Organized 3.9.0's changes in the changelog file.

This commit is contained in:
Relintai 2022-10-15 12:19:59 +02:00
parent ead33efebf
commit edeca40aad

View File

@ -4,149 +4,180 @@ All notable changes to this project will be documented in this file.
## [Master] ## [Master]
Nothing yet.
## [3.9.0] ## [3.9.0]
### Added ### Added
#### Engine #### Backports
Backported everything up to and including https://github.com/godotengine/godot/commit/6812e66f33761ee4d02a7439af8fbea84e63e3f9 Merge commit: https://github.com/godotengine/godot/commit/3c39bc365fbfeda805aa87687422e9c9092c809b Backported everything up to and including https://github.com/godotengine/godot/commit/6812e66f33761ee4d02a7439af8fbea84e63e3f9 Merge commit: https://github.com/godotengine/godot/commit/3c39bc365fbfeda805aa87687422e9c9092c809b
### WIP #### Core
Added a strip script. - Now the Engine has methods to store globals (custom singletons). They are mostly meant for classes like EditorInterface, SpatialEditor, and plugin scripts that need a singleton for in-editor use. In essence it provides easy and side effect less access for classes that might not be present on every run. (For example gdscript recognizes normal singletons as keywords, but not these.) Also registered EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals.
Fix jni class access string. - Added msvc versions of the no-rtti and no-exceptions options. (They are disabled temporarily)
Also check whether the armhf builds have finished at the end of the build all script. - Use FALLTHROUGH macro instead on [[fallthrough]];
Rename linux armhf executables at the end of the build all linux script.
Fix the build commands for armhf x11. #### Editor
Don't try to include x86 assembly into non-x86 based platforms when cross compiling the x11 platform on x86.
Fix osx build commands in the build all script. - Now menu items can be added to the convert menu in the editor.
Fixed the javascript build container. Also downgraded emscripten for now to avoid warning spam because of a deprecation on their end. - Added an option to automatically reload or save instead of asking what to do after a file changed outside the editor.
Now the podman build all script has the ability to easily set the build name.
Don't remove the module config file in the build all script anymore. #### Engine
Fix voxelman's editor setting.
Fixed the osx docker container. - Added a new World class and made Viewport inherit from it. Moved World2D and World3D related things to World from Viewport. Also added the ability for overriding Worlds. Still needs some work, it should be already usable. (Sometimes when changing world overrides, a few camera related errors are emitted.)
Replaces the default project editor icon, and the logo editor icon.
Moved podman linux build commands to a new script.
Initial update / small cleanup pass on the build all script.
Pass all arguments into the build commands in the podman builkd all file instead of the hardcoded -j4.
Updated the build consatiners based on changes from godot's.
Remove 32 bit linux dockerfle. #### Modules
Set version to stable instead of release_candidate.
Added a new command line option to help with generating version.txt for tpz files.
Remove unused code.
Update hungarian translation from godot. ##### GridMap
Added RTileMap and RTileSet compatibility classes.
Moved TileMap and TileSet's docs to their module.
Renamed RTileMap ro TileMap and RTileSet to TileSet, as it does not need to be able to live alongside Godot's TileMap anymore. - Added back the GridMap module. Also added back support for it in other modules.
Add msvc versions of the no-rtti and no-exceptions options. (They got disabled later temporarily)
Use FALLTHROUGH macro instead on [[fallthrough]];
Windows x86 github action.
Now all gozmo plugins return gizmo names properly. ##### ThreadPool
Get gizmo names using the proper method for the toggle popup in the SpatialEditor.
Fix errors on new scene creation. - Now the target fps is customizable for ThreadPool when threading is not enabled.
Added back GridMap support for the NavigationMeshGenerator.
Added back GridMap support for the GLTF module.
Added back RTileSet export aswell.
Fix setting all EDITOR_DEFs for the gridmap editor. ##### Web
Now MeshLibraryEditorPlugin registers itself to the export as menu.
