31bcbb0184
Hide the transform gizmo while editing a mesh data resource.
2022-08-20 01:42:19 +02:00
3220e9c592
Now in order to edit MeshDataInstance a new edit mode has to be togged from the top bar. While this mode is enabled the edited MeshDatainstace can't be deselected. Also now Mesh Data Editor's sidebar will only be visible in this mode, along with the editor gizmo.
2022-08-20 01:33:02 +02:00
95767b2cea
Moved the editor only modules to a new editor_modules folder.
2022-08-19 22:46:53 +02:00
1ef37c61c2
Moved http server simple to it's own module.
2022-08-19 22:09:30 +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
2a13c65298
Ported: Visual/Physics/Navigation Servers validate RIDs with documentation update - tinmanjuggernaut
...
2be0738304
2022-08-19 02:52:31 +02:00
f1c29650eb
Ported: Fix TileMap error msg when optional navigation node is not set
...
Fixes TileMap error msg spam when bake_navigation=true but the optional and depr navigation node is not set.
- smix8
30d4555c65
2022-08-19 01:55:37 +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
9d0c889583
Added a few small networking related helper methods to Node. Made the rpc macros in Entity use them.
2022-08-19 00:36:24 +02:00
1dc5d84196
Moved visibility rpcs (vrpc) from Entity to Node. Also added an unreliable variant.
2022-08-19 00:04:38 +02:00
98e649489f
Now the TextEditor won't open a file multiple times, instead it will just switch to the proper tab.
2022-08-18 22:31:48 +02:00
1d101bfea1
Now the TextEditor addon will add it's own "create file" entry to the editor's filesystem dock.
2022-08-18 21:35:02 +02:00
e019ccc64b
Now text files will show up in the editor if the text editor plugin is enabled. Also clicking them will open them in the text editor.
2022-08-18 20:36:36 +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
23610db948
Fix build.
2022-08-18 13:04:52 +02:00
6ff120dc85
Moved the old module dependencies to the new system.
2022-08-18 12:53:49 +02:00
91fe9ed8ca
Backported: [Scons] Implement module dependency sorting.
...
Modules can now call:
env.module_add_dependencies(name: str, deps: list, optional: bool)
To add required or optional dependencies during the "can_build" step.
Required dependencies will be checked and the module will be not be
enabled when they are missing, printing a warning to notify the user.
- Faless
951a1016d3
2022-08-18 12:44:45 +02:00
4732493761
Backported: SCons: Validate dependencies for linked multimedia modules
...
This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.
- akien-mga
7c74312217
2022-08-18 12:25:38 +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
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
220954cf08
Backported most of the improvements to String from Godot4.
2022-08-15 22:54:03 +02:00
5cd44e02d0
Backported the improvements to Transform from Godot4.
2022-08-14 20:35:11 +02:00
e4cad690a3
Renamed elements in Transform2D to columns.
2022-08-14 15:37:05 +02:00
d9a8497546
Renamed translate in Transform2D to translate_local.
2022-08-14 14:59:46 +02:00
170a41ca82
Backported improvements to Basis from Godot4. Also bound all eligible methods.
2022-08-14 00:18:21 +02:00
d9e094ab9a
Renamed elements in Basis to rows.
2022-08-13 19:07:59 +02:00
730bce8587
Renamed Quat to Quaternion for consistency with the other engine math classes.
2022-08-13 15:22:33 +02:00
f423b30714
Backported from Godot4: Fix secondary handles in editor gizmos
...
Primary and secondary handles are no longer differentiated by their ids, so a bool was added to tell them apart in all the handle-related methods.
Includes a minor fix in CollisionPolygon3DEditor, unrelated to editor gizmos.
- JFonS
5ebea2d120
2022-08-12 22:21:00 +02:00
a84be665ec
Use AnimationPlayer's root property instead of just getting it's parent when exprting a GLTFDocument.
2022-08-12 13:59:27 +02:00
82550d10e3
Also update BoneAttachment handling code.
2022-08-12 12:58:04 +02:00
d5158716d9
Update the logic of _convert_animation_track in GLTFDocument.
