diff --git a/CHANGELOG.md b/CHANGELOG.md index 88d6749..e4bc227 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -5,1643 +5,3 @@ All notable changes to this project will be documented in this file. ## [Master] Nothing yet. - -## [4.1.0] - -### Added - -#### Core - -- Added back the translations from godot. -- Added back missing descriptions to Translation's class docs. -- Added translate_to() method to TranslationServer, and trt() method to Object. This let's you transalte strings into specific (noon app wide) locales. -- Added missing Variant conversion and zero cases. - -#### Docs - -- Added docs for StringName. - -#### Platform - -##### OS - -- Added a new SubProcess class with a Unix and Widnows backend for better process control. -- Updated an another missing OS.run() call. -- Added run, create_process and create_instance helper methods to OS. Inspired by godot4's split of execute. - -##### UWP - -- Added back the uwp platform. It likely won't work for a while. Fixed includes and build. - -#### Scene - -##### GUI - -- Added Toplevel property to Node2D. -- Backported _shortcut_input() virtual from godot4. - -#### Editor - -- Added shortcut for toggling the default bottom menu items. CTRL + ALT + 1 - 5. -- Change the bottom bar collapse shortcut to CTRL (CMD) - U. -- Added a shortcut and button to quickly collapse / close the bottom panel (CTRL-B). -- Backported the new output window from godot4. -- Now custom resources can be exported from/to any scripting language. - -#### Modules - -##### Users - -- Implemented getting users using their email from the UserDB. - -##### GDScript - -- Added setting to enable / disable gdscript's language server. -- Added back the language server for gdscript. -- Implemented a literal syntax for NodePaths in GDScript I decided on using godot4's (^). The doc already said it's '@' but that was wrong. - -##### JSonRPC - -- Added back the jsonrpc module. - -##### Navigation - -- Added init and finish methods to the NavigationMeshGenerator. Also small tweaks in initialization. -- Added finish method to the NavigationServers. - -##### TileMap - -- TileMaps now support navigation map overrides. - -##### Paint - -- Added a new PaintPolygon2D and PaintCurve2D Nodes. - -##### Web - -- Added more mime types by default. -- Added start_on_ready property to WebServerSimple. -- Added a way to customize the doctype declaration the html tag and the body tag to WebServerRequest. - -#### CI - -- Added a note and some commented out commands to the container linux build script. -- Save artifacts for both the server and the http server github actions. -- Added a http server template build github action. - -### Fixed - -#### Core - -- Fix typos in _rpc_id_bind and _rpc_unreliable_id_bind. -- Make sure rpc binds can take both Strings and StringNames as method names. -- Only update the RenderingServer from the Main Thread while in debug break. - -#### Docs - -- Replace navigation demo locations. -- Updated the links in the docs. -- Changed the docs url from godot's to my docs repository. - -#### Platform - -##### Android - -- Fix JNI method names and java class lookup names in the android backend. -- Fix the android lib's package locations. -- Fix the android editor's package locations. - -#### Scene - -##### GUI - -- Set input as handled when processing shortcuts in BaseButton. This fixes the issue when the script editor tab is active and the scene - tree editor is focused, a ctrl+a press both opens the new Node popup and selects all text in the script editor. - -##### Navigation - -- Bind missing method in NavigationServer. -- Fix NavigationObstacle2D::set_navigation. -- Also add docs for the newly bound methods. -- Fix the initial value of _debug_enabled in NavigationServer. -- Fix threaded bake logic in NavigationPolygonInstance and NavigationMeshInstance. -- Bind get_navigation_map and set_navigation_map in NavigationObstacle2D. -- Simplify some logic NavigationObstacle2D. - -#### Modules - -##### Navigation - -- Make sure that all parameters are properly set into PathQueryResults. -- Fix querying paths. - -##### GridMap - -- MeshLibrary's SceneConverter will also processes the navigation layers for the items. -- Use get_navigation_map() in GridMap. -- Fix logic in GridMap::set_navigation_map(). - -##### Web - -- Fix counting