Haoyu Qiu
fabd5c32f5
Fix parsing of 4.
in Expression
2024-09-20 09:01:03 +02:00
lawnjelly
91de0ee427
Fix physics tick count in Input.action_press
and Input.action_release
...
The physics tick count was not yet updated there.
2024-07-17 00:01:41 +02:00
c7ac1db971
Clang format everything.
2024-07-16 21:23:54 +02:00
9d6680ce6d
Adding back the GLES3 renderer pt1. Unlike in godot it can be disabled compile time. It will be enabled afer if works.
2024-07-16 00:14:10 +02:00
lawnjelly
9909bef3d6
Physics Interpolation - refactor client interpolation pump
...
* Move client interpolation pump to earlier in the iteration before 3D physics synced
* Allow `get_global_transform_interpolated()` to prime the client interpolation inside a physics tick
2024-07-14 11:19:30 +02:00
Programneer
fa194fc9e4
Don't define NO_EDITOR_SPLASH in export templates
2024-07-14 08:43:42 +02:00
lawnjelly
21f913be43
Fix physics tick counter
...
The counter is now incremented at the start of a physics tick rather than the end.
2024-07-14 08:12:52 +02:00
Aleksey Kapustyanenko
11cdb79005
Rotary input for 3.x
2024-04-06 12:20:05 +02:00
cf7b59b6c8
Fix small formatting inconsistencies.
2024-03-01 16:25:19 +01:00
8f7ee38377
Fix running standalone scripts in non-editor builds.
2024-01-02 13:56:15 +01:00
7a6f6aa8ef
Fix non tools build.
2024-01-02 12:43:12 +01:00
00a199ab21
Allow running standalone scripts in non-editor builds.
2024-01-02 12:28:55 +01:00
7c216fd161
Don't warn when falling back to NavigationMeshGeneratorDummy.
2023-12-30 10:02:09 +01:00
Fredia Huya-Kouadio
6713693291
Add Android project settings for gesture support
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- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
2023-12-20 23:08:39 +01:00
443140a9e8
File copyright header updates pt5.
2023-12-17 23:07:28 +01:00
88e9ad04f2
Moved back the servers and resources from core.
2023-12-10 23:11:07 +01:00
053f083e17
Moved the Physics 2d server to core.
2023-12-10 19:42:57 +01:00
dbcc6e33da
Moved the physics server to core.
2023-12-10 19:36:00 +01:00
238bf1b331
Moved the RenderingServer to core.
2023-12-10 19:04:24 +01:00
9df5649c1b
Moved CanvasItem, Control, Node2D and Spatial under scene/main.
2023-12-10 15:50:54 +01:00
19d2c42c46
Added missing --lsp-port command line setting.
2023-10-02 19:30:44 +02:00
Hugo Locurcio
a80ecfcd3a
Mark debugger limits settings as requiring a restart
...
These settings are only read once on engine initialization.
2023-10-02 16:42:00 +02:00
1e5f9895e7
Backported from godot4: Remove SceneTree debug avoidance hint
...
Removes SceneTree debug avoidance hint.
- smix8
f1d8ddd9bd
2023-09-04 21:43:06 +02:00
e81f25ac7b
Added init and finish methods to the NavigationMeshGenerator. Also small tweaks in initialization.
2023-09-03 11:51:09 +02:00
9ae3aa65b7
Added finish method to the NavigationServers.
2023-09-03 11:46:46 +02:00
0fb000c6a1
Added in missing changes from Add NavigationServer Performance Monitor
...
Adds Performance Monitor for NavigationServer3D..
9802914f97
2023-09-03 10:50:35 +02:00
2d5a8a2b93
Backported from godot4: Fix --debug-avoidance description.
...
Fixes c&p error in --debug-avoidance description.
- smix8
d171dfce9a
2023-09-02 13:03:30 +02:00
eb8943a4f6
Backported from godot4: Add Path2D/3D debug options
...
