Commit Graph

229 Commits

Author SHA1 Message Date
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
e9bb723975 Backported some improvements to Transform2D from Godot4. Also bound all eligible methods. 2022-08-14 19:19:51 +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
662c3a7e88 Also did Rect2i. 2022-08-14 14:00:32 +02:00
899ac5cbd8 Backported some improvements to Rect2 from Godot4. Also bound all eligible methods. 2022-08-14 13:15:22 +02:00
7650103ce7 Backported some improvements to Plane from Godot4. Also bound all eligible methods. 2022-08-14 10:52:57 +02:00
c7d2307bd5 Backported some of the improvements to Color from Godot4. Also bound all eligible methods. 2022-08-14 01:08:59 +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
c991043c95 Backported improvements to AABB from Godot 4. Also made sure all eligible methods are bound. 2022-08-13 18:21:54 +02:00
6523457c0f Backported the improvements to the Math class from Godot4. 2022-08-13 16:49:47 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
ec9eb18aaf Backported from Godot4: Make blend animation to use ResetTrack as default value - TokageItLab
860fac4e6f
2022-08-12 17:16:52 +02:00
d1fe0ae433 Backported from Godot4: Fix blend animation to solve TRS track bug & blend order inconsistency - TokageItLab
b06d253920
2022-08-12 16:48:31 +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
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
5cd0ea7e60 Fix serializing variants into binary files. 2022-08-09 15:50:30 +02:00
6decccc54f Now Color::clamp() actually has an implementation. 2022-08-08 18:00:42 +02:00
0517f3e462 Fix _scs_create's implementation. 2022-08-08 17:58:43 +02:00
a23d917937 use the proper _NO_DISCARD_ macro. 2022-08-08 17:36:15 +02:00
0b1ae86963 Backported the improvements to StringName from Godot4. 2022-08-08 17:26:23 +02:00
89b1ed9263 Ported contains for String from Godot4. 2022-08-08 16:06:34 +02:00
ffd29397f8 Added clamp() to color from Godot4. 2022-08-08 02:52:30 +02:00
eff5153375 Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image. 2022-08-08 02:39:21 +02:00
2e30e9f2d6 Ported uri_encode and uri_decode to String from Godot4. 2022-08-08 01:28:25 +02:00
ba00b5bf91 Added char utils header from godot4. 2022-08-08 01:27:57 +02:00
ae7d514cf3 Added set_column to Basis. 2022-08-08 01:18:58 +02:00
4090cb34d7 Backported helper classes to pair.h from Godot4. 2022-08-08 00:05:12 +02:00
37eb131c50 Uncommented hashing methods for the new types. 2022-08-07 23:31:58 +02:00
31603bec29 Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants. 2022-08-07 23:30:31 +02:00
705643310e Ported the improvements to the hash funcs from Godot4. 2022-08-07 23:22:21 +02:00
ef5f5f6da4 Fix more includes. 2022-08-07 22:45:50 +02:00
b31e09f884 Added RBMap and EBSet from godot4. 2022-08-07 21:38:22 +02:00
e15630d7f2 Added more helper methods to DirAccessRef and FileAccessRef. Also smaller cleanups. 2022-08-07 21:16:11 +02:00
10e87baee9 Added hash_set from godot4. 2022-08-07 21:08:37 +02:00
9e4ac41f4a Added a new templated WeakRef (WRef) class. 2022-08-04 14:31:00 +02:00
Rémi Verschelde
2ca1470010 File: Re-add support to skip CR (\r) in File::get_as_text
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.

For performance this is done directly in `String::parse_utf8`.

Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.

Supersedes #63717.

(cherry picked from commit 1418f97c70a5551bdbfeea853cbc479b32ea9e08)
2022-08-02 17:58:32 +02:00
0095078e25 Fixed an another warning on the pi. 2022-08-02 00:22:41 +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
9f5fb428ab Ported: Add error messages and docs to explain restrictions when calling NetworkedMultiplayerCustom.initialize()
- dsnopek
5eaf83f2d7
2022-07-30 00:49:12 +02:00
641c15f906 Ported: [3.x] HTML5: Add support for Input.vibrate_handheld() - pattlebass
fb7ecc748f
2022-07-30 00:29:14 +02:00
a917d1bed4 Ported: Address remaining scoped storage regressions
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
- m4gr3d
fc2c202312
2022-07-29 23:48:31 +02:00
Ricardo Buring
899a41e0d7 Fixup BVH debugging statements 2022-07-29 23:20:04 +02:00
Fredia Huya-Kouadio
361b5b23f7 Address slow copy performance when using the FileAccessFilesystemJAndroid implementation.
Read/write ops for this implementation are done through the java layer via jni, and so for good performance, it's key to avoid numerous repeated small read/write ops due the jni overhead.

