23 KiB
Changelog
All notable changes to this project will be documented in this file.
[Master]
[3.9.0]
Added
Engine
Backported everything up to and including 6812e66f33
Merge commit: 3c39bc365f
WIP
Added a strip script. Fix jni class access string. Also check whether the armhf builds have finished at the end of the build all script. Rename linux armhf executables at the end of the build all linux script.
Fix the build commands for armhf x11. Don't try to include x86 assembly into non-x86 based platforms when cross compiling the x11 platform on x86.
Fix osx build commands in the build all script. Fixed the javascript build container. Also downgraded emscripten for now to avoid warning spam because of a deprecation on their end. Now the podman build all script has the ability to easily set the build name.
Don't remove the module config file in the build all script anymore. Fix voxelman's editor setting.
Fixed the osx docker container. Replaces the default project editor icon, and the logo editor icon. Moved podman linux build commands to a new script. Initial update / small cleanup pass on the build all script. Pass all arguments into the build commands in the podman builkd all file instead of the hardcoded -j4. Updated the build consatiners based on changes from godot's.
Remove 32 bit linux dockerfle. Set version to stable instead of release_candidate. Added a new command line option to help with generating version.txt for tpz files. Remove unused code.
Update hungarian translation from godot. Added RTileMap and RTileSet compatibility classes. Moved TileMap and TileSet's docs to their module.
Renamed RTileMap ro TileMap and RTileSet to TileSet, as it does not need to be able to live alongside Godot's TileMap anymore. Add msvc versions of the no-rtti and no-exceptions options. (They got disabled later temporarily) Use FALLTHROUGH macro instead on fallthrough; Windows x86 github action.
Now all gozmo plugins return gizmo names properly. Get gizmo names using the proper method for the toggle popup in the SpatialEditor.
Fix errors on new scene creation. Added back GridMap support for the NavigationMeshGenerator. Added back GridMap support for the GLTF module. Added back RTileSet export aswell.
Fix setting all EDITOR_DEFs for the gridmap editor. Now MeshLibraryEditorPlugin registers itself to the export as menu. Remove unused file selector from EditorNode. Moved the gltf export to the convert scene menu. Now menu items can be added to the convert menu in the editor.
Added back the GridMap module. Updated frt2 to the latest. Added nissing projection * projection Variant operator.
Moved from the TERRAMAN_2D_PRESENT define to the module system's equivalent define aswell. Replaced MESH_UTILS_PRESENT defines aswell. Replaced PROPS_2D_PRESENT define for the module system's equivalent. Moved away from the MESH_DATA_RESOURCE_PRESENT define aswell. Also mvoed away from the TERRAMAN_PRESENT define. Also moved away from the old VOXELMAN_PRESENT macro. Also replaced the old PROPS_PRESENT defines with the module system's generated defines.
Replaced the old TEXTURE_PACKER_PRESENT defines with the module system's generated defines. Fix the job name of the android editor's github action. Fixed PluginRefresher when a project only has one addon. Added an option to automatically reload or save instead of asking what to do after a file changed outside the editor. Now the target fps is customizable for ThreadPool when threading is not enabled. Fix race condition.
Fix setter parameter types for ThreadPool. Updated the example build config file. Now ThreadPool should properly handle when use_threads changes. Moved ThreadPool to core. Also it can change it's thread count now when it has time for it. Now ThreadPool uses a List internally as a queue inetad of a Vector.
Fix build when 3d is off. Improved PaintWindow mouse emulation from touch support a bit more. Fix PaintWindow with mouse emulation from touch. Added a few getters and setters to the PaintWindow. Small fixes to the World override system. Still needs work though. Now only one override is allowed per World, as there is really no reason to have support for more than one per world pair. This fixes lots of issues with the system.
Fix more issues with World overrides. Now Cameras use Worlds directly instead of Viewports. Work on fixing the remaining issues / error messages with World overrides.
Don't apply World override in the editor. Now CanvasItems work with World overrides aswell. Move Cameras into the new 3d world on override. More work on World override support. Work on the ability for overriding Worlds. Move World2D and World3D related things to World from Viewport. Reordered Viewport. Added a new World class and made Viewport inherit from it.
Added _3d postfix to the end of the World3D related getters and setters in Viewport. Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D. Renamed World to World3D.