2022-08-12 12:57:02 +02:00
e3918692a3
Backported from Godot 4: Fixed animation insertion in SkeletonEditor - TokageItLab
...
653e2a550c
2022-08-12 01:34:45 +02:00
9d9271b518
Removed the SNAME macro, I'll probably keep static counting support for StringNames though.
2022-08-11 20:22:51 +02:00
6825202490
Removed warning.
2022-08-11 20:11:43 +02:00
5e3c3ff4d0
Ported from Godot4: Implement global rest - TokageItLab
...
4d4ffa3a2c
2022-08-11 20:10:26 +02:00
da62c587e8
Ported from Godot4: get rid set_bone_pose and fix some function in SkeletonEditor - TokageItLab
...
8e9897b6de
2022-08-11 19:57:23 +02:00
109a0ca81b
Ported from Godot4: Remove REST transform influence in skeleton bones
...
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
- reduz
2dc823273e
2022-08-11 19:06:33 +02:00
92600420ba
Backported from Godot4: Implemented SkeletonEditorGizmo.
...
-TokageItLab, lyuma
f2e9867e9f
- It still has some issues, as this one works differently than the 3.x version, they will be fixed later.
2022-08-11 17:31:02 +02:00
3cbdd9cfa1
Removed Module prefix / infix from the skeleton editor's classes. Also now the module only has one EditorPlugin.
2022-08-11 10:59:22 +02:00
b6eb2db442
Backported returning AfterGUIInput from forward_spatial_gui_input from Godot4. Also removed the first index parameter. This fully broke the skeleton editor, it will be fixed soon.
2022-08-11 02:24:30 +02:00
58539a22b6
Backported from Godot4: Node3D gizmo improvements
...
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
- JFonS
cfb555a081
- Note: MeshDataResourceEditor is now kind of painful to use, it will be fixed a bit later.
2022-08-11 01:24:29 +02:00
ed5024d3c3
Moved AnimationPlayerEditor::singleton to private, and added getter method for it.
2022-08-10 18:53:15 +02:00
7e451e0f30
Removed the built in SkeletonSpatialGizmoPlugin. (The skeleton editor module used to remove it anyway.)
2022-08-10 14:44:15 +02:00
07fa703645
Improvements to the skeleton's gizmo. It still has issues though. I'll get back to it later.
2022-08-10 14:28:26 +02:00
73fa94274b
Fixed the bone editor's bone tree.
2022-08-10 12:51:20 +02:00
22ce231a4e
Backported from Godot 4: New and improved IK system for Skeleton3D
...
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.
This work was sponsored by GSoC 2020 and TwistedTwigleg
Full list of changes:
* Adds a SkeletonModification3D resource
* This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
* This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in it's own file
* Several changes to Skeletons, listed below:
* Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
* So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
* Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
* Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
* New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
* Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
* BoneAttachment3D node is now completely standalone in its functionality.
* This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
* BoneAttachment3D now can be set either using the index or the bone name.
* BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
* BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
- TwistedTwigleg
5ffed49907
Note: It still needs some work.
2022-08-10 01:01:38 +02:00
cf918406ae
Renamed Skeleton's skeleton_updated signal to pose_updated to make the following backports that much easier.
2022-08-09 22:31:17 +02:00
a478334d4a
Backported from Godot master: Made low level changes to the Skeleton3D class and Skeleton3D inspector. Changes listed below:
...
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
- TwistedTwigleg
24905becb2
- Also fixed smaller issues.
2022-08-09 21:57:46 +02:00
3b0c27d89c
Fixed the skeleton editor.
2022-08-09 18:32:39 +02:00
6d293dc7a3
Removed Transform type track from the Animation. This leaves a few things, like the skeleton editor broken, it will be fixed soon.
2022-08-09 17:40:42 +02:00
8fd473f685
Backported: "Remove animation 3D transform track, replace by loc/rot/scale tracks" from Godot4.
...
ec19ed3723
Its a bit broken right now, more patches need to be ported. Also I kept the Transform track for now, and I did not touch the gltf module yet.