- smix8
e12e239ab4
2023-09-02 11:38:01 +02:00
Ricardo Subtil
723b7390c1
Ensure joy_connection_changed
is emitted on the main thread
...
(cherry picked from commit 1bb73b0689a9cc2731eee63374f07e08b35b6e6a)
2023-08-30 11:14:49 +02:00
d977ed360e
Ported: 2D Fixed Timestep Interpolation
...
Adds support to canvas items and Camera2D.
- lawnjelly
5162efbfe9
2023-08-27 18:48:25 +02:00
34e2ebe8cc
Fix build.
2023-08-27 12:54:44 +02:00
puzzud
21d78d77f6
Prevent double input events on gamepad when running through steam input #79706
...
Co-authored-by: Eoin O'Neill <eoinoneill1991@gmail.com>
2023-08-27 11:47:35 +02:00
834cbe8cef
Ported: Single Compilation Unit build.
...
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
ee54ca3808
Ported from godot: Input - fix just pressed and released with short presses
...
Previously if an action was both pressed and released on the same tick or frame, `is_action_just_pressed()` would return false, resulting in missed input.
This PR separately the timestamp for pressing and releasing so each can be tested independently.
- lawnjelly
63d208d1b0
2023-06-28 12:48:36 +02:00
3331a7ae04
Ported: Augment the InputEvent class with a CANCELED state
...
The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
- m4gr3d
94d6c3dcc6
2023-06-11 10:26:23 +02:00
eb8176b701
Ported: Fix compilation of basis unit test
...
- Calinou
d1c8c5dd30
2023-06-11 09:46:30 +02:00
6c9843e5cb
Ported: Test, refactor and fix a bug in Basis.get_axis_angle
...
- fabriceci
9f1a57d48b
2023-06-11 09:45:23 +02:00
Fredia Huya-Kouadio
2b79cd7446
Follow up to https://github.com/godotengine/godot/pull/76400 to fix input ANR in the Godot Android editor
2023-06-11 09:25:25 +02:00
Pedro J. Estébanez
1225aa2492
Allow concurrent buffering and dispatch of input events
2023-06-11 09:24:49 +02:00
Pedro J. Estébanez
ac350d6651
Allow concurrent buffering and dispatch of input events
2023-06-10 23:32:44 +02:00
f058c87868
Backported from godot4: Rework Navigation Avoidance
...
Rework Navigation Avoidance.
- smix8
a6ac305f96
2023-06-10 20:58:49 +02:00
8b18898609
Backported from godot4: Rework const on NavigationServer methods
...
`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
- DarkKilauea
a0715b30f9
2023-06-09 22:03:42 +02:00
b940854ca9
Ported from godot4: Add NavigationServer Performance Monitor
...
Adds Performance Monitor for NavigationServer3D.
- smix8
9802914f97
2023-06-09 10:17:43 +02:00
de7d96cc6d
Move server initialization afterMODULE_REGISTRATION_LEVEL_SERVER.
2023-06-06 07:47:05 +02:00
68b9f4c90e
Ported from godot4: Add more detailed Navigation Debug Visualization
...
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
- smix8
c394ea518e
2023-06-05 18:05:15 +02:00
0a3d1d6cf5
Added in NavigationMeshGeneratorDummy and set up initialization.
2023-06-03 20:00:42 +02:00
ca982ac507
Ported: Add benchmark logic
...
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
- m4gr3d
Also contains some mouse pointer improvements.
2023-05-01 15:32:01 +02:00
45ffb33025
Add init() virtual methods to the navigation servers.
2023-04-16 18:23:56 +02:00
aabd293f3b
Allocate the selected navigation srevers.
2023-04-16 18:20:15 +02:00
f6c1c1dc8d
Move NavigationServer2d's forwarding logic to the navigation module as a new derived class.
2023-04-16 18:11:15 +02:00