children even if the server is running in WebServer::get_configuration_warning(). -- Fix crash in WebServerRequest::get_url_root(). - -### Changed - -#### Editor - -- Prefix messages with their thread id if they aren't coming from the main thread in the editor log. -- The match case option is on by default now when searching in the current file and in files in the editor. -- Removed the text from the layouts buttons in the CanvasItemEditor. -- Replaced the text with an icon on the SpatialEditor's and the CanvasItemEditor's view button. -- Replace the Transform text with an icon in SpatialEditor's toolbar. -- Removed superfluous VSeparator from the SpatialEditor. -- Convert MeshInstanceEditorPlugin's toolbar to the new style. -- Added separators to TerrainWorldEditor and VoxelWorldEditor's toolbars. -- Converted the menu buttons of the Portals and Rooms system to the new style. -- Small tweak to the tooltip of the quick prop convert buttons. -- Never show text for the Convert Rooms button. -- Use an icon for the quick prop conversion buttons instead of text. -- Added a VSeparator to the To Prop editor buttons. -- Group the Anchor and Presets buttons under a common HBoxContainer in CanvasItemEditor. -- Added a VSeparator to the NavigationPolygonEditor and the NavigationMeshEditor. -- Removed the diffferently styled context menu from the SpatialEditor and the CanvasItemEditor. New controls are now added directly to the main FlowContainer, so they wrap properly. While having a different background for context sensitive items can look good, it doesn't work well if it's not per plugin. - -#### Modules - -- Now VoxelWorld and TerrainWorld inherits from Spatial instead of Navigation, and Terrain2DWorld inherits from Node2D insteaf of Navigation2D, as there is now a proper NavigationServer. Also this will make Node hieararchies involvig them more versatile. - -##### CScript - -- The CScript module is now disabled by default. It will get re-enabled once it gets finished. - -##### Navigation - -- Removed cell height getters and setters from the Navigation2DServer. -- Simplifications to NavigationAgent and NavigationAgent2D. -- Bake the NavigationMesh on the main thread in the editor. - -##### Web - -- De default mime type is application/octet-stream now for files in HTTPServerConnection. -- Now HTTPServerSimple sends files in non-blocking mode. -- Send the user's header when sending the file in HTTPServerConnection. -- The mime types dictionary now uses StringName indexes. Also compare against lowercase extensions. -- Changed the default bind host in WebServerSimple to 0.0.0.0 for convenience. - -### Removed - -#### Generic - -- Removed the entire funding.yaml file. -- Removed funding links. - -### Backports - -#### Godot3 - -- Backported everything up to and including https://github.com/godotengine/godot/commit/ab76395144baa431865ef2b39c6c9cfa11b8f154 Merge commit: https://github.com/godotengine/godot/commit/fe7ed984b5a187f0fbdf531fa72f7b7479778d79 - -- Port4ed from godot: Add binary MO translation file support. Add brotli decoder and WOFF2 support. Use smaller .mo files instead of .po, if gettext is available. Convert editor fonts to .woff2 format. - bruvzg https://github.com/godotengine/godot/commit/fd2fba7c2cfa96b0987c3c9f12e304bb2bbd9183 -- Ported from godot: Add context support for editor translation - timothyqiu https://github.com/godotengine/godot/commit/878cf8262a94367f4ffb7c706773075cd563ee38 -- Ported from godot: add support for 3 dir shadow splits - Ansraer https://github.com/godotengine/godot/commit/54bc6a300e4c21579117c1b728042977ee8a1534 -- Ported from godot: CPUParticles2D - Add ability to follow physics interpolated target Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission. - lawnjelly https://github.com/godotengine/godot/commit/3e19cf834aa3116f2e8cc329d232b3e747becfb7 -- Ported: CPUParticles2D - fix interpolated transforms and culling 1) Physics interpolated particles in global mode are specified in global space. In VisualServer they should therefore ignore local transform. 