2022-08-08 23:49:18 +02:00
d89dc61436
Switched back to the old gltf module. Apparently this one can export aswell.
2022-08-08 19:45:06 +02:00
9ae0437034
Backported and added EditorSceneFormatImporterFBX and EditorSceneFormatImporterGLTF to the build.
2022-08-08 18:52:58 +02:00
f086cf4128
Now GLTFDocument can be built.
2022-08-08 18:01:02 +02:00
42607ee8ca
Lots of work on GLTFDocument.
2022-08-08 02:53:46 +02:00
341b1a105f
Update method in GLTFDocumentExtensionConvertImporterMesh.
2022-08-08 00:52:21 +02:00
b28af3a912
Proper 3.x style bindings for GLTFDocumentExtension.
2022-08-08 00:50:00 +02:00
53fcf8b2d3
Cleaned GLTFDocumentExtensionConvertImporterMesh too.
2022-08-08 00:43:26 +02:00
5e5ae40009
Cleaned up GLTFDocumentExtension aswell.
2022-08-08 00:39:35 +02:00
2f9608aa65
GLTFState is also in the build now.
2022-08-08 00:23:19 +02:00
435a59947a
Cleaned up and added GLTF helper methods to the build.
2022-08-08 00:20:08 +02:00
5ac0285ea4
More fixes.
2022-08-07 22:53:31 +02:00
cda00a7b80
Fixed most includes.
2022-08-07 21:52:04 +02:00
23c2a98ee1
Deapplied ec19ed3723
from the gltf module for now.
2022-08-07 21:36:44 +02:00
7dd9df5e86
Backport FileAccess and DirAccess usage.
2022-08-07 21:26:40 +02:00
1bc7531da7
Remove Gridmap and CSG support from the gltf module.
2022-08-07 21:02:32 +02:00
fc7f3857da
Mass replace godot4 class names to 3.x.
2022-08-07 21:00:54 +02:00
81dc812e6f
Move include guards to the top of the files.
2022-08-07 20:56:19 +02:00
7c4416503e
Replaced the gltf modlue to the one in godot4. It's currently disabled by default while it can't be built.
2022-08-07 20:52:06 +02:00
f8ac4e5708
Check whether the gltf module is enabled or not before trying to use it.
2022-08-07 20:50:41 +02:00
8e6e429653
Removed unnecessary import.
2022-08-07 20:49:57 +02:00
81145db235
Actually check whether modules are enabled, not just for their existence in mesh_data_resource's SCsub.
2022-08-07 20:49:29 +02:00
2aa3fa0468
Fix typo, and init variable to 0.
2022-07-31 18:03:18 +02:00
068143691c
Added simple scaling for uvs for TiledWalls.
2022-07-31 14:52:58 +02:00
1a7c404a17
Implemented texture scale for TiledWalls.
2022-07-31 14:47:23 +02:00
40d9d6b49b
Implemented handling the new collider_z_offset property for merged TiledWalls.
2022-07-31 14:04:26 +02:00
0227b18d06
Codestyle fixes.
2022-07-31 13:43:36 +02:00
9771f1af99
Codestyle fixes.
2022-07-31 13:36:54 +02:00
f5b3262bde
Fix setter type.
2022-07-31 13:31:14 +02:00
27eafa074e
Fixed the 2 add methods in TiledWallData.
2022-07-31 13:22:55 +02:00
71f9dd4cd2
Added collider z offset, and texture scale parameters to TiledWallData. Also smaller fixes and codestyle improvements.
2022-07-31 11:29:03 +02:00
9a79a37ec9
Codestyle fixes for the PropMesher.
2022-07-31 11:01:57 +02:00
ec789f1b87
Fixed the property validation for aura triggers and aura stat attributes in Spell.
2022-07-31 00:19:25 +02:00
40ed18dd0d
Remove accidental import.
2022-07-31 00:02:31 +02:00
c4e7bc1c45
Reused the old unused PROPERTY_HINT_SPRITE_FRAMES as PROPERTY_HINT_BUTTON. It allows you to add buttons to the inspectors.
