Haoyu Qiu
f5fab30297
Fix parsing of XML CDATA and add test cases
2022-09-16 23:50:19 +02:00
lawnjelly
2b70218bd1
Fix uninitialized data reads in Input
...
Found by Valgrind.
2022-09-16 23:35:56 +02:00
kobewi
e133069bda
Add Dictionary.find_key()
2022-09-16 23:20:06 +02:00
Marcel Admiraal
226e29cfca
Fix Geometry::get_closest_points_between_segments() returns NaN
...
Also fix Geometry::get_closest_distance_between_segments() returning
incorrect values.
2022-09-16 22:48:50 +02:00
Fredia Huya-Kouadio
a6a5b60235
Additional fixes to the Android get_current_dir()
implementation.
2022-09-16 22:45:21 +02:00
Pedro J. Estébanez
c91198b335
Add FileAccess::get_access_type()
...
(cherry picked from commit 8c6b2fbb908261d29a6692dd7a816464c28520d2)
2022-09-16 22:13:21 +02:00
dbcca5d26d
Ported: Optimize String.repeat()
...
This backports the optimization done in `master`.
- Calinou, MewPurPur
3b31ff9008
2022-09-16 22:08:51 +02:00
92bc8ed3be
Ported: Fix header guard in error_macros.h - madmiraal
...
e2dac6ecd9
2022-09-16 22:01:08 +02:00
Pedro J. Estébanez
d4555e520f
Determine ProjectSettings' resource path early
2022-09-16 21:53:28 +02:00
bruvzg
b7d732b782
Add arch flag to assembler to fix build on ARM64 macOS / iOS.
...
(cherry picked from commit b767d2e0fdf835dc181bb21c8be69a35671b60b8)
2022-09-16 21:41:56 +02:00
a9eb3a52a3
Ported: zstd: Update to upstream version 1.5.2
...
Release notes:
- https://github.com/facebook/zstd/releases/tag/v1.5.1
- https://github.com/facebook/zstd/releases/tag/v1.5.2
-akien-mga
bda382684f
2022-09-16 21:31:55 +02:00
Marcin Nowak
a697c239b8
Backport panning strength parameters from 4.0
2022-09-16 19:44:55 +02:00
7dd2bce61b
Now ThreadPool should properly handle when use_threads changes.
2022-09-10 04:34:36 +02:00
27316923d3
Moved ThreadPool to core. Also it can change it's thread count now when it has time for it.
2022-09-10 04:16:50 +02:00
0f841bac29
Now String and CharString Types properly move the null terminator on resize and remove.
2022-08-26 15:10:56 +02:00
f9de65e101
Now get_global in Engine won't print an error if the global isn't exists, instead it will just return null.
2022-08-25 11:25:12 +02:00
4f9dd569b8
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.)
2022-08-23 13:13:39 +02:00
94dfea6391
Put variables at the bottom of the Engine singleton.
2022-08-23 11:55:54 +02:00
45bec656d5
Small cleanups and fixes to StringName. Also increased it's internal table's size.
2022-08-22 01:44:53 +02:00
e2d42db711
Also renamed the files.
2022-08-19 21:24:36 +02:00
58da70524b
Ported: Add support for multiple virtual keyboard types - brianwinterpixel
...
ce24b48e50
2022-08-19 16:18:53 +02:00
59f4eb55d9
Ported: Fix mouse speed not changing fast enough
...
- Uses all accumulated movements when calculating speed
- Discards old accumulated movements
- Sets last mouse speed to zero when there is no movement
- madmiraal
3d96d7d9fb
2022-08-19 02:46:03 +02:00
88d6ef51eb
Removed additional direct script rpc mode query when sending rpcs, in order to simplify that codepath as much as possible. Also removed the remote, remotesync etc. keywords from gdscript, as now they won't work anymore. Node's rpc_config() method should be used instead of marking methods with keywords in scripts.
2022-08-19 01:19:33 +02:00
8809f2b963
Removed deprecated enum values from multiplayerPeer.
2022-08-19 00:39:05 +02:00
44948a6f7a
Removed rsets.
2022-08-18 23:04:57 +02:00
6be9bf5dfe
Cleaned up and added the skeleton modification stack implementations to the build. Also smaller fixes.
2022-08-18 15:41:28 +02:00
4c4e19223e
Added _theme_ infix to the theme helper methods in Control.
2022-08-17 20:57:16 +02:00
9757c39f05
Moved a few more core classes.
