be022b610f
Bind RWLock, so it's accessible to scripts.
2023-07-06 21:17:13 +02:00
4abd5bd2b3
Updated the last backported commit in the changelog.
2023-06-28 20:37:51 +02:00
5b869f8b54
Ported from godot: Canvas item hierarchical culling
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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"
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This reverts commit ad6e504a5b
.
2023-06-28 19:00:29 +02:00
ae92596f9b
Ported: Add parameters for the Godot Activity starting intent to allow restarting or force-quitting the engine
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Follow-up code cleanup for #78130
- m4gr3d
5cf0ba88e3
2023-06-28 18:58:29 +02:00
5f4bc29d13
Ported from godot: Expose the TextEdit control of the script editor
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Refactor ScriptEditor and ScriptTextEditor with added method to retrieve the script editor's TextEdit control.
Update
doc/classes/ScriptEditor.xml
script_editor_plugin.cpp
script_editor_plugin.h
script_text_editor.cpp
script_text_editor.h
- jeronimo-schreyer
a248c318de
2023-06-28 18:36:52 +02:00
4281657cf1
Ported from godot: move autotile fallback helper functions + fix comments and docs
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- wareya
a40ecc71e6
2023-06-28 13:47:29 +02:00
cb344d36b8
Ported from godot: make autotiles fall back to the most similar bitmask using heuristics
...
- wareya
73ad6517e4
2023-06-28 13:36:14 +02:00
556ffc09f7
Ported from godot: Fix issue causing the last edited project to open while switching to another one.
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Fixes #76562
-m4gr3d
ee07f60b07
2023-06-28 13:16:58 +02:00
e79ea9f3a8
Ported form godot: Fix spatial viewport multitouch detection support
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Regression introduced by #77497
- m4gr3d
8f44765831
2023-06-28 12:50:27 +02:00
ee54ca3808
Ported from godot: Input - fix just pressed and released with short presses
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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
83468ef10b
Added missing descriptions to Input's class docs from godot.
2023-06-28 12:39:36 +02:00
Hugo Locurcio
bdaeebce83
Update gamepad button/axis names to match 4.0
2023-06-28 12:24:29 +02:00
Ninni Pipping
e492213868
Add example for NodePath
to grandparent
2023-06-28 12:23:49 +02:00
Ninni Pipping
c25ea39a3b
Clarify String.get_slice
behavior
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Clarify that the function returns the whole string if there is no
instances of the delimiter in the string.
2023-06-28 12:23:28 +02:00
Maganty Rushyendra
97dee88433
Fix overwriting of Spatial's local transform
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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
Ninni Pipping
26dc653dcb
Bounds fixes in TextureAtlas
import
2023-06-28 12:22:18 +02:00
bruvzg
db0014d68a
Use current keyboard layout in OS_X11::keyboard_get_scancode_from_physical.
2023-06-28 12:20:43 +02:00
6d6f7a0d53
Apparently osx doesn't have the uchar.h header, so define char16_t and char32_t directly.
2023-06-24 00:00:44 +02:00
67975e335b
Fixed compile errors.
2023-06-23 18:10:50 +02:00
21ad9c3cbe
Fixed compile errors.
2023-06-23 17:51:36 +02:00
a47958471b
Fix includes.
2023-06-23 17:11:32 +02:00
b19d80afcb
Added back gdnative as a built in module. It was worked on in this repository: https://github.com/Relintai/gdnative .
2023-06-23 16:59:45 +02:00
d3f2e0e4fe
Fixed SkeletonModification3DFABRIK.
2023-06-22 09:43:55 +02:00
e56d6fa906
Added code to load old resource properties where applicable, to help converting resources to the new fixed apis. These will be removed after the next release.
2023-06-17 02:20:24 +02:00
b1de21dd58
Renamed get_stat, and set_stat in Entity. It's just a smell c++ side helper method, they aren't bound. Should not require any changes like the rest.
2023-06-16 23:26:49 +02:00
a0b908874d
Fix Entity's api's inconsistencies pt 4.
...
In projects mass replacing the following words will update everything.
gets_is_pet -> pet_gets_is
getc_is_pet -> pet_getc_is
gets_original_entity_controller -> original_entity_controller_gets
sets_original_entity_controller -> original_entity_controller_sets
gets_entity_controller -> entity_controller_gets
sets_entity_controller -> entity_controller_sets
getc_entity_controller -> entity_controller_getc
setc_entity_controller -> entity_controller_setc
gets_ai -> ai_gets
sets_ai -> ai_sets
free_spell_points_gets -> spell_points_gets_free
free_spell_points_sets -> spell_points_sets_free
free_spell_points_getc -> spell_points_getc_free
free_spell_points_setc -> spell_points_setc_free
2023-06-16 18:24:14 +02:00
3fdb671b51
Fix Entity's api's inconsistencies pt 3.