Fix build when the new skeleton 3d module is disabled. Moved Skeleton and it's related classes to a module. Add all doc classes to the new module's config.py. Moved Skeleton2D and it's related classes into a module. Now the project setup script's module folders are customizable.
Fix requesting write locks in WebNodes. Now String and CharString Types properly move the null terminator on resize and remove. Small improvements to the simple web server. Added enctype and multipart form helpers to HTMLTag. Added rows and cols to HTMLTag.
Fix default argument for the binding of WebServerRequest::send_redirect. Fix: WebPermission was meant to be a Resource. Now get_global in Engine won't print an error if the global isn't exists, instead it will just return null. Now Camera2Ds handle being current properly, and also more intuituvely.
Also made it a singleton. Added an extension api for the WebNodeEditor. Renamed WebEditor* to WebNodeEditor*. Renamed the web editor's files. Actually register EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals.
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.)
Now the return value discarded warning is disabled by default in gdscript and cscript. Put variables at the bottom of the Engine singleton. Added proper multi part form parsing support for the simple web server. Add quotes when passing the custom module folders parameter. Now the app project helper build script supports custom module folders. Fix mimetype handling in the simle server. Also added a few misisng ones. Fixed rendering the menu of the BrowsableFolderServeWebPage and StaticWebPage.
[3.8.0]
Added
Engine
Backported everything up to and including 989d5990ad
Core
- Added a new templated WeakRef (WRef) class.
- Added hash_set from godot4.
- Added RBMap and RBSet from godot4.
- Backported helper classes to pair.h from Godot4.
- Ported the improvements to the hash funcs from Godot4.
- Backported the improvements to the Math class from Godot4.
- Added Vector4, Vector4i, and projection classes from Godot4.
- Backported almost all improvements to core math classes from Godot4. Also bound all eligible methods.
- 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.
- Backported the improvements to StringName from Godot4.
- Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image.
- Added more helper methods to DirAccessRef and FileAccessRef. Also smaller cleanups.
SceneTree
- Backported from Godot4: Node3D gizmo improvements, including subgizmos.
- Backported: returning AfterGUIInput from forward_spatial_gui_input from Godot4. Also removed the first index parameter.
- Renamed AFTER_GUI_INPUT_DESELECT to AFTER_GUI_INPUT_NO_DESELECT.
- Backported: add viewport.get_camera_2d()
Editor
- Now full screen editor plugins have the ability to hide their tab button in the top bar.
- Now the editor won't treat a hidden main button as an indicator that their editor plugin is disabled. This behavior was used to be a part of editor feature profiles, which I removed a long time ago.
Nodes
- Backported ImporterMesh and ImporterMeshInstance3D from Godot4.
- Backported ImmediateMesh from Godot4.
Skeletons
- Backported some of the improvements to BoneAttachment from Godot4.
- Backported most improvements to Skeleton from Godot4.
- Backported: "Remove animation 3D transform track, replace by loc/rot/scale tracks" from Godot4.
- Backported Godot4's skeleton editor.
- Backported from Godot 4: New and improved IK system for Skeleton3D.
- Backported from Godot 4: New and improved IK system for Skeleton2D.
- Ported from Godot4: Remove REST transform influence in skeleton bones. (This means that: 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).)
Networking
- Removed rsets.
- Moved visibility rpcs (vrpc) from Entity to Node. Also added an unreliable variant.
- Added a few small networking related helper methods to Node. Made the rpc macros in Entity use them.
- Removed deprecated enum values from multiplayerPeer.
- 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.
Modules
- Backported: [Scons] Implement module dependency sorting.
- Moved http server simple to it's own module.
- Moved the editor only modules to a new editor_modules folder.
- Removed stub module.
TextEditor
- 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.
- Now custom file creation entries can be added to the editor's FilesystemDock.
- Now the TextEditor addon will add it's own "create file" entry to the editor's filesystem dock.
- Now the TextEditor won't open a file multiple times, instead it will just switch to the proper tab.
Web
- Added web node editor plugin.
- Added icons for web nodes.
- Also created full documentation for most of the classes in the web module, and added descriptions and brief descriptions everything, except a few small helper utilities.
Users
Added icons for User, and user web pages. Added icons for the UserManagers. Added an icon for UserModule.
MeshDataResource
- Added an icon for MeshDataResource, MeshDataInstance, and for the meshDataInstance editor toggle.
- 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.
