This can be used to restart a project with specific command line arguments
applied. This can work in tandem with `OS.get_cmdline_args()` to restart
with the same command line arguments as used to originally run the project.
Example use cases:
- Restart to apply an user setting change that requires a restart to work.
- Restart with a Godot command line argument to change the video driver,
audio driver, etc.
- Uses all accumulated movements when calculating speed
- Discards old accumulated movements
- Sets last mouse speed to zero when there is no movement
- madmiraal
3d96d7d9fb
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
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.
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)
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
- m4gr3d
fc2c202312
Read/write ops for this implementation are done through the java layer via jni, and so for good performance, it's key to avoid numerous repeated small read/write ops due the jni overhead.
The alternative is to allocate a (conversatively-sized) large buffer to reduce the number of read/write ops over the jni boundary.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
- m4gr3d
24e3b3b88d
Otherwise we would crash if something prints an error before init or
after destruction of the `OS` singleton which handles printing/logging.
(cherry picked from commit c83084fccb4cdc42d2ca324c974ace0cf974630d)
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
- akien-mga
acd4a01b8c
The methods disconnect_points and are_points_connected now have an optional p_bidirectional parameter matching AStar.
(cherry picked from commit 3590cdfd34eea8dda746d7db1c7e5a79af389026)
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
Some compilers (notably MSVC) were using signed values for bitfield enums. This was causing problems where 2 bits were used to store 4 or less enum values, where they were being treated as negative numbers.
This PR explicitly requests these enums to be treated as unsigned values.