Remove unused file selector from EditorNode.
Moved the gltf export to the convert scene menu.
Now menu items can be added to the convert menu in the editor.
Added back the GridMap module. - Small improvements to the simple web server.
Updated frt2 to the latest. - Added enctype and multipart form helpers to HTMLTag.
Added nissing projection * projection Variant operator. - Added rows and cols to HTMLTag.
- Added proper multi part form parsing support for the simple web server.
Moved from the TERRAMAN_2D_PRESENT define to the module system's equivalent define aswell. #### Releases / Builds / CI
Replaced MESH_UTILS_PRESENT defines aswell.
Replaced PROPS_2D_PRESENT define for the module system's equivalent.
Moved away from the MESH_DATA_RESOURCE_PRESENT define aswell.
Also mvoed away from the TERRAMAN_PRESENT define.
Also moved away from the old VOXELMAN_PRESENT macro.
Also replaced the old PROPS_PRESENT defines with the module system's generated defines.
Replaced the old TEXTURE_PACKER_PRESENT defines with the module system's generated defines. - Updated the build containers from upstream.
Fix the job name of the android editor's github action. - Added a strip script.
Fixed PluginRefresher when a project only has one addon. - Now the podman build all script also builds armhf x11 executables.
Added an option to automatically reload or save instead of asking what to do after a file changed outside the editor. - Added a script for engine side release preparation.
Now the target fps is customizable for ThreadPool when threading is not enabled. - Now the podman build all script has the ability to easily set the build name.
Fix race condition. - Added a new command line option to help with generating version.txt for tpz files.
- Windows x86 github action.
Fix setter parameter types for ThreadPool. ### Changed
Updated the example build config file.
Now ThreadPool should properly handle when use_threads changes.
Moved ThreadPool to core. Also it can change it's thread count now when it has time for it.
Now ThreadPool uses a List internally as a queue inetad of a Vector.
Fix build when 3d is off. #### Releases / Builds / CI
Improved PaintWindow mouse emulation from touch support a bit more.
Fix PaintWindow with mouse emulation from touch.
Added a few getters and setters to the PaintWindow.
Small fixes to the World override system. Still needs work though.
Now only one override is allowed per World, as there is really no reason to have support for more than one per world pair. This fixes lots of issues with the system.
Fix more issues with World overrides. - Now export templates are created in the .tpz format for easy installation. (Note that you can rename them to zip, and unpack them yourself if you need / want.)
Now Cameras use Worlds directly instead of Viewports. - Replaced the default project editor icon, and the logo editor icon.
Work on fixing the remaining issues / error messages with World overrides. - Pass all arguments into the build commands in the podman build all file instead of the hardcoded -j4.
- Now versions will be handled differently, unlike in godot, I'll commit version information to the repository.
- Update hungarian translation from godot.
Don't apply World override in the editor. #### Core
Now CanvasItems work with World overrides aswell.
Move Cameras into the new 3d world on override.
More work on World override support.
Work on the ability for overriding Worlds.
Move World2D and World3D related things to World from Viewport.
Reordered Viewport.
Added a new World class and made Viewport inherit from it.
Added _3d postfix to the end of the World3D related getters and setters in Viewport. - Added missing projection * projection Variant operator.
Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D.
Renamed World to World3D.
Fix build when the new skeleton 3d module is disabled. #### Engine
Moved Skeleton and it's related classes to a module.
Add all doc classes to the new module's config.py.
Moved Skeleton2D and it's related classes into a module.
Now the project setup script's module folders are customizable.
Fix requesting write locks in WebNodes. - Added _3d postfix to the end of the World3D related getters and setters in Viewport.
Now String and CharString Types properly move the null terminator on resize and remove. - Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D.
Small improvements to the simple web server. - Renamed World to World3D.
Added enctype and multipart form helpers to HTMLTag. - Now Camera2Ds handle being current properly, and also more intuituvely.