2022-08-17 17:43:49 +02:00
99e94b08c4
Moved base input related classes to core/input.
2022-08-17 17:02:24 +02:00
686663d3e4
Moved around more classes in core.
2022-08-17 16:01:01 +02:00
04feb63860
Moved Engine and projectSettings.
2022-08-17 15:35:28 +02:00
be16fe23ad
Moved the error macros.
2022-08-17 15:14:19 +02:00
220b2db443
Moved String and related classes under a string folder in core.
2022-08-17 14:19:55 +02:00
dc9cc716c7
Moved Object related classes under core/object.
2022-08-17 13:45:14 +02:00
9555ee56b9
Moved Variant related classes under a variant folder in core.
2022-08-17 13:17:12 +02:00
388b88678e
Moved container related classes in core under a new containers directory.
2022-08-17 12:53:49 +02:00
0d2fc2e9f2
Moved color to core/math.
2022-08-17 11:38:15 +02:00
73709fa1ae
Backported from Godot4: Clean up Hash Functions
...
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
- reduz
141c375581
2022-08-17 10:42:50 +02:00
d9669b0ed0
Ported form godot4: Reformat structure string operators
...
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
-aaronfranke
554c776e08
2022-08-16 22:46:24 +02:00
3b4b25b5f8
Add working bindings for Projection's get_projection_plane.
2022-08-16 22:33:56 +02:00
9e1588160f
Now all Variant math types are structs.
2022-08-16 22:09:26 +02:00
e71e3ed897
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
8c2e76840c
Removed CameraMatrix, and switched to Projection.
2022-08-16 10:26:35 +02:00
904c88c403
Actually fix sign compare warning.
2022-08-16 01:44:25 +02:00
7e5896d81b
Bind everything in String.
2022-08-16 01:41:51 +02:00
eb43e1dfc9
Fixed an another sign compare warning.
2022-08-16 01:23:54 +02:00
b796390962
And an another one.
2022-08-16 00:14:59 +02:00
5f6c223dc4
Fix typo.
2022-08-16 00:14:08 +02:00
c5670d501f
Fix an another sign compare warning.
2022-08-16 00:13:07 +02:00
220954cf08
Backported most of the improvements to String from Godot4.
2022-08-15 22:54:03 +02:00
d08526393e
Bind everything in Vector3i.
2022-08-15 18:31:59 +02:00
feb5c025cf
Bind everything in Vector3.
2022-08-15 18:22:55 +02:00
e4aebe1783
Bind everything in Vector2i.
2022-08-15 17:40:36 +02:00
88fbeb4fe4
Bind everything in Vector2.
2022-08-15 17:20:15 +02:00
608ba7826a
Ported improvements to Vector2, Vector2i, Vector3, Vector3i, Vector4, and Vector4i from Godot4.
2022-08-15 16:13:21 +02:00
4cc1e75f69
Backported improvements to Quaternion from Godot4. Also bound all eligible methods.
2022-08-15 13:00:32 +02:00
f73af59416
Bound more methods.
2022-08-15 09:34:29 +02:00
007f728438
Bound all eligible transform methods.
2022-08-15 09:20:47 +02:00
5cd44e02d0
Backported the improvements to Transform from Godot4.
2022-08-14 20:35:11 +02:00
e9bb723975
Backported some improvements to Transform2D from Godot4. Also bound all eligible methods.
2022-08-14 19:19:51 +02:00
e4cad690a3
Renamed elements in Transform2D to columns.
2022-08-14 15:37:05 +02:00
d9a8497546
Renamed translate in Transform2D to translate_local.
2022-08-14 14:59:46 +02:00
662c3a7e88
Also did Rect2i.
2022-08-14 14:00:32 +02:00
899ac5cbd8
Backported some improvements to Rect2 from Godot4. Also bound all eligible methods.
2022-08-14 13:15:22 +02:00
7650103ce7
Backported some improvements to Plane from Godot4. Also bound all eligible methods.
2022-08-14 10:52:57 +02:00
c7d2307bd5
Backported some of the improvements to Color from Godot4. Also bound all eligible methods.
2022-08-14 01:08:59 +02:00
170a41ca82
Backported improvements to Basis from Godot4. Also bound all eligible methods.
2022-08-14 00:18:21 +02:00
d9e094ab9a
Renamed elements in Basis to rows.
2022-08-13 19:07:59 +02:00
c991043c95
Backported improvements to AABB from Godot 4. Also made sure all eligible methods are bound.