2022-07-31 00:01:58 +02:00
249dd4d661
Updated property hints for variant arrays.
2022-07-30 21:58:40 +02:00
65afe14ca4
Ported: [3.5] Replace Navigation std::vector use with LocalVector
...
Replace Navigation std::vector use with LocalVector.
- smix8
d0a78d05eb
2022-07-30 00:44:53 +02:00
bd391e6fc7
Did the same change to cscript aswell.
2022-07-29 23:07:19 +02:00
Dallon Feldner
90707b7098
Don't print redundant errors when parsing GDScript
2022-07-29 23:04:16 +02:00
Haoyu Qiu
ba8978a0ac
Fix doc for print_debug
2022-07-29 22:34:21 +02:00
c569ecfad1
Ported: TileMapEditor Fix interrupted erasing not being properly finished - kleonc
...
66551a94be
2022-07-29 22:06:26 +02:00
PZerua
8841a5f056
Fix light intensity and attenuation import from GLTF
...
(cherry picked from commit aa7ab96e7163578f0318546b0b39a4d962e88511)
2022-07-29 19:59:16 +02:00
8fb683fe5d
Also port hte previous fix to cscript.
2022-07-29 19:55:28 +02:00
janglee
47ddf3a7c9
GDScript: Fix autocompletetion showing class names with an underscore
...
Fixes #35469 .
2022-07-29 19:54:50 +02:00
11a92cfe27
Ported: Add NavigationServer map_force_update() function
...
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
- smix8
721c99a530
2022-07-29 17:56:48 +02:00
da20b32f66
Ported: Add NavigationServer.region_owns_point() helper function
...
Adds a helper function to check if a world space position is currently owned by a navigation region.
- smix8
f0069cc1e9
2022-07-29 17:52:38 +02:00
f811d48449
Ported: Add Navigation function to get all navigation maps
...
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
- smix8
38ee593b76
2022-07-29 17:49:24 +02:00
César Izurieta
28aaf7cc78
Fix gltf texture filename decoding
2022-07-29 17:37:32 +02:00
smix8
149baac627
Disable thread-unsafe EditorProgress for navmesh baking
...
Disables navmesh baking EditorProgress for now until fixed as EditorProgress is not thread-safe and uses hacks and Main::iteration() for steps which can result in random crashes when baking navmesh.
(cherry picked from commit 24bb0af4a9ae7d2c9f56c20f3d3c6a4568fc9bf5)
2022-07-29 12:16:02 +02:00
8b63c97000
Ported: Print NavMap error only once for invalid NavMesh.- fire
...
bcd92b8aa0
2022-07-29 10:14:05 +02:00
smix8
6a01f2b717
Fix crash of navigation agents callback when object is invalid
...
Fix crash of navigation agents callback when object is invalid.
(cherry picked from commit bc38ebe4f07724850095094873d1b42bf914c6f3)
2022-07-29 09:04:03 +02:00
bb5acfd745
Ported: [3.5] Update NavigationServer backport
...
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
2022-07-28 22:34:28 +02:00
Lyuma
19b13f9bdc
gltf: Allow more than 4 joints but warn and ignore them.
2022-07-28 19:03:48 +02:00
a166b71594
Ported: [3.5] Fix TileMap texture offset for navigationmesh and collisionshapes - smix8
...
e9ca65207e
2022-07-28 14:38:19 +02:00
SnailRhymer
cdc646fd63
Make Lookup Symbol recognize assert, preload, and yield in the script editor
2022-07-28 13:36:19 +02:00
smix8
62e781b914
Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty
...
Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty
(cherry picked from commit caceceab0819dca9da4ca3c268bc07ded933e332)
2022-07-28 11:52:25 +02:00
f22e67a07c
Fix typo.
2022-07-28 11:01:41 +02:00
1ffafee7b1
Ported: Fix TileSetEditor wrong NavigationPolygon format
...
TileSets created and stored NavigationPolyons in a format that did not work for Navigation.
