Commit Graph

3114 Commits

Author SHA1 Message Date
Yuri Rubinsky
9a1705eac2 Fix crash when calling fill method on an empty Image
(cherry picked from commit adec51cde87d29dd74efb6e5cd0167990de8d569)
2023-08-30 10:18:36 +02:00
Ben Rog-Wilhelm
575adb91fc Fix .gitignore ignores part of the committed repo.
(cherry picked from commit 37d68929e8ab3a1cab550a4cb83152eb13012f8c)
2023-08-30 10:15:56 +02:00
Rémi Verschelde
42527716f5 zstd: Update to upstream version 1.5.5
Release notes:
- https://github.com/facebook/zstd/releases/tag/v1.5.3
- https://github.com/facebook/zstd/releases/tag/v1.5.4
- https://github.com/facebook/zstd/releases/tag/v1.5.5

(cherry picked from commit 6100b4bd33ab27d78f0f5087c770e42b25100eb9)
2023-08-30 10:11:42 +02:00
Rémi Verschelde
357393cac8 pcre2: Update to upstream version 10.42 (take two)
Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.42/ChangeLog

This fixes support for RISC-V architectures in the sljit library, so we
enable the module's compilation for `rv64` too.

(cherry picked from commit e289cf7085f0edda5e5ea253be6806a08abb4777)
2023-08-30 10:05:49 +02:00
Rémi Verschelde
b40b505274 miniupnpc: Update to version 2.2.5
No change for the files we ship, so just bumping the version number.

(cherry picked from commit 74f21cb6666084a3cec8f2238c003411ffcfd9da)
2023-08-30 10:05:11 +02:00
Rémi Verschelde
1e02d5c398 libpng: Update to upstream 1.6.40
(cherry picked from commit 0baca62734f0189ca887bbcbe28cb8db9a8e94dc)
2023-08-30 10:04:49 +02:00
86c9343349 Updated the links in the docs. 2023-08-29 22:33:15 +02:00
2c7e26feaf Changed the docs url from godot's to my docs repository. 2023-08-29 22:27:51 +02:00
889cba3244 Added back missing descriptions to Translation's class docs. 2023-08-29 22:17:16 +02:00
65d4c57233 Added translate_to() method to TranslationServer, and trt() method to Object. This let's you transalte strings into specific (noon app wide) locales. 2023-08-29 22:02:31 +02:00
bc21dc55a7 Add back markdown as a mime type to WebServerSimple as it got deleted accidentally. 2023-08-28 18:14:14 +02:00
8f352b745a Added start_on_ready property to WebServerSimple. 2023-08-28 18:03:30 +02:00
d9512f8d40 Changed the default bind host in WebServerSimple to 0.0.0.0 for convenience. 2023-08-28 17:56:37 +02:00
045ff319ce Make sure donwloads don't just eat up a thread until they are finished even if the kernel can just take all the data in HTTPServerSimple. Also update the timeout timer when there is activity in a socket. 2023-08-28 17:16:19 +02:00
ea5cddc44f The mime types dictionary now uses StringName indexes. Also compare against lowercase extensions. 2023-08-28 13:38:44 +02:00
db14d66556 Added more mime types by default. 2023-08-28 13:14:50 +02:00
d8fb0c9cef De default mime type is application/octet-stream now for files in HTTPServerConnection. 2023-08-28 12:56:18 +02:00
715737abfe Now HTTPServerSimple sends files in non-blocking mode. 2023-08-28 12:54:30 +02:00
151c30a931 Send the user's header when sending the file in HTTPServerConnection. 2023-08-28 09:15:08 +02:00
b18d0a5fc9 Fix the android lib's package locations. 2023-08-27 22:56:41 +02:00
8c6856e77b Fix the android editor's package locations. 2023-08-27 22:54:20 +02:00
28f6d62ee3 Mark the current backport state. 2023-08-27 22:33:09 +02:00
05c264c83c Ported: Initialize GLWrapper earlier in Storage::initialize()
Make sure `GLWrapper` is initialized before `glActiveTexture` is called by other parts of the storage initialize(), to prevent benign warnings.
- lawnjelly
857d884026
2023-08-27 22:20:14 +02:00
fb142ed6f8 Ported: Unbind texture slots when changing framebuffer
Prevent bugs whereby texture still in use.
- lawnjelly
5e197fd21e
2023-08-27 22:19:07 +02:00
33d5dcf399 Ported: Hierarchical culling - Add extra check to skeleton_attach_canvas_item
Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds.
- lawnjelly
d7cca42ef6
2023-08-27 22:03:35 +02:00
e5cec36ba0 Ported: Physics Interpolation 2D - reset on NOTIFICATION_ENTER_TREE
As a convenience, physics interpolation is reset automatically on entering the tree. This will be desired in most situations, and saves the user having to write code for this explicitly.
- lawnjelly
bcfca5ec86
2023-08-27 22:02:26 +02:00
a29d232a4c Ported: Physics Interpolation - add support for CPUParticles2D
Similar to the existing 3D CPUParticles physics interpolation.
- lawnjelly
a117a3307a
2023-08-27 21:59:54 +02:00
26bb16d86e Ported: Fix 2D MultiMesh hierarchical culling
Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
- lawnjelly
ad577e3c7e
2023-08-27 21:28:30 +02:00
17fa82ac02 Ported: Add debug_canvas_item_get_local_bound() function to VisualServer
Useful for debugging hierarchical culling.
- lawnjelly
61e41cc9a1
2023-08-27 19:00:01 +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
87b91721da Ported: Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
- lawnjelly
d2b1d29634
2023-08-27 17:25:38 +02:00
736106af8a Remove unused variables. 2023-08-27 13:19:58 +02:00
b223601445 Fix non-tools builds. 2023-08-27 13:06:06 +02:00
5ae44c4746 Ported: SCons: Disable C++ exception handling
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.