2022-08-13 18:21:54 +02:00
6523457c0f
Backported the improvements to the Math class from Godot4.
2022-08-13 16:49:47 +02:00
730bce8587
Renamed Quat to Quaternion for consistency with the other engine math classes.
2022-08-13 15:22:33 +02:00
ec9eb18aaf
Backported from Godot4: Make blend animation to use ResetTrack as default value - TokageItLab
...
860fac4e6f
2022-08-12 17:16:52 +02:00
d1fe0ae433
Backported from Godot4: Fix blend animation to solve TRS track bug & blend order inconsistency - TokageItLab
...
b06d253920
2022-08-12 16:48:31 +02:00
9d9271b518
Removed the SNAME macro, I'll probably keep static counting support for StringNames though.
2022-08-11 20:22:51 +02:00
22ce231a4e
Backported from Godot 4: New and improved IK system for Skeleton3D
...
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
* This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
* This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in it's own file
* Several changes to Skeletons, listed below:
* Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
* So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
* Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
* Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
* New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
* Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
* BoneAttachment3D node is now completely standalone in its functionality.
* This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
* BoneAttachment3D now can be set either using the index or the bone name.
* BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
* BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- TwistedTwigleg
5ffed49907
Note: It still needs some work.
2022-08-10 01:01:38 +02:00
5cd0ea7e60
Fix serializing variants into binary files.
2022-08-09 15:50:30 +02:00
6decccc54f
Now Color::clamp() actually has an implementation.
2022-08-08 18:00:42 +02:00
0517f3e462
Fix _scs_create's implementation.
2022-08-08 17:58:43 +02:00
a23d917937
use the proper _NO_DISCARD_ macro.
2022-08-08 17:36:15 +02:00
0b1ae86963
Backported the improvements to StringName from Godot4.
2022-08-08 17:26:23 +02:00
89b1ed9263
Ported contains for String from Godot4.
2022-08-08 16:06:34 +02:00
ffd29397f8
Added clamp() to color from Godot4.
2022-08-08 02:52:30 +02:00
eff5153375
Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image.
2022-08-08 02:39:21 +02:00
2e30e9f2d6
Ported uri_encode and uri_decode to String from Godot4.
2022-08-08 01:28:25 +02:00
ba00b5bf91
Added char utils header from godot4.
2022-08-08 01:27:57 +02:00
ae7d514cf3
Added set_column to Basis.
2022-08-08 01:18:58 +02:00
4090cb34d7
Backported helper classes to pair.h from Godot4.
2022-08-08 00:05:12 +02:00
37eb131c50
Uncommented hashing methods for the new types.
2022-08-07 23:31:58 +02:00
31603bec29
Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants.
2022-08-07 23:30:31 +02:00
705643310e
Ported the improvements to the hash funcs from Godot4.
2022-08-07 23:22:21 +02:00
ef5f5f6da4
Fix more includes.
2022-08-07 22:45:50 +02:00
b31e09f884
Added RBMap and EBSet from godot4.
2022-08-07 21:38:22 +02:00
e15630d7f2
Added more helper methods to DirAccessRef and FileAccessRef. Also smaller cleanups.
2022-08-07 21:16:11 +02:00
10e87baee9
Added hash_set from godot4.
2022-08-07 21:08:37 +02:00
9e4ac41f4a
Added a new templated WeakRef (WRef) class.
2022-08-04 14:31:00 +02:00
Rémi Verschelde
2ca1470010
File: Re-add support to skip CR (\r
) in File::get_as_text
...
This was removed in #63481 , and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717 .
(cherry picked from commit 1418f97c70a5551bdbfeea853cbc479b32ea9e08)
2022-08-02 17:58:32 +02:00
0095078e25
Fixed an another warning on the pi.
2022-08-02 00:22:41 +02:00
c4e7bc1c45
Reused the old unused PROPERTY_HINT_SPRITE_FRAMES as PROPERTY_HINT_BUTTON. It allows you to add buttons to the inspectors.
2022-07-31 00:01:58 +02:00
9f5fb428ab
Ported: Add error messages and docs to explain restrictions when calling NetworkedMultiplayerCustom.initialize()
...
- dsnopek
5eaf83f2d7
2022-07-30 00:49:12 +02:00
641c15f906
Ported: [3.x] HTML5: Add support for Input.vibrate_handheld() - pattlebass
...
fb7ecc748f
2022-07-30 00:29:14 +02:00