. | |||
2020-02-26 | Changed float type to int for INDEX visual shader input | Yuri Roubinsky | |
2020-02-26 | Add support for integer type in visual shaders | Yuri Roubinsky | |
2020-02-25 | Variant: 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. | |||
2020-02-23 | Changed default capsule axis to vertical | Yuri Roubinsky | |
Co-authored-by: Hugo Locurcio <https://hugo.pro> | |||
2020-02-23 | Replace 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. | |||
2020-02-22 | Merge pull request #36441 from YeldhamDev/tabs_unused_constants | Rémi Verschelde | |
Remove unused theme constants in Tab(Container) | |||
2020-02-22 | Remove unused theme constants in Tab(Container) | Michael Alexsander | |
2020-02-21 | Merge pull request #36421 from Chaosus/vs_sort_custom_nods | Yuri Roubinsky | |
Refactor node processing in visual shader member dialog | |||
2020-02-21 | Refactor node processing in visual shader member dialog | Yuri Roubinsky | |
2020-02-21 | Added StringName as a variant type. | Juan Linietsky | |
Also changed all relevant properties defined manually to StringName. | |||
2020-02-21 | Add support for named binds in Skin. | Juan Linietsky | |
Helps better reutilization of skeletons from Maya exported files. | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-20 | Merge pull request #36375 from Xrayez/pimpmaps-typos | Rémi Verschelde | |
Fix MIMPAMPS typos in constants throughout the engine | |||
2020-02-20 | Fixes crash when loading StreamTexture from file | Haoyu Qiu | |
2020-02-20 | Fix MIMPAMPS typos in constants throughout the engine | Andrii Doroshenko (Xrayez) | |
2020-02-18 | Fix compilation warnings and re-enable werror=yes on Travis | Rémi 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. | |||
2020-02-18 | Merge pull request #36317 from godotengine/revert-36182-how_to_text_file | Rémi Verschelde | |
Revert "Remove TextFile from public API" | |||
2020-02-18 | Revert "Remove TextFile from public API" | Rémi Verschelde | |
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-17 | Fix GDCLASS for Texture2D/TextureLayered | Yuri Roubinsky | |
2020-02-17 | Allow using `MeshLibrary.get_item_preview()` in non-editor builds again | Hugo Locurcio | |
This closes #36268. | |||
2020-02-16 | Fixes memory leak when loading StreamTexture | Haoyu Qiu | |
2020-02-15 | Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. | Juan Linietsky | |
2020-02-14 | Fix bind method set_override_exposure_enabled of CameraEffects | Handola | |
2020-02-14 | Merge pull request #36182 from KoBeWi/how_to_text_file | Rémi Verschelde | |
Remove TextFile from public API | |||
2020-02-14 | Remove TextFile from public API | Tomasz Chabora | |
2020-02-14 | Fix various GCC compilation warnings after Vulkan merge | Rémi Verschelde | |
Part of #36132. | |||
2020-02-13 | Remove more deprecated methods and code | Rémi Verschelde | |
2020-02-13 | Added virtual method to VisualShaderNodeCustom to enable high-end mark | Yuri Roubinsky | |
2020-02-12 | doc: Add BaseMaterial3D strings ported from SpatialMaterial | Rémi Verschelde | |
Follow-up to #36135. | |||
2020-02-12 | doc: Sync classref with current source | Rémi 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. | |||
2020-02-11 | Re-implemented screen space ambient occlusion | Juan Linietsky | |
2020-02-11 | DOF fully implemented, can be edited on the fly. | Juan Linietsky | |
2020-02-11 | WIP CameraEffects implementation (bokeh not working for now) | Juan Linietsky | |
2020-02-11 | -Refactored post processing, re-added glow and added a mix blend mode. | Juan Linietsky | |
2020-02-11 | GIProbes working. | Juan Linietsky | |
2020-02-11 | Rewritten StreamTexture for better code reuse, added basis universal support | Juan Linietsky | |
2020-02-11 | [Vulkan] Fix typo in shading modes | Yuri Roubinsky | |
2020-02-11 | Properly working instancing, and compatibility fixing for old meshes | Juan Linietsky | |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky | |
2020-02-11 | Environment sky more or less working. | Juan Linietsky | |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky | |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky | |
2020-02-11 | Bugfixes and ability to better specify filter and repeat modes everywhere. | Juan Linietsky | |
Removes antialiased flag for draw_* methods. | |||
2020-02-11 | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | |
Still a lot to do | |||
2020-02-11 | Basic 2D engine is more or less working, needs more work for editor to be ↵ | Juan Linietsky | |
usable. |