Commit Graph

489 Commits

Author SHA1 Message Date
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
53d36345e6 Added back CSG support code I removed. 2023-07-11 12:23:46 +02:00
5b869f8b54 Ported from godot: Canvas item hierarchical culling
Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
- lawnjelly
b777a9e5f9
2023-06-28 20:25:48 +02:00
75ceb22100 Revert "Add option in VisibilityEnabler2D to hide the parent for better performance"
This reverts commit ad6e504a5b.
2023-06-28 19:00:29 +02:00
Maganty Rushyendra
97dee88433 Fix overwriting of Spatial's local transform
Modifies when 'DIRTY_LOCAL' flag is set to prevent a transform applied
using `set_transform` to be overwritten by previous calls to change the
node's rotation, translation or scale.

Fixes #43130.
2023-06-28 12:23:08 +02:00
Patrick
78bc0eeb97 Backport VideoLooping and fix for initial black frame 2023-06-28 12:22:49 +02:00
c5e893897e Changed 2 errors to just an if. 2023-06-15 15:42:07 +02:00
6c70361a07 Fix debugging on the android editor. 2023-06-15 11:30:26 +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
decade59c8 Implemented a new ProcessGroup Node. It can be used to multithread scenes updates.
It was insipred by godot 4's ProcessGroup system, however while Godot 4's implementation tries to hide threaded processing as much as possible, this implementation focuses on making it explicitly known and obvious to the user, in a (hopefully) almost bolierplate free way.

Also with the available options this node can be used for other purposes, like multi threaded cron job like method calls when paired with a Timer in manual mode.
2023-06-13 15:08:35 +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
de1763d40d Renamed neighbor_dist properties / getters / setters for the navigation server. 2023-06-12 08:37:57 +02:00
975e5c4a9e Rethink the previous fix. 2023-06-11 18:32:15 +02:00
50c96d5414 Fix building with ptrcall on. 2023-06-11 18:02:58 +02:00
Ricardo Subtil
3191832c37 Fix PopupMenu's maximum height not being automatically set 2023-06-11 09:22:06 +02:00
kobewi
147640412a Cache text property when toggling BBCode 2023-06-11 09:21:25 +02:00
ShadyChibinko
38bb088c1e Add Tab Metadata 2023-06-11 09:19:03 +02:00
needleful
cfabdb87f0 Add allow_search property to ItemList and Tree 2023-06-11 09:12:26 +02:00
David Turner
1fc8096770 Stop dragging when a slider changes editability 2023-06-11 09:05:53 +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
37273d29c9 Ported: Multirect - Fix refining regions for all derived Textures
Fixes allowing all derived texture types to modify region prior to rendering.
- lawnjelly
43b6205887
2023-06-11 00:47:10 +02:00
8642a7c722 Ported: Fix rendering tiles using nested AtlasTextures
- kleonc
12c923cb8b
2023-06-11 00:23:26 +02:00
52ea64d04b Ported: Fix GridContainer max row/column calculations not skipping hidden children
- kleonc
0ce6ef7215
2023-06-10 23:50:41 +02:00
Ninni Pipping
feb55d26d2 Fix size error in BitMap.opaque_to_polygons
Previous estimate of upper limit on size was incorrect
2023-06-10 23:35:51 +02:00
670e465d24 Fix compile error. 2023-06-10 21:25:18 +02:00
23de574af6 Fix non tools build. 2023-06-10 21:11:44 +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
6384b9624f Ported from godot4: Make navigation mesh edge connections optional
Makes navigation mesh edge connections optional.
- smix8
f986b52b3c
2023-06-09 20:54:05 +02:00
81c392489a Ported from godot4: Add NavigationLink helper functions for global positions
Adds helper functions to set the links start and end position with global positions or get them as global positions.
Adds global start and end position for the navigation link to the 'link_reached' signal of NavigationAgent. That signal gets emitted when a navigation link waypoint is reached. Requires that 'owner' meta data is enabled on the NavigationAgent.
- smix8
d87f124768
2023-06-09 20:00:28 +02:00
29784d5d5b Ported from godot4: Enable assigning an owner to navigation regions and links
This allows users of the server APIs to get back the nodes that created certain regions and links.
- DarkKilauea
5769b0e8d8
2023-06-09 19:46:44 +02:00
160cb38a50 Ported from godot4: Add support for emitting a signal when entering a NavLink
- DarkKilauea
5d8ba2b2d1
2023-06-09 19:08:38 +02:00
e07fd6da59 Ported from godot4: Prevent unnecessary navigation map synchronizations
Prevents unnecessary navigation map synchronizations triggered by redundant calls to setters of e.g. region, link or map properties.
- smix8
7e1a261cc6
2023-06-09 16:43:14 +02:00
19fac49904 Turn PoolVectors in NavigationPathQueryResults into Vectors. 2023-06-09 16:27:24 +02:00
b2d8199a7b Ported from godot4: Update NavigationAgent to use query_path
This paves the way for having agents respond to link traversal.
- DarkKilauea
a2c53b881b
2023-06-09 16:19:22 +02:00
12b95cdc1f Ported from godot4: Add navigation layer bitmask helper functions
Adds helper functions to work with the navigation layer bitmask.
- smix8
55923ade68
2023-06-09 15:44:12 +02:00
e98e415168 Fix signal handler error. 2023-06-09 14:18:08 +02:00
268645ff0b Ported from godot4: Add NavigationAgent Path Debug Visualization
Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
- smix8
0ab764e84b
2023-06-09 14:17:54 +02:00
11c84049fa Ported from godot4: Fix NavigationMesh debug visuals for non-triangulated meshes
Fixes NavigationMesh debug visuals for non-triangulated meshes.
- smix8
4490a3303b
2023-06-09 13:03:30 +02:00
23daaf95a6 Ported from godot4: Fix 2D navigation debug visuals ignoring half the ProjectSettings
Fixes that NavigationRegion2D and TileMap debug visuals ignored more or less half the ProjectSetting. E.g. random color could not be disabled, edges did not display.
2b19c70664
2023-06-09 11:29:33 +02:00
c11500d480 Ported from godot4: Rename Navigation uses of 'location' to 'position'
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
- smix8
bf1571979c
2023-06-09 10:28:31 +02:00
0438c3cc3f Backported from godot4: Added node for Navigation links .
- DarkKilauea
3dd59013f4
2023-06-08 20:46:09 +02:00
91f365b183 Added CapsuleShape2D support for StaticBody2DNavigationGeometryParser2D. 2023-06-07 00:36:53 +02:00
d344005b8d Don't unref() the NavigationMesh in NavigationPolygon. 2023-06-06 23:44:33 +02:00
5ace0cd58f Fix signal double connection. 2023-06-06 23:17:46 +02:00
316a53bfbf Fix non tools build. 2023-06-06 13:51:33 +02:00
27ee583bb8 Ported missing changes to NavigationPolygonInstance from the navigation mesh generator rework pr. 2023-06-06 13:17:59 +02:00
09118cb939 Port small tweaks fot NavigationMeshInstance. 2023-06-06 10:14:15 +02:00
b993bd4760 Only register NavigationMeshSourceGeometryData3D if 3d is enabled. 2023-06-06 10:04:14 +02:00
c898d9bc51 NAvigationMesh small tweaks. 2023-06-06 10:02:47 +02:00