Age | Commit message (Collapse) | Author |
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-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
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Fix includes in test_command_queue.h
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Rename Array.invert() to Array.reverse()
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Co-authored-by: Sarav Noor Singh <saravnoorsingh@Saravs-MBP.T-mobile.com>
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Add unit tests for export templates
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Does the same internally for List and Vector<>, which includes all
PackedArray types.
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Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.
Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
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Relaxes node name sanitization in gltf documents.
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Fix some initializations in PathFollow2D's unit test
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Add support for numeric XML entities to XMLParser
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add PathFollow3D unit test
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PathFollow2D unit test
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Add ClassDB tests to look for core API deps on editor API
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* Add support for decimal numeric entities to String::xml_unescape
* Add more error checks to String::xml_unescape
* Refactor XMLParser to use String::xml_unescape instead of an internal
implementation
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-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).
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Modernize Thread
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Use real_t in physics code
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- 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)
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Unit tests for Object creation and property getter/setter
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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Also add BinToInt to C#
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Marshall core unit tests
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Split OS::execute into two methods
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Added LocalVector unit tests.
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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The ClassDB tests will detect when the core API has dependencies on
the editor API, which is not allowed.
This should prevent or warn early about issues like #44856
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The comma operator should be preferred now according to doctest.
Moved macro aliases from `ClassDB` tests to `test_macros.h`, because those
are also used in `TextServer` tests.
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Make ClassDB test macros enforce their msg to be constructed as String,
since doctest 2.4.2 changes the message passing to vararg.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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