This is wasteful on multiple aspects:

- Binary size: Around 20% binary size reduction with exceptions disabled
  for both MSVC and GCC binaries.
- Compile time:
  * More than 50% build time reduction with MSVC.
  * 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.

Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
- akien-mga
55550da68b
2023-08-27 13:04:04 +02:00
34e2ebe8cc Fix build. 2023-08-27 12:54:44 +02:00
Silc Lizard (Tokage) Renew
8d4078b7b5 Make AnimationNodeBlendTree use OrderedHashMap insteads Map 2023-08-27 12:24:02 +02:00
The Benedani
d0972a7e36 GLES2: Make GPU skinning more consistent 2023-08-27 12:18:05 +02:00
lawnjelly
3954a79659 Fix AnimatedSprite normal map loading
Normal map names are now correctly set up during loading.
2023-08-27 12:15:46 +02:00
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
Luke Hubmayer-Werner
f80e276363 PulseAudio: Remove get_latency() caching 2023-08-27 12:14:00 +02:00
bruvzg
2be3b9c0ce Back-port notarytool, provisioning profile and PKG export options. 2023-08-27 12:12:20 +02:00
RedworkDE
f3167d1c65 Fix ProjectSettings::localize_path for Windows paths 2023-08-27 12:05:08 +02:00
DeeJayLSP
677c9cfea4 Backport AudioStream icons from 4.0 2023-08-27 12:04:19 +02:00
Fabio Alessandrelli
959286993a Update npm packages 2023-08-27 11:59:50 +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
Fabio Alessandrelli
9240163139 Update to upstream master. 2023-08-27 11:46:51 +02:00
Fabio Alessandrelli
e56567ff4d Explicitly handle buffer errors in send/recv 2023-08-27 11:46:27 +02:00
lawnjelly
ca171817a8 MultiRect - Fix flushing in TextEdit
The FontDrawer used in TextEdit was previously not being flushed before drawing auto-completion boxes. This was causing rendering artifacts.
This PR also increases the backward compatibility of the MultiRect OFF mode, by forcing a flush after each character.
2023-08-27 11:45:09 +02:00
Marcin Nowak
4b76c7e89c Backport implement loading DDS textures at run-time 2023-08-27 11:31:12 +02:00
4bc993c53f Added docs for the new Paint Nodes. 2023-08-26 22:59:37 +02:00