- smix8
1bac95b166
2022-07-28 10:58:21 +02:00
60b854d657
Ported: Make Navigation Agents and Obstacles respect parent process mode
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Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
- smix8
88acb5b798
2022-07-27 20:07:55 +02:00
9f1607fcd8
Ported: rvo2: Sync with upstream commit bfc0486
...
snape/RVO2-3D@bfc0486
- akien-mga
52da1bcdca
2022-07-27 19:55:02 +02:00
bruvzg
ecb3ea9021
FreeType: Update to version 2.12.1
...
(cherry picked from commit 93fba7ead33b45a6f9904ab6a69ada72e8564230)
2022-07-27 19:38:59 +02:00
9d0982d0e2
Fix an another unused variable.
2022-07-27 19:19:50 +02:00
32037fc73c
Fix compile.
2022-07-27 19:13:29 +02:00
3b49fd6c70
Fix an another unused variable found by emscripten.
2022-07-27 19:09:59 +02:00
smix8
63a51b546e
Clamp NavigationMesh sample_distance above zero
...
While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.
This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.
(cherry picked from commit e33fa9d8331f38c8c404b9d6ea286eacb503d3bb)
2022-07-27 19:05:26 +02:00
8ef56d4752
Fix unused variable found by emscripten in sqlite3.c.
2022-07-27 19:04:04 +02:00
08c0756260
Ported: Add NavigationServer2D/3D API functions to find missing RID info
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Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....
Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
- smix8
3977eb9107
2022-07-27 18:58:09 +02:00
smix8
9c8238ba72
Add Warning to NavigationMesh bake when source geometry is suspiciously big
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Adds Warning when users try to bake a NavigationMesh with suspiciously big source geometry and small cellsizes as this baking process will likely fail or result in a NavigationMesh that will create serious pathfinding performance issues.
(cherry picked from commit 79511af7c94b447409d10194239069facef9c4a0)
2022-07-27 18:42:48 +02:00
24eccc4281
Ported: Fix warnings found by Emscripten 3.1.10
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Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.
- akien-mga
5e693b6d84
2022-07-27 18:39:35 +02:00
Haoyu Qiu
4e256ef76f
Improve documentation of rand_range
2022-07-27 14:38:52 +02:00
trollodel
a50758b8f6
Use CollisionObject3D API when baking the navmesh with static colliders, instead of collecting CollisionShape3D nodes
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(cherry picked from commit 72c37c4bcd50e34b81c3dc5a2c5b8112014cc525)
2022-07-27 14:33:31 +02:00
Haoyu Qiu
4fe20cbfb1
Document lerp_angle behavior when angles are approximately PI apart
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(cherry picked from commit 492903a0b221ac50c5db0426d22db2457f946b58)
2022-07-27 14:29:11 +02:00
2c4a3f686b
ported: Expose tile_texture property - KoBeWi
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0b5289cadf
2022-07-27 14:19:41 +02:00
a9df89703c
Ported: TileMap: Use const ref for all Vector2 parameters - akien-mga
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2834332591
2022-07-27 13:54:29 +02:00
04e45474bb
Also apply the previous fix to cscript.
2022-07-27 13:38:43 +02:00
Haoyu Qiu
cdeba9e5d1
Fix incorrect usage for some export variables
2022-07-27 13:37:40 +02:00
Hugo Locurcio
fc041bf980
Document that glTF classes are only usable in editor builds
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Run-time glTF saving/loading is only available in Godot 4.0,
not Godot 3.x.
2022-07-26 15:10:11 +02:00
Pawel Lampe
cf84a36352
Fix crash in GodotNavigationServer::map_get_path
, fixes #60413
2022-07-26 15:09:40 +02:00
kleonc
4c27d02012
NavMap::get_path Fix not resetting least_cost_id
2022-07-26 12:56:54 +02:00
Oğuzhan Eroğlu
95e6e47f88
Added set_extra_headers() to WebSocketServer
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(cherry picked from commit fd4341fba46b8e78eea2e7efeae74038f7f55c4b)
2022-07-26 12:43:31 +02:00
8275f6b161
Ported: Add missing argument names in bindings - akien-mga
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21c3048397
2022-07-25 23:51:34 +02:00
35eabcb846
Ported: Fix navmesh baking, fixes #57148
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- improved mesh data calculation from standalone static colliders so that no
VisualServer calls are performed - and thus no VS mutexes need to
be locked in case of on-thread baking
- improved the same for GridMap's static colliders
- Scony
3035b9c44c
2022-07-25 22:57:51 +02:00
7747a3e85a
Ported: Free region RID when cleaning NavPoly in TileMap - timothyqiu
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5c039ccc72
2022-07-25 22:34:05 +02:00
e8f8904e56
Ported:
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Use 3001 instead of 1001 when destroying a websocket. - jasonwinterpixel
1f080e203d
2022-07-25 19:00:33 +02:00
a4e1126d45
Re-format file.