- The transform gizmo is hidden now while editing a mesh data resource.
Changed
- Renamed Quat to Quaternion for consistency with the other engine math classes.
- Removed CameraMatrix, and switched to Projection.
- Now all Variant math types are structs.
- Ported form godot4: Reformat structure string operators.
- Backported from Godot4: Cleaned up Hash Functions. Clean up and do fixes to hash functions and newly introduced murmur3 hashes.
- Restructured the core folder's directory.
- Added theme infix to the theme helper methods in Control.
- Renamed the VisualServer to RenderingServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files.
Fixed
- Actually check whether modules are enabled, not just for their existence in mesh_data_resource's SCsub.
- Check whether the gltf module is enabled or not before trying to use it.
- Main build script: Properly set module_ name _enabled in environment to false for modules that get disabled using can_build().
- Fix serializing variants into binary files.
- Use AnimationPlayer's root property instead of just getting it's parent when exprting a GLTFDocument.
- Use string length() instead of size() as it was intended in HTMLParser, and BBCodeParser.
- HTMLParser now properly parses doctype in a case insensitive way. Also improved an error message a bit.
Removed
- Removed AnimationTreePlayer, as it was deprecated (and also practically unusable).
[3.7.0]
Added
Modules
- Ported my web framework setup from rcpp_framework to a new web module, alongside with lots of improvements to make it fit the engine better. Also implemented a simple webserver that uses built in sockets.
- Ported my database setup from rcpp_framework to a new databases module, alongside with lots of improvements to make it fit the engine better.
- ported my user management setup from rcpp_framework to a new user module, alongside with lots of improvements to make it fit the engine better.
- Created a new cscript module, it's currently only a simplified gdscript implementation.
- Simplified, refactored and ported https://github.com/fenix-hub/godot-engine.file-editor to an engine module. (The refactered gdscript codebase is here: https://github.com/Relintai/godot-engine.file-editor )
- Created a new plugin_refresher module. It can be used to quickly enable / disable addons. You can enable it in the ProjectSettings->Plugins tab. Right click the refresher icon to select the plugin that you want to refresh, left click the same icon to actyally refresh it.
props
- TiledWalls got a new collider_z_offset property, which allows you to offset the generated collider shape.
- TiledWalls also got a new texture_scaling property.
Other
- Added a new property hint (PROPERTY_HINT_BUTTON) that can be used with NIL properties to add buttons to the inspector.
- Lots of TODOs.
Ports
- Ported all commits that I thought would be useful since the last set of backports from upstream godot 3.x.
Changed
- Disabled nullptr modernization in clang tidy.
- updated the build container scripts.
Fixed
- Lights.
- Codestyle in a few files.
Modules
entity_spell_system
- Fixed the property validation for aura triggers and aura stat attributes in Spell.
props
- Fixed the 2 add methods in TiledWallData.
[3.6.0]
Added
Core
- Added contains(), find(), and clear() to PoolVector. Also added bindings for them.
- Added a bound core logger class.
Modules
- Ported the mesh data editor addon to c++, and now it's a part of the mesh_data_resource module.
- Ported my fork of Godoxel to c++, and now it's part of the engine. (paint module)
- Added a new wfc (WaweFormCollapse) module. I used https://github.com/math-fehr/fast-wfc 's code as a base for it. Samples repository: https://github.com/Relintai/wfc_module_samples
- Ported mat_maker_gd to c++, and now it's part of the engine. (material_maker module)
Module - Props
- Added Z-offset support for TiledWalls. It can be used to offset wall tiles to create 3d wall features. It's missing collider support at the moment.
Other
- Added TODO.md.
- Added some of my game project helper scripts, and made them work from their new place.
UI
- Ported the EditorZoomWidget from Godot4.
Platform
- Added frt1 (https://github.com/efornara/frt/tree/1.x).
- Added efornara's frt2 platform. (https://github.com/efornara/frt - 2.0 branch). It won't build when selected right now, due to core changes.
Removed
Modules
- webp.
- webm.
- remnants of libvpx, and libwebp, and xatlas.
Fixed
Platform
- Fixed low processor mode on android. The fix was inspired by https://github.com/godotengine/godot/pull/59606, although I did it differently.
Engine
- Fix compile when using llvm on linux.
Modules
- Set Prop2D and Prop module's convert button style to flat, so it's in the expected style.
