Commit Graph

59 Commits

Author SHA1 Message Date
eb8943a4f6 Backported from godot4: Add Path2D/3D debug options
- smix8
e12e239ab4
2023-09-02 11:38:01 +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
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
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
ca982ac507 Ported: Add benchmark logic
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
- m4gr3d
Also contains some mouse pointer improvements.
2023-05-01 15:32:01 +02:00
45ffb33025 Add init() virtual methods to the navigation servers. 2023-04-16 18:23:56 +02:00
aabd293f3b Allocate the selected navigation srevers. 2023-04-16 18:20:15 +02:00
f6c1c1dc8d Move NavigationServer2d's forwarding logic to the navigation module as a new derived class. 2023-04-16 18:11:15 +02:00
75ed28f2b3 Ported: iOS: Fix memory leak on touch input
Replaces iOS gesture with touch implementation
Fixes 66422
Remove godot_view_gesture_recognizer
It's now unused.
Remove input_devices/pointing/ios/touch_delay
Unused with removal of gesture.
Remove unused methods from interface
Implementation made obsolete in prior commit
Style conformance
- tbveralrud
28b11a0785
2023-03-12 14:08:29 +01:00
6026725f3b Renamed ScriptEditor to EditorScriptEditor. 2023-02-18 16:52:26 +01:00
990f8aaecd Prefix filenames in the editor_script_editor module with editor_. 2023-02-18 16:22:59 +01:00
6e88ad5bae Moved the editor_code_editor module to the editor_modules folder. 2023-02-18 15:45:50 +01:00
a14821587f Renamed the code_editor module to editor_code_editor. 2023-02-18 15:31:58 +01:00
65c91c6899 Moved ScriptEditorPlugin and ScriptEditor out from the editor folder. 2023-02-18 15:08:56 +01:00
e32e63242b Moved ScriptEditor and ScriptEditorPlugin to a new editor subfolder. 2023-02-18 14:36:51 +01:00
4dd84847eb Moved ScriptEditor to it's own file. 2023-02-18 13:22:43 +01:00
8d7090241a Make sure that the editor can be built even when the new code_editor module is disabled. 2023-02-17 23:20:10 +01:00
2cd4e4d828 Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
1b0aac6028 Renamed Map to RBMap. 2023-01-15 19:12:50 +01:00
b1362141e2 Unly call module editor initialization level when the editor hint is set. 2023-01-15 17:09:46 +01:00
227e32b67c Now modules make use of the new registration levels. 2023-01-15 17:04:00 +01:00
e9a19c1a66 Added module initialization levels (similar idea to what's in godot4, although I added more). 2023-01-15 11:46:13 +01:00
Hugo Locurcio
854fcdc5d6 Fix Driver Name editor setting not requiring an editor restart 2022-12-22 14:33:51 +01:00
smix8
d6b6d6668e Move navigation server finalize before physics server
Moves finalize_navigation_server() before physics server (and also OS in 3.x). The NavigationServer command queue can have objects from other servers like physics or visuals so it needs to be flushed before.
2022-12-22 14:26:19 +01:00
19efacc416 Ported: Fix 'save & restart' logic for the Android Editor - m4gr3d
5aab84befb
2022-11-30 18:12:43 +01:00
Zach Coleman
6fd82aca20 Add ProMotion Support to iOS Exports 2022-11-13 00:51:09 +01:00
Zach Coleman
8b12c8babf Add iOS UI Options 2022-11-13 00:50:47 +01:00
5088db36f4 Added a new command line option to help with generating version.txt for tpz files. 2022-10-11 12:31:56 +02:00
Danil Alexeev
c7f001ccf5 Add boot splash display time setting
Implements #8867.

(cherry picked from commit dad9683d11ca174cf50d0039fb0f05fb7439984f)
2022-09-16 21:19:03 +02:00
e2d42db711 Also renamed the files. 2022-08-19 21:24:36 +02:00
cffe742085 Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files. 2022-08-19 20:50:20 +02:00
9757c39f05 Moved a few more core classes. 2022-08-17 17:43:49 +02:00
99e94b08c4 Moved base input related classes to core/input. 2022-08-17 17:02:24 +02:00
04feb63860 Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
220b2db443 Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
dc9cc716c7 Moved Object related classes under core/object. 2022-08-17 13:45:14 +02:00
e7100658d4 Ported: Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1. - Bromeon
861e155543
2022-07-29 21:45:04 +02:00
d10acf7390 Ported: Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward. - Bromeon
da78e92321
2022-07-29 21:35:41 +02:00
2efb934953 Revert "Command line arguments '--version' and '--help' return exit code 0 instead of 255"
This reverts commit bfdfdac24b.
2022-07-29 16:35:28 +02:00
Jan Haller
bfdfdac24b Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward.

(cherry picked from commit e3a8edf536ab8115594b0d6c3efa0603e71825ad)
2022-07-29 16:30:46 +02:00
b7d07a4487 Ported: Tweak default crash handler message in exported projects
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.
Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
- Calinou
bec892c010
2022-07-29 10:17:20 +02:00
Hugo Locurcio
32e7e19475 Add a property hint for the iOS touch delay project setting
(cherry picked from commit 21da2fbbb08664c7cedac450d7e7331a6f270ade)
2022-07-29 09:11:42 +02:00
Hugo Locurcio
47ee0bcee2 Hide the first --print-fps outputs after the engine has started
The first 2 or 3 prints are inaccurate since the engine has just
started at that point.

(cherry picked from commit 2d56dfb746fb05c8cab090e4b411b1987e990fca)
2022-07-27 19:40:40 +02:00
kobewi
e4133904a2 Move Display settings higher in the list
(cherry picked from commit 739242dd04d16f85d542bcf9a29aa44402410481)
2022-07-27 18:44:38 +02:00
18bb8e671a Ported: [3.x] [Debugger] Add --debug-server CLI option.
Automatically starts the editor debug server at given <IP>:<PORT>.
E.g.:
 # Run editor and debug server listening on any interface, port 8080
godot3 -e --path proj/proj_empty --debug-server *:8080
 # Run the godot project connecting to that debug server.
godot3 --path proj/proj_empty --remote-debug 127.0.0.1:8080
- Faless
225e75daba
2022-07-27 15:07:09 +02:00
lawnjelly
da628411d2 Physics Interpolation - Flush transforms after physics tick
Leftover transforms from the physics tick were being flushed during idle, which was causing problems for physics interpolation.

This PR flushes the transforms at the end of the physics tick when physics interpolation is active.
2022-07-27 14:14:36 +02:00
Jason Yundt
983eec5521 Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes #59884.

(cherry picked from commit 1cc7e7ec33a652647d63cb32fa164eceef87c653)
2022-07-26 12:34:50 +02:00