2022-07-25 18:59:57 +02:00
Pawel Lampe
0909a9adb5
Fix get_simple_path
behavior in 2D, fixes #56852
2022-07-25 18:02:26 +02:00
09acb9bfeb
Added an api to the web server simple to add / remove mime types from scripts.
2022-07-24 18:09:45 +02:00
e0b2f048c2
Cleaned up and added UserManagerDB to the build.
2022-07-24 16:26:23 +02:00
13f0e82b6c
Cleanups to the web server.
2022-07-24 15:33:32 +02:00
a1a94ab94e
Went back from using an RWLock to a Mutex in WebServerSimple.
2022-07-24 15:15:08 +02:00
9106b5685e
Removed multiple poll thread support related things from the web server, that was a bad idea. Also implemented single threaded mode.
2022-07-24 15:10:42 +02:00
731dbb427c
Replace the mutex in the web server to an rwlock.
2022-07-24 14:27:58 +02:00
275c11cc6b
Don't let changing properties if the server is running.
2022-07-24 14:18:04 +02:00
d55b66b7ff
Only start the server thread when it's actually needed.
2022-07-24 14:15:00 +02:00
057d937d8f
Added more binds to WebServerSimple.
2022-07-24 13:53:55 +02:00
3956c88859
Added threading settings binds to the SimpleWebServer.
2022-07-24 13:40:58 +02:00
aa8c6b35d1
IMplemented threading for the simple web server.
2022-07-24 13:19:21 +02:00
7d3486e5ee
Now the simple server is using a List in a thread safe way.
2022-07-24 11:53:16 +02:00
492f29163c
Refactored the SimpleHTTPServer to be able to multi thread it a bit later.
2022-07-24 02:40:39 +02:00
4baf5ed2da
Remove unused method.
2022-07-24 02:00:53 +02:00
2db29ae49f
Add Entity like to_dict and from_dict support to User, alongside to_json and from_json.
2022-07-24 01:42:55 +02:00
b479b6a1ab
Added a new UserModule class. It can be used to easily add data to Users.
2022-07-24 01:08:56 +02:00
ae36b35436
Reimplemented UserLogoutWebPage.
2022-07-23 22:37:21 +02:00
299f714ed9
Fix memory allocation using new int HTTPSessionManager. Also small cleanups.
2022-07-23 22:37:11 +02:00
97dd727ee1
Reimplemented UserSettingsWebPage.
2022-07-23 22:22:08 +02:00
a5a327ad35
Reimplemented UserRegisterWebPage.
2022-07-23 22:08:07 +02:00
abb875f8a5
Use length() instead of size() for strings in the FormValidators.
2022-07-23 22:07:49 +02:00
c6191e1c26
Reimplemented UserLoginWebPage.
2022-07-23 20:33:10 +02:00
d0c99d0ef6
Set the user's id after creation.
2022-07-23 20:32:42 +02:00
40df361d7c
Implemented UserWebPage.
2022-07-23 19:29:51 +02:00
41d32e3b35
Reimplemented migrations support.
2022-07-23 14:46:05 +02:00
eb4875de4c
Added table version getters and setters to the DatabaseConnection.
2022-07-23 14:45:34 +02:00
0cac8406ec
Added binds + methods to the DatabaseManager, and set it up as a singleton.
2022-07-23 13:37:24 +02:00
0c1d58f921
Cleanups to the todos, and some notes.