The alternative is to allocate a (conversatively-sized) large buffer to reduce the number of read/write ops over the jni boundary.
2022-07-29 22:35:08 +02:00
7161d7bc29 Ported: Add NetworkedMultiplayerCustom so high-level multiplayer backends can be added from GDScript. - dsnopek
8ad5889c1a
2022-07-29 22:19:12 +02:00
fabriceci
dfd8e09953 Fix the calculation of the angular velocity when the rotation speed is not high.
(cherry picked from commit db7c91e0ada0c91ba48269cf3cc217631ca33bba)
2022-07-29 22:00:03 +02:00
Pedro J. Estébanez
a58186c82a Use the right memory ordering in SafeNumeric operations
(cherry picked from commit 02a584d8e68fad988fbbe43e05f8437284c00733)
2022-07-29 21:58:53 +02:00
9af3a7a709 Ported sort() for poolVectors from 7b8b91f505 . 2022-07-29 21:18:44 +02:00
88fe196e79 Ported: [3.x, macOS, Windows, X11] Add stylus inverted/eraser support to InputEventMouseMotion event.
- hansemro
193d5c11f3
2022-07-29 20:31:16 +02:00
Wilson E. Alvarez
756795a486 Add error messages to String::bin_to_int64, and accept capital B in prefix
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-29 19:56:15 +02:00
Wilson E. Alvarez
71fe78538f Add error messages String::hex_to_int functions, and accept capital X in prefix
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-29 19:55:58 +02:00
9d76074b58 Ported: Add full support for Android scoped storage.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
- m4gr3d
24e3b3b88d
2022-07-29 19:24:07 +02:00
Haoyu Qiu
1d2b59b941 Check thread func in base scripts for argument info 2022-07-29 17:59:32 +02:00
Estelle Linkpy Reid
6c65c86669 Corrected InputEventKey::as_text to return a non-empty string for physical keys. 2022-07-29 16:42:10 +02:00
Rémi Verschelde
c2d36b2c34 Errors: Fallback to fprintf if OS singleton doesn't exist
Otherwise we would crash if something prints an error before init or
after destruction of the `OS` singleton which handles printing/logging.

(cherry picked from commit c83084fccb4cdc42d2ca324c974ace0cf974630d)
2022-07-29 16:31:28 +02:00
Marcel Admiraal
24d15ae3f7 Ensure AudioFrame variables l and r are always initialised
(cherry picked from commit d3f099457226ab833127ca66f5876855a9f2da0f)
2022-07-29 11:02:34 +02:00
8ca3043a28 Ported: ProjectSettings: Ensure 'editor/' settings aren't nested
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
- akien-mga
acd4a01b8c
2022-07-29 10:45:12 +02:00
Theraot
375670222d Added missing p_bidirectional to AStar2D methods
The methods disconnect_points and are_points_connected  now have an optional p_bidirectional parameter matching AStar.

(cherry picked from commit 3590cdfd34eea8dda746d7db1c7e5a79af389026)
2022-07-29 09:13:46 +02:00
Yuri Rubinsky
1a68039fcf Fix wrapf to correct wrap values with 0.1 stepping
(cherry picked from commit 09418afbc0b5a5642448786751b590352ee6cf97)
2022-07-29 09:08:06 +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
802779db24 Ported: Use ThreadWorkPool instead of thread_process_array in NavMap - adamscott
7749346f48
2022-07-28 22:33:00 +02:00
152f9728b0 Ported: [Windows, 3.x] Add support for handling network share paths. - bruvzg
11a7997a67
2022-07-28 19:33:43 +02:00
942b6d9938 Ported: Make Input mouse_mode and use_accumulated_input properties - fire-forge, timothyqiu
53c01540d9
2022-07-28 18:54:48 +02:00
kobewi
202fb33685 Add Dictionary.merge()
(cherry picked from commit a0915e6dee4e54563a98ca6adb8968dbdcea1af1)
2022-07-28 14:59:15 +02:00
sps1112
8e229841be Bind vararg method flag in core constants
(cherry picked from commit 1f361b03678893cd6328702383fce6dc062e7e57)
2022-07-28 14:56:33 +02:00
lawnjelly
693c503213 Optimized Mesh Merging
Changes from PoolVector to LocalVector and pre-reserving vectors rather than push_back.
2022-07-28 13:46:56 +02:00
lawnjelly
c0c72eed7b Force unsigned behaviour for bitfield enums
Some compilers (notably MSVC) were using signed values for bitfield enums. This was causing problems where 2 bits were used to store 4 or less enum values, where they were being treated as negative numbers.

This PR explicitly requests these enums to be treated as unsigned values.
2022-07-28 13:45:51 +02:00
Aaron Franke
9a35bce6cb Improve architectures in OS::has_feature and make it work on MSVC 2022-07-28 13:43:46 +02:00
Haoyu Qiu
98eb7db8b1 Fix String.http_escape on Windows 2022-07-28 13:36:49 +02:00
Univeous
e943c7c81c fix get_meta() with defalt value 2022-07-28 10:19:20 +02:00
Hugo Locurcio
0b8e21cf74 Tweak 64-bit integer overflow message to mention that it's a signed type
(cherry picked from commit 7b5bf3af192be83afab19bbfcd029d97af0da8cd)
2022-07-27 23:11:15 +02:00