Added rows and cols to HTMLTag.
Fix default argument for the binding of WebServerRequest::send_redirect. #### Platforms
Fix: WebPermission was meant to be a Resource.
Now get_global in Engine won't print an error if the global isn't exists, instead it will just return null.
Now Camera2Ds handle being current properly, and also more intuituvely.
Also made it a singleton. - Updated frt2 to the latest.
Added an extension api for the WebNodeEditor.
Renamed WebEditor* to WebNodeEditor*.
Renamed the web editor's files.
Actually register EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals.
Now the Engine has methods to store globals (custom singletons). They are mostly meant for classes like EditorInterface, SpatialEditor, and plugin scripts that need a singleton for in-editor use. In essence it provides easy and side effect less access for classes that might not be present on every run. (For example gdscript recognizes normal singletons as keywords, but not these.) #### Modules
Now the return value discarded warning is disabled by default in gdscript and cscript. - Cleaned up old _PRESENT defines, now everything uses module configs.
Put variables at the bottom of the Engine singleton.
Added proper multi part form parsing support for the simple web server.
Add quotes when passing the custom module folders parameter.
Now the app project helper build script supports custom module folders.
Fix mimetype handling in the simle server. Also added a few misisng ones.
Fixed rendering the menu of the BrowsableFolderServeWebPage and StaticWebPage.
##### TileSet
- Renamed RTileMap ro TileMap and RTileSet to TileSet, as it does not need to be able to live alongside Godot's TileMap anymore. Also added compatibility classes.
- Added back TileSet export.
##### GridMap
- Now MeshLibraryEditorPlugin registers itself to the export as menu.
##### GLTF
- Moved the gltf export to the convert scene menu.
##### ThreadPool
- Now ThreadPool should properly handle when use_threads changes.
- Moved ThreadPool to core. Also it can change it's thread count now when it has time for it.
- Now ThreadPool uses a List internally as a queue inetad of a Vector.
##### Paint
- Added a few getters and setters to the PaintWindow.
##### Skeletons
- Moved Skeleton and it's related classes to a module.
- Moved Skeleton2D and it's related classes into a module.
##### GDScript
- Now the return value discarded warning is disabled by default in gdscript and cscript.
##### Web
- Renamed WebEditor* to WebNodeEditor*, made it a singleton, and added an extension api for it.
#### Build System
- Now the project setup script's module folders are customizable.
- Updated the example build config file.
- Add quotes when passing the custom module folders parameter.
- Now the app project helper build script supports custom module folders.
### Fixed
#### Core
- Now String and CharString Types properly move the null terminator on resize and remove.
#### Build System
- Don't try to include x86 assembly into non-x86 based platforms when cross compiling the x11 platform on x86.
- Fix build when 3d is off.
#### Releases / Builds / CI
- Don't remove the module config file in the build all script anymore.
- Fix the job name of the android editor's github action.
#### Editor
- Now all gozmo plugins return gizmo names properly.
- Get gizmo names using the proper method for the toggle popup in the SpatialEditor.
- Fix errors on new scene creation.
- Remove unused file selector from EditorNode.
#### Modules
##### Voxelman
- Fix voxelman's editor setting. (Now it's under the Voxelman tab instead of under the Voxel tab.)
##### PluginRefresher
- Fixed PluginRefresher when a project only has one addon.
##### ThreadPool
- Fix race condition in threadpool.
- Fix setter parameter types for ThreadPool.
##### Pain
- Improved PaintWindow mouse emulation from touch support a bit more.
- Fix PaintWindow with mouse emulation from touch.
##### Web
- Fix requesting write locks in WebNodes.
- Fix default argument for the binding of WebServerRequest::send_redirect.
- Fix: WebPermission was meant to be a Resource.
- Fix mimetype handling in the simle server. Also added a few misisng ones.
- Fixed rendering the menu of the BrowsableFolderServeWebPage and StaticWebPage.
## [3.8.0] ## [3.8.0]