2022-07-23 12:25:11 +02:00
05fd41c5ac
Added back md parsing support for the rest of the WebNodes that used to support it.
2022-07-23 02:44:55 +02:00
0f39a8f6ac
Added back md parsing support to StaticWebPage.
2022-07-23 02:34:41 +02:00
853480a492
Added a new AliasWebPage WebNode.
2022-07-23 02:06:11 +02:00
db70692e73
Also renamed the classes themselves.
2022-07-23 01:35:22 +02:00
2cae30fcdf
Renamed some webnode files. I want to make their names a bit more standardized.
2022-07-23 01:20:43 +02:00
ed92564261
Added a new RedirectWebPage WebNode.
2022-07-23 00:54:26 +02:00
16fda02f48
Added the new user web page classes to the build. They still need binds, so they won't do anything at the moment.
2022-07-22 14:52:55 +02:00
3028c08e9e
Cleaned up the user web nodes.
2022-07-22 14:41:51 +02:00
b6253d1a68
Duplicated UserController into different files, to break it up.
2022-07-22 13:40:22 +02:00
a94e95ce06
Cleaned up UserController.
2022-07-22 12:09:00 +02:00
cf3c24381d
Improve the binds in WebServer.
2022-07-22 12:05:05 +02:00
caa93f89b0
Uncommented / fixed the methods that take WebServerRequest in HTMLBuilder and it's bind class.
2022-07-22 11:45:12 +02:00
0eba7b461f
Created UserManagerDB from UserController code. It's not yet in the build.
2022-07-22 10:16:49 +02:00
8236c509c8
Added user_id property to User, and also did some improvements to it's api.
2022-07-22 10:00:07 +02:00
fa768d2474
Remove the middleware from the user controller file.
2022-07-22 09:47:24 +02:00
30e3fd8faf
Fix typo.
2022-07-21 23:58:34 +02:00
cc42e1b526
Also renamed it's file.
2022-07-21 23:58:21 +02:00
7f58857334
Cleaned up and added the UserSessionSetup Middleware to the build.
2022-07-21 23:56:29 +02:00
a791c8f4b8
HTTPSession's get_int now has a default parameter.
2022-07-21 23:55:33 +02:00
129a2a830d
Moved a few folder in the users module.
2022-07-21 23:32:44 +02:00
31ee15432b
Notes.
2022-07-21 23:31:37 +02:00
5d260fd68d
Cleanups to WebServerRequest.
2022-07-21 23:25:04 +02:00
9232d5b5bb
Renamed the user middleware class.
2022-07-21 23:02:36 +02:00
10e86e1f16
Moved the UserController file.
2022-07-21 23:00:28 +02:00
c227dad81c
Add the web module to the users module as a dependency. (It's only going to be optional though.)
2022-07-21 22:58:12 +02:00
ed9aa722a3
Actually bind get_server(), and get_web_root() in WebServerRequest.
2022-07-21 22:37:55 +02:00
1f62ad89ff
Fix get_server() in WebNode.
2022-07-21 22:31:48 +02:00
f7cc2df683
Fix UserManagerFile. It's not that good for now, but I need a prototype UserManager implementation that can easily create save and load users.
2022-07-21 20:39:15 +02:00
d025937074
Make UserManagers register themselves.
2022-07-21 19:48:37 +02:00
a349dbd762
Fix potential crash.
2022-07-21 19:48:08 +02:00
7f03c8b429
Added a new UserManagerFile.
2022-07-21 19:33:04 +02:00
589844c827
Added an RWLock to User.
2022-07-21 18:19:40 +02:00
0ef9dc8fcf
Added a few bindings to UserManagerStatic to help with creating users form the editor.
2022-07-21 18:08:52 +02:00
7989cfabc4
Removed the user parameter from the User's hash methods.
2022-07-21 17:43:35 +02:00
be68b69b65
Created a new UserManagerStatic class.
2022-07-21 17:31:14 +02:00
0854b8999d
Now the SimpleWebServer will properly set the Request's http method.