[3.5.0]
Added
Modules
- [Entity Spell System] - An entity and spell system c++ godot engine module, for complex (optionally multiplayer) RPGs.
- [Terraman] - Terrain and building engine for godot based on voxelman.
- [Voxelman] - A c++ voxel engine module for godot.
- [Props] - A godot engine module to help with creating/optimizing in-game props.
- [Terraman2D] - 2D Terrain and building engine for godot based on terraman.
- [Props2D] - A godot engine module to help with creating/optimizing in-game 2D props.
- [Thread Pool] - A c++ Godot engine module which makes it easy to run methods in threads.
- [Texture Packer] - A c++ Godot engine module, to layer, pack, and merge textures at runtime.
- [Mesh Data Resource] - A Godot c++ engine module. It adds a data-only mesh type with an importer.
- [Mesh Utils] - A c++ Godot engine module containing utilites for working with mehses (Like simplification).
- [Godot Fastnoise] - Zylann's godot_fastnoise, but with compile fixes for 4.0, and a Resource class.
- [UI Extensions] - Small extensions engine module for GODOT.
- [Skeleton Editor] - Godot engine module version of TokageItLab's skeleton editor pr, that got deprecated, but [my godot fork] has it fully implemented.
- [rtile_map] - Godot's tilemap, with a few additional features.
- Ported NetworkedController & SceneRewinder (https://github.com/godotengine/godot/pull/37200).
Engine
- Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, and StringName as core classes.
- Added an is_null() helper method to Variant.
- Backported the 3.x android editor port pr by m4gr3d and thebestnom. (https://github.com/godotengine/godot/pull/57747)
- Added most of the build tools from the broken seals repo, and cleaned them up a bit.
Other
- Added the build containers from BrokenSeals.
Changed
Engine
- Added options for disabling RTTI and exceptions for every platform, and by default I disabled them.
- Reworked the help menu.
- Replaced the godot icon.
- Mass replaced the word godot to pandemonium.
Modules
- Removed all godot version support code from my modules. Along with some macros.
Branding
- Rebranded the engine. Also managed to create an icon for it.
- New default color scheme.
Internals
- On the c++ side I moved lots of includes from the headers to the cpp files to hopefully improve compile and recompile times.
- Moved the include guards to the very top of files. This can potentially speed up builds as the compiler should be able to reject headers simpler.
Removed
Modules
- gridmap
- mono
- denoise
- lightmapper_cpu
- lightmap_raycast
- gdnative
- webxr
- visual_script
- csg
- fbx
- xatlas_unwrap
- arvr
- camera
- movile_vr
- jsonrpc
- webrtc
- bullet
Core classes
- Lightmapper
- BakedLightmap
- Particles, Particles2D. (Kept CPUParticles, CPUParticles2D!)
Rendering
- GLES3, along with the VisualServer methods that are not supported in GLES2.
- Removed GIProbes.
- Removed lightmap captures.
Platforms
- UWP (I was never once able to succesfully set up the environment for it to compile during the last 3 years).
Editor
- Removed the collada importer.
- Removed the obj importer.
- Removed the default skjeleton editor.
- Removed the AssetLibrary.
- Removed VisualShaders.
- Removed the editor feature profiles.
- Removed the VCS plugin.
- Removed TileMap and TileSet. They are still available through the rtile_map module though.
- Removed the ARVR singleton.
- Removed the Camera singleton.
- Removed the editor asset installer.
- Removed the gdscript language server.
- Removed the downloader from the export templates manager.
- Removed the translations, except for hungarian, as I won't be able to keep them updated.
- Removed the online docs link from the top of the script editor.
module: ui_extensions
- Removed TMeshInstance, and changed the core MeshInstance to wrok the way I need it instead.
other
- Removed the github issue tamplates.
Fixed
Modules
- Added material cache support for Voxelman, and Terraman's bake texture mesher step type.
Editor Docs
- Fixed all warnings.
Editor Docs
- Limited the length of the default parameter in the class docs. This fixed the properties display for classes like Entity.
Other
- Github actions have been simplifed and fixed.
- Godot's regression test tool have been updated / fixed.
- Fixed all crashed the regression test tool found by throwing invalid / unexpected arguments at methods.
- Cleanups to the docs.
- Fix errors / update the osx scripts.
- Annotated the podman build all script better, also changed the log file names, and added more variants.
- improvements and fixes to the build container.