Commit Graph

327 Commits

Author SHA1 Message Date
Simon Barkehanai
12eba08f8c Fix infinite loop on EOF in the command line debugger
When using the command line debugger (godot -d) on Unix systems, when
entering an EOF (ctrl+D), the debugger enters an infinite loop.

Adding a check for EOF in the debugger loop exits the debugger when EOF
is entered.

Fixes #50170.

(cherry picked from commit 4ecad8dea30859a5acbac41fe0e647c7bb6a53cc)
2023-08-27 12:14:55 +02:00
RedworkDE
f3167d1c65 Fix ProjectSettings::localize_path for Windows paths 2023-08-27 12:05:08 +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
Marcin Nowak
4b76c7e89c Backport implement loading DDS textures at run-time 2023-08-27 11:31:12 +02:00
c80ee8d7bf Added missing Variant conversion and zero cases. 2023-08-15 10:23:41 +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
be022b610f Bind RWLock, so it's accessible to scripts. 2023-07-06 21:17:13 +02:00
d3f2e0e4fe Fixed SkeletonModification3DFABRIK. 2023-06-22 09:43:55 +02:00
1a5cba555c Backported godot4 PR: Support threads in the script debugger
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
- reduz
PR 76582
Will be available here after it's merged:
6b176671c4
2023-06-14 14:43:55 +02:00
d4175f9676 Ported parts of : Refactor Node Processing
* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing godotengine/godot-proposals#6424.
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
- reduz
98c655ec8d
- Only got the smaller improvements, and the thread safety for Node and SceneTree. I'm planning to implement a similar system, but I have a different way of doing it in mind.
2023-06-12 21:13:26 +02:00
3afa1142b9 Merged the functionality of BSInputEventKey to InputEventKey. This new setting can make input event keys act as if they are shortcut matched. 2023-06-11 16:06:09 +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
6c9843e5cb Ported: Test, refactor and fix a bug in Basis.get_axis_angle
- fabriceci
9f1a57d48b
2023-06-11 09:45:23 +02:00
e21a020b86 Add unsafe version from asin and acos. 2023-06-11 08:45:19 +02:00
lawnjelly
22d90711da Make acos and asin safe
A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input.

The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
2023-06-11 08:41:42 +02:00
53358e6825 Removed the PMath singleton. If needed it can easily be recreated as a module. 2023-06-11 08:34:57 +02:00
f058c87868 Backported from godot4: Rework Navigation Avoidance
Rework Navigation Avoidance.
- smix8
a6ac305f96
2023-06-10 20:58:49 +02:00
2e1e153bc3 Make MultiMeshInstance2DNavigationGeometryParser2D use the Geometry singleton. And by proxy clipper 1. 2023-06-07 15:25:32 +02:00
6eb37ff901 Ported clipper2 usage to clipper1 in PandemoniumNavigationMeshGenerator. Also moved them to the Geometry singleton. 2023-06-07 09:20:36 +02:00
bb753653dd Don't print an error in ThreadPoolJob's _execute, as it's probably more intuitive this way. 2023-06-05 14:17:50 +02:00
4873a3429d Don't bind _execute() method in ThreadPoolJob derived classes, as it's not needed anymore. 2023-06-05 14:15:49 +02:00
642b5b7159 Use call_deferred when emitting the completed signal, so the handlers run on the main thread. 2023-06-05 09:11:39 +02:00
6dc774cf5c Emit the completed signal automatically in ThreadPoolJob. 2023-06-05 09:08:22 +02:00
9a2a39923a Added virtual _execute to threadPoolJob. 2023-06-05 09:05:16 +02:00
e8bb085466 Renamed the Math singleton to PMath, as it causes too many issues when dealing with gdnatove / mono. It will also be eventually moved to a module, as it's only useful in some situations. 2023-06-01 17:02:16 +02:00
50fa3addad Fix handling dots in String::is_numeric(). 2023-06-01 15:41:43 +02:00
e1e51b2881 Fix the return type of PoolVector::count(). 2023-05-31 00:06:19 +02:00
59933a9e60 Added grow_by and to_rect2 helper method to Rect2i. 2023-05-30 19:33:12 +02:00
0f6fb760ad Now Basis::get_uniform_scale() returns a real_t instead of a float. 2023-05-29 16:08:59 +02:00
47e637b2b8 Mark the parameters of Basis::rotate_to_align as const ref. 2023-05-29 13:03:26 +02:00
9e326c3000 Apparently Basis::rotate_to_align had a bug. Ported the fix by lyuma from: 6dfa6fc50e 2023-05-28 07:26:04 +02:00
039f173de1 Fix error, also add linear_interpolate call for Vector4i to variant op. 2023-05-27 15:27:43 +02:00
d19e6f11e9 Fix compile error. 2023-05-27 13:58:49 +02:00
96d1c2d69c Fix small inconsistencies in Vector3/3i/4/4i apis. 2023-05-27 13:26:52 +02:00
fd1ba2e4f0 Also bind Vector3i set_all(). 2023-05-27 12:07:54 +02:00
33b0d2da34 Added set_all() to Vector3i. 2023-05-27 11:53:16 +02:00
2b24871814 Made the parameter of snap and snapped in Vector3 const reference. 2023-05-27 11:12:31 +02:00
5cb00f3622 Make the parameters of String's and PoolVector's join() const ref. 2023-05-25 22:27:34 +02:00
474e253aa1 Added 2 const qualifiers. 2023-05-25 21:54:57 +02:00
0a41054007 Fix build when ptrcall is enabled. 2023-05-23 20:41:13 +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
lawnjelly
176c0adc6a MessageQueue - Fix max usage performance statistic
Fixes to keep track of the maximum usage over time, rather than current usage.
2023-05-01 12:31:43 +02:00
25e57a4268 Added erf to Math. 2023-04-22 13:00:28 +02:00
e80dfcee2e Added a Math singleton exposing math functions directly to scripts. The idea is to make the disrepancies between scripts and engine side code smaller. 2023-04-22 12:47:56 +02:00
4ab9936fc8 Added log10 to the Math class. 2023-04-22 11:00:24 +02:00
06b2437b72 Ported: [3.x] Expose more compression formats in Image
- AThousandShips
2ca86ef449
2023-04-20 23:47:57 +02:00
1263101396 Ported: Batching - Add MultiRect command
Large groups of similar rects can be processed more efficiently using the MultiRect command. Processing common to the group can be done as a one off, instead of per rect.

Adds the new API to VisualServerCanvas, and uses the new functionality from Font, BitmapFont, DynamicFont and TileMap, via the VisualServerCanvasHelper class.

- lawnjelly

910ddd13c4
2023-04-20 23:09:37 +02:00
d6442bc57c Added Size and Point typedefs for Vector3i and Vector4i. 2023-04-16 16:16:56 +02:00
326bd9a1e9 Added HAS_TRIVIAL_CONSTRUCTOR, HAS_TRIVIAL_DESTRUCTOR, and HAS_TRIVIAL_COPY macros to typedefs to fix new clang deprecations. 2023-04-16 15:42:57 +02:00
31f61225a2 Ported: Make MessageQueue growable
* Uses simple vector resizing (po2)
* Uses pair of read and write buffers
- lawnjelly
5f1e7e6fbc
2023-04-15 12:06:16 +02:00