Commit Graph

138 Commits

Author SHA1 Message Date
Pedro J. Estébanez
9f85d89056 Drop mouse focus and over when gui input is globally disabled
Since some porjects may be relying on the former behavior, this is opt-in via a new project setting, disabled by default, but enabled for new projects, since it's the new standard behavior (and the only one in 4.0).
2025-03-31 07:59:37 +02:00
lawnjelly
d149a59513 Add GLOBAL_GET cached macros.
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.

Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2025-03-31 07:58:52 +02:00
Haoyu Qiu
4585110a29 Fix split_floats behavior when spaces are used as separators 2024-11-13 23:59:35 +01:00
Rémi Verschelde
672cea4d08 CI: Update Ubuntu runners to 24.04, but keep 22.04 for Linux builds
Pin clang-format to version 16, and black to 24.10.0.
Keep using Ubuntu 22.04 for Linux builds for portability.
2024-11-13 23:48:04 +01:00
Haoyu Qiu
fabd5c32f5 Fix parsing of 4. in Expression 2024-09-20 09:01:03 +02:00
lawnjelly
91de0ee427 Fix physics tick count in Input.action_press and Input.action_release
The physics tick count was not yet updated there.
2024-07-17 00:01:41 +02:00
c7ac1db971 Clang format everything. 2024-07-16 21:23:54 +02:00
9d6680ce6d Adding back the GLES3 renderer pt1. Unlike in godot it can be disabled compile time. It will be enabled afer if works. 2024-07-16 00:14:10 +02:00
lawnjelly
9909bef3d6 Physics Interpolation - refactor client interpolation pump
* Move client interpolation pump to earlier in the iteration before 3D physics synced
* Allow `get_global_transform_interpolated()` to prime the client interpolation inside a physics tick
2024-07-14 11:19:30 +02:00
Programneer
fa194fc9e4 Don't define NO_EDITOR_SPLASH in export templates 2024-07-14 08:43:42 +02:00
lawnjelly
21f913be43 Fix physics tick counter
The counter is now incremented at the start of a physics tick rather than the end.
2024-07-14 08:12:52 +02:00
Aleksey Kapustyanenko
11cdb79005 Rotary input for 3.x 2024-04-06 12:20:05 +02:00
cf7b59b6c8 Fix small formatting inconsistencies. 2024-03-01 16:25:19 +01:00
8f7ee38377 Fix running standalone scripts in non-editor builds. 2024-01-02 13:56:15 +01:00
7a6f6aa8ef Fix non tools build. 2024-01-02 12:43:12 +01:00
00a199ab21 Allow running standalone scripts in non-editor builds. 2024-01-02 12:28:55 +01:00
7c216fd161 Don't warn when falling back to NavigationMeshGeneratorDummy. 2023-12-30 10:02:09 +01:00
Fredia Huya-Kouadio
6713693291 Add Android project settings for gesture support
- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
2023-12-20 23:08:39 +01:00
443140a9e8 File copyright header updates pt5. 2023-12-17 23:07:28 +01:00
88e9ad04f2 Moved back the servers and resources from core. 2023-12-10 23:11:07 +01:00
053f083e17 Moved the Physics 2d server to core. 2023-12-10 19:42:57 +01:00
dbcc6e33da Moved the physics server to core. 2023-12-10 19:36:00 +01:00
238bf1b331 Moved the RenderingServer to core. 2023-12-10 19:04:24 +01:00
9df5649c1b Moved CanvasItem, Control, Node2D and Spatial under scene/main. 2023-12-10 15:50:54 +01:00
19d2c42c46 Added missing --lsp-port command line setting. 2023-10-02 19:30:44 +02:00
Hugo Locurcio
a80ecfcd3a Mark debugger limits settings as requiring a restart
These settings are only read once on engine initialization.
2023-10-02 16:42:00 +02:00
1e5f9895e7 Backported from godot4: Remove SceneTree debug avoidance hint
Removes SceneTree debug avoidance hint.
- smix8
f1d8ddd9bd
2023-09-04 21:43:06 +02:00
e81f25ac7b Added init and finish methods to the NavigationMeshGenerator. Also small tweaks in initialization. 2023-09-03 11:51:09 +02:00
9ae3aa65b7 Added finish method to the NavigationServers. 2023-09-03 11:46:46 +02:00
0fb000c6a1 Added in missing changes from Add NavigationServer Performance Monitor
Adds Performance Monitor for NavigationServer3D..
9802914f97
2023-09-03 10:50:35 +02:00
2d5a8a2b93 Backported from godot4: Fix --debug-avoidance description.
Fixes c&p error in --debug-avoidance description.
- smix8
d171dfce9a
2023-09-02 13:03:30 +02:00
eb8943a4f6 Backported from godot4: Add Path2D/3D debug options
- smix8
e12e239ab4
2023-09-02 11:38:01 +02:00
Ricardo Subtil
723b7390c1 Ensure joy_connection_changed is emitted on the main thread
(cherry picked from commit 1bb73b0689a9cc2731eee63374f07e08b35b6e6a)
2023-08-30 11:14:49 +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
34e2ebe8cc Fix build. 2023-08-27 12:54:44 +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
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
ee54ca3808 Ported from godot: Input - fix just pressed and released with short presses
Previously if an action was both pressed and released on the same tick or frame, `is_action_just_pressed()` would return false, resulting in missed input.

This PR separately the timestamp for pressing and releasing so each can be tested independently.

- lawnjelly

63d208d1b0
2023-06-28 12:48:36 +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
eb8176b701 Ported: Fix compilation of basis unit test
- Calinou
d1c8c5dd30
2023-06-11 09:46:30 +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
Fredia Huya-Kouadio
2b79cd7446 Follow up to https://github.com/godotengine/godot/pull/76400 to fix input ANR in the Godot Android editor 2023-06-11 09:25:25 +02:00
Pedro J. Estébanez
1225aa2492 Allow concurrent buffering and dispatch of input events 2023-06-11 09:24:49 +02:00
Pedro J. Estébanez
ac350d6651 Allow concurrent buffering and dispatch of input events 2023-06-10 23:32:44 +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
b940854ca9 Ported from godot4: Add NavigationServer Performance Monitor
Adds Performance Monitor for NavigationServer3D.
- smix8
9802914f97
2023-06-09 10:17:43 +02:00
de7d96cc6d Move server initialization afterMODULE_REGISTRATION_LEVEL_SERVER. 2023-06-06 07:47:05 +02:00
68b9f4c90e Ported from godot4: Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
- smix8
c394ea518e
2023-06-05 18:05:15 +02:00
0a3d1d6cf5 Added in NavigationMeshGeneratorDummy and set up initialization. 2023-06-03 20:00:42 +02:00