Commit Graph

200 Commits

Author SHA1 Message Date
bruvzg
b7d732b782 Add arch flag to assembler to fix build on ARM64 macOS / iOS.
(cherry picked from commit b767d2e0fdf835dc181bb21c8be69a35671b60b8)
2022-09-16 21:41:56 +02:00
a9eb3a52a3 Ported: zstd: Update to upstream version 1.5.2
Release notes:
- https://github.com/facebook/zstd/releases/tag/v1.5.1
- https://github.com/facebook/zstd/releases/tag/v1.5.2
-akien-mga
bda382684f
2022-09-16 21:31:55 +02:00
Marcin Nowak
a697c239b8 Backport panning strength parameters from 4.0 2022-09-16 19:44:55 +02:00
7dd2bce61b Now ThreadPool should properly handle when use_threads changes. 2022-09-10 04:34:36 +02:00
27316923d3 Moved ThreadPool to core. Also it can change it's thread count now when it has time for it. 2022-09-10 04:16:50 +02:00
0f841bac29 Now String and CharString Types properly move the null terminator on resize and remove. 2022-08-26 15:10:56 +02:00
f9de65e101 Now get_global in Engine won't print an error if the global isn't exists, instead it will just return null. 2022-08-25 11:25:12 +02:00
4f9dd569b8 Now the Engine has methods to store globals (custom singletons). They are mostly meant for classes like EditorInterface, SpatialEditor, and plugin scripts that need a singleton for in-editor use. In essence it provides easy and side effect less access for classes that might not be present on every run. (For example gdscript recognizes normal singletons as keywords, but not these.) 2022-08-23 13:13:39 +02:00
94dfea6391 Put variables at the bottom of the Engine singleton. 2022-08-23 11:55:54 +02:00
45bec656d5 Small cleanups and fixes to StringName. Also increased it's internal table's size. 2022-08-22 01:44:53 +02:00
e2d42db711 Also renamed the files. 2022-08-19 21:24:36 +02:00
58da70524b Ported: Add support for multiple virtual keyboard types - brianwinterpixel
ce24b48e50
2022-08-19 16:18:53 +02:00
59f4eb55d9 Ported: Fix mouse speed not changing fast enough
- Uses all accumulated movements when calculating speed
- Discards old accumulated movements
- Sets last mouse speed to zero when there is no movement
- madmiraal
3d96d7d9fb
2022-08-19 02:46:03 +02:00
88d6ef51eb Removed additional direct script rpc mode query when sending rpcs, in order to simplify that codepath as much as possible. Also removed the remote, remotesync etc. keywords from gdscript, as now they won't work anymore. Node's rpc_config() method should be used instead of marking methods with keywords in scripts. 2022-08-19 01:19:33 +02:00
8809f2b963 Removed deprecated enum values from multiplayerPeer. 2022-08-19 00:39:05 +02:00
44948a6f7a Removed rsets. 2022-08-18 23:04:57 +02:00
6be9bf5dfe Cleaned up and added the skeleton modification stack implementations to the build. Also smaller fixes. 2022-08-18 15:41:28 +02:00
4c4e19223e Added _theme_ infix to the theme helper methods in Control. 2022-08-17 20:57:16 +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
686663d3e4 Moved around more classes in core. 2022-08-17 16:01:01 +02:00
04feb63860 Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
be16fe23ad Moved the error macros. 2022-08-17 15:14:19 +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
9555ee56b9 Moved Variant related classes under a variant folder in core. 2022-08-17 13:17:12 +02:00
388b88678e Moved container related classes in core under a new containers directory. 2022-08-17 12:53:49 +02:00
0d2fc2e9f2 Moved color to core/math. 2022-08-17 11:38:15 +02:00
73709fa1ae Backported from Godot4: Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
- reduz
141c375581
2022-08-17 10:42:50 +02:00
d9669b0ed0 Ported form godot4: Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
-aaronfranke
554c776e08
2022-08-16 22:46:24 +02:00
3b4b25b5f8 Add working bindings for Projection's get_projection_plane. 2022-08-16 22:33:56 +02:00
9e1588160f Now all Variant math types are structs. 2022-08-16 22:09:26 +02:00
e71e3ed897 Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code. 2022-08-16 21:55:56 +02:00
8c2e76840c Removed CameraMatrix, and switched to Projection. 2022-08-16 10:26:35 +02:00
904c88c403 Actually fix sign compare warning. 2022-08-16 01:44:25 +02:00
7e5896d81b Bind everything in String. 2022-08-16 01:41:51 +02:00
eb43e1dfc9 Fixed an another sign compare warning. 2022-08-16 01:23:54 +02:00
b796390962 And an another one. 2022-08-16 00:14:59 +02:00
5f6c223dc4 Fix typo. 2022-08-16 00:14:08 +02:00
c5670d501f Fix an another sign compare warning. 2022-08-16 00:13:07 +02:00
220954cf08 Backported most of the improvements to String from Godot4. 2022-08-15 22:54:03 +02:00
d08526393e Bind everything in Vector3i. 2022-08-15 18:31:59 +02:00
feb5c025cf Bind everything in Vector3. 2022-08-15 18:22:55 +02:00
e4aebe1783 Bind everything in Vector2i. 2022-08-15 17:40:36 +02:00
88fbeb4fe4 Bind everything in Vector2. 2022-08-15 17:20:15 +02:00
608ba7826a Ported improvements to Vector2, Vector2i, Vector3, Vector3i, Vector4, and Vector4i from Godot4. 2022-08-15 16:13:21 +02:00
4cc1e75f69 Backported improvements to Quaternion from Godot4. Also bound all eligible methods. 2022-08-15 13:00:32 +02:00
f73af59416 Bound more methods. 2022-08-15 09:34:29 +02:00
007f728438 Bound all eligible transform methods. 2022-08-15 09:20:47 +02:00
5cd44e02d0 Backported the improvements to Transform from Godot4. 2022-08-14 20:35:11 +02:00