2022-07-21 16:06:06 +02:00
e52a188794
Implement parsing cookies in the requests for the SimpleWebServer.
2022-07-21 15:51:44 +02:00
e7e95a677a
API improvements for WebServerCookie, also now it should be able to properly generate cookie response header strings.
2022-07-21 15:36:04 +02:00
ca08fe3de2
Reworked the Web Server's Cookie API.
2022-07-21 14:05:55 +02:00
9d07a6b271
Implement handling http status codes for responses.
2022-07-21 12:26:39 +02:00
7fa4125463
Small temporary typo fix.
2022-07-21 00:54:51 +02:00
061fb42165
Also implement urlenc (default) form data.
2022-07-21 00:28:57 +02:00
55eaf521b4
Rework the multipart parser code to also work with binary files.
2022-07-20 22:53:55 +02:00
25dda93577
Implement handling multipart forms for the WebServer. It will need some changes to work with binary files though.
2022-07-20 21:29:59 +02:00
2648034425
Layout work for form parsing.
2022-07-20 16:28:37 +02:00
88bc492eb1
Also avoid maybe uninitialized warning.
2022-07-20 00:44:17 +02:00
37fdc4938f
Fix shadowed declaration warning in hoedown.
2022-07-20 00:40:49 +02:00
76a0124b88
Implement MarkdownRender's logic.
2022-07-20 00:36:59 +02:00
453a03d0eb
Added a MArkdownRenderer class, and the hoedown library. It's not yet implemented.
2022-07-19 22:37:41 +02:00
e96b28c76b
Register both classes to the ClassDB, and added missing methods.
2022-07-19 20:36:54 +02:00
147568b18d
Bindings for the BBCodeParser.
2022-07-19 20:28:26 +02:00
aa85a21418
Added bindings for HTMLParser.
2022-07-19 20:21:28 +02:00
d786fb5722
More fixes.
2022-07-19 19:26:24 +02:00
30c3baba7c
Added binding methods to BBCodeParser.
2022-07-19 19:20:34 +02:00
2b631968d5
Added binding methods to HTMLParser.
2022-07-19 19:07:50 +02:00
f69cd86e5c
My BBCode parser now also inherith from Reference.
2022-07-19 14:27:01 +02:00
661ba986d7
Small tweaks.
2022-07-19 14:26:40 +02:00
e4e2bea570
HTMLParser and it's helper classes inherit from Reference now.
2022-07-19 13:58:26 +02:00
94f953494a
Implement the actual addon refresh / reload logic, alongside a few smaller logic tweaks.
2022-07-17 01:22:39 +02:00
91387222ce
Implement addon discovering for the plugin refresher module.
2022-07-17 00:40:08 +02:00
60a2fcf304
Added the settings dialog for the plugin refresher.
2022-07-16 23:20:43 +02:00
69f3a5229d
Added a new plugin_refresher module. It's only a skeleton for now. Same idea as the godot-plugin-refresher addon, but done a bit differently.
2022-07-16 21:42:46 +02:00
4faf01a1c1
Added a readme for the tx editor.
2022-07-16 15:50:42 +02:00
c228d921e4
Fixed CSV preview.
2022-07-16 15:32:23 +02:00
00d6e0a628
Hide the search bar by default.
2022-07-16 15:16:43 +02:00
b70482d246
Reuse CodeEditor's SearchBar class for TextEditor.
2022-07-16 15:07:48 +02:00
196c136181
Removed the search and replace box from the text editor.
2022-07-16 15:00:34 +02:00
8133312970
Fix typos.
2022-07-16 00:40:09 +02:00
22b4fbb357
Reimplemented missing initialization for the classes that need it.
2022-07-16 00:36:35 +02:00
383475a650
Use better icon.
2022-07-16 00:28:36 +02:00
72edf6db9c
Remove unneeded file.
2022-07-16 00:25:24 +02:00
e42ff580e4
Finished cleaning up text editor and added everything to the build. It doesn't work properly yet though.
2022-07-16 00:23:07 +02:00
5444e99213
Cleaned up the editor plugin.
2022-07-15 22:35:29 +02:00