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In projects mass replacing the following words will update everything.
gets_free_class_talent_points -> class_talent_points_gets_free
sets_free_class_talent_points -> class_talent_points_sets_free
getc_free_class_talent_points -> class_talent_points_getc_free
setc_free_class_talent_points -> class_talent_points_setc_free
gets_free_character_talent_points -> character_talent_points_gets_free
sets_free_character_talent_points -> character_talent_points_sets_free
getc_free_character_talent_points -> character_talent_points_getc_free
setc_free_character_talent_points -> character_talent_points_setc_free
gets_bag -> bag_gets
sets_bag -> bag_sets
getc_bag -> bag_getc
setc_bag -> bag_setc
2023-06-16 17:53:23 +02:00
05b11e9458
Fix Entity's api's inconsistencies pt 2.
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In projects mass replacing the following words will update everything.
sets_ai_state -> ai_state_sets
ai_state_sets_stored -> ai_state_stored_sets
ssend_stat -> stat_ssend
creceive_stat -> stat_creceive
getc_state -> state_getc
setc_state -> state_setc
gets_state -> state_gets
sets_state -> state_sets
adds_state_ref -> state_ref_adds
removes_state_ref -> state_ref_removes
gets_free_spell_points -> free_spell_points_gets
sets_free_spell_points -> free_spell_points_sets
getc_free_spell_points -> free_spell_points_getc
setc_free_spell_points -> free_spell_points_setc
gets_target -> target_gets
sets_target -> target_sets
getc_target -> target_getc
setc_target -> target_setc
2023-06-16 16:57:56 +02:00
2b516b260a
Fix Entity's api's inconsistencies pt 1. Also fixed, and bound a property.
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In projects mass replacing the following words (in the order given) will update everything.
get_character_skeleton_path -> character_skeleton_path_get
set_character_skeleton_path -> character_skeleton_path_set
get_character_skeleton -> character_skeleton_get
set_character_skeleton -> character_skeleton_set
gets_entity_data -> entity_data_gets
sets_entity_data -> entity_data_sets
getc_entity_data -> entity_data_getc
setc_entity_data -> entity_data_setc
entity_data_gets_id -> entity_data_id_gets
entity_data_sets_id -> entity_data_id_sets
entity_data_getc_id -> entity_data_id_getc
entity_data_setc_id -> entity_data_id_setc
entity_data_gets_path -> entity_data_path_gets
entity_data_sets_path -> entity_data_sets_path
gets_ai_state -> ai_state_gets
ai_state_gets_stored -> ai_state_stored_gets
2023-06-16 16:41:34 +02:00
c5e893897e
Changed 2 errors to just an if.
2023-06-15 15:42:07 +02:00
21003539a3
Added warning for the android editor that android will kill the game after a few seconds if it's opened in the same window as the editor and then it goes to the backgond. Should be still enough to see what's the issue of you don't intentionally debug break though.
2023-06-15 12:04:38 +02:00
6c70361a07
Fix debugging on the android editor.
2023-06-15 11:30:26 +02:00
c978f27634
Implemented switching between the running game and the editor in the android editor.
2023-06-15 10:21:23 +02:00
c68ec30899
Fix warning in the android editor.
2023-06-15 10:20:18 +02:00
5879f0849f
Fix codestyle warning.
2023-06-14 14:45:08 +02:00
1a5cba555c
Backported godot4 PR: Support threads in the script debugger
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* 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
4b9989b553
Committing small change on test docs re-extraction.
2023-06-13 18:20:18 +02:00
fe56b4c6b5
Fixed up the remaining newly extracted class doc xmls.
2023-06-13 18:19:02 +02:00
3346381a95
Skeleton doc small fixes.
2023-06-13 18:07:33 +02:00
24df83cd32
Added more newly extracted class docs.
2023-06-13 17:55:03 +02:00
b7a369a5e1
Add missing classes to the editor_code_editor module's class list.
2023-06-13 17:52:54 +02:00
0ef48bfbf9
gltf module doc classes small update.
2023-06-13 17:46:49 +02:00
34630ffd40
Fix registering types in the gltf module.
2023-06-13 17:35:54 +02:00
8d679355df
Re-extracted class docs pt3.
2023-06-13 17:34:41 +02:00
a7f1f3356c
Re-extracted class docs pt2.
2023-06-13 16:51:37 +02:00
ee6f207b0d
Re-extracted class docs pt1.
2023-06-13 15:22:43 +02:00
decade59c8
Implemented a new ProcessGroup Node. It can be used to multithread scenes updates.
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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
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* 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