2) Additionally, the expected final_transform should be passed on to children, rather than the identity transform used on the local item. 3) Local bounds in hierarchical culling are fixed for items using identity transform, by calculating their local bound in local space from the global space particles. - lawnjelly https://github.com/godotengine/godot/commit/723632a76a6d88c2f95ef728bbf2f7182cab05a0 -- Ported from godot: Fix Android input routing logic when using a hardware keyboard When a hardware keyboard is connected, all key events come through so we can route them directly to the engine. This is not the case for soft keyboards, for which the current logic was designed as it requires extra processing. - m4gr3d https://github.com/godotengine/godot/commit/620fdd1f078908e665a0eb2dd71306016c785abd -- Fix PopupMenu icon and text not having separation -- BVH - fix axis getting mixed up when split leaf -- BVH - fix not refitting upward from leaf nodes -- Workaround Xcode 15 linker bug. -- Change target version to 11.0+ to fix PCRE SLJIT build. -- Physics Interpolation - automatic resets for Camera2D and TileMap. -- CPUParticles - fix non-interpolated NOTIFICATION_TRANSFORM -- Disable live resize in multithreaded rendering mode. -- Mark debugger limits settings as requiring a restart -- Fix cursor after last character in line counting as a character outside of the viewing area -- mbedtls: Fix UWP arm32 build after 2.28.3 enabled AES-NI intrinsics on MSVC -- Make `TextureButton` and `Button` update on texture change -- Fix AudioEffectRecord circular reference -- Core: Add recursion level check for `VariantWriter::write()` -- Fix TouchScreenButton not redrawn when texture changes -- Fix JavaScript callback memory leak -- Revert "Backport implement loading DDS textures at run-time" -- Ported: Fix binary internal cache not being filled - Razoric480 https://github.com/godotengine/godot/commit/d331e5c7ac4865e9d023ebfbba1bc6473d0ecec6 -- Ported: Force external resources to have their path set - Razoric480 https://github.com/godotengine/godot/commit/420794b61d2c77fe92ed390245b5c8467d30ef0b -- Ported: Fix custom res caching sub-res even if no-cache -Razoric480 https://github.com/godotengine/godot/commit/2ceb93bbeff6f5c7b6eed4ea79aff5f0574f4f92 -- Update the last backported commit. -- Actually use loaded resource cache -- Core: Add recursion level check for `Array` and `Dictionary` hashing -- wslay: Sync with upstream 0e7d106ff from godot. -- recast: Update to upstream version 1.6.0 from Godot. -- mbedtls: Update to upstream version 2.28.4 from Godot. -- SCons: Disable misbehaving MSVC incremental linking -- Ensure `joy_connection_changed` is emitted on the main thread -- Add missing stdint.h includes for GCC 13+ -- Build `JoypadLinux` sandbox detection method only with udev -- Add support for DPAD Center key of Android TV remote controller -- tinyexr: Sync with upstream 1.0.7 -- Update certs (2023.06 revision) -- certs: Sync with Mozilla bundle as of Mar 23, 2023 -- Document the database for `Input.get_joy_name()` and `Input.get_joy_guid()` -- Added a few additional GUIDs to list of hardcoded IDs in is_xinput_device -- Add mono audio support to WASAPI -- Fix the Python type error when creating the .sln file -- add venv and .venv to the .gitignore -- Added note to used set_deferred while setting scroll values in _ready function. -- Fix double tap & drag on Android -- ios splash screen rotation fix -- Add information about how `Engine.time_scale` affects Timers -- Document custom mouse cursors larger than 128×128 potentially having issues -- Fix Windows StringFileInfo structure -- Fix moving position indicator out of bounds in FileAccessMemory -- Document how to use logarithm of base 10 with `log()` -- Fix scrolling behaviour with low page value -- Notify child controls when BackBufferCopy's rect changed -- Fix mesh library remove selected item menu option -- Added code coverate support to Godot -- Add static check for overzealous .gitignores. -- Remove too greedy GCOV ignores from `.gitignore` -- Fix: incorrectly .gitignored files. -- SCons: Enable `/WX` on LINKFLAGS for MSVC with `werror=yes` -- CI: Free disk space on Linux runners -- Update PCK embedding SCons warning message to mention mold linker -- Make PIE relocation detection glibc-only -- Alter linux debug stacktraces handling to support more environments -- Fix crash when calling `fill` method on an empty `Image` -- Fix .gitignore ignores part of the committed repo. -- zstd: Update to upstream version 1.5.5 -- pcre2: Update to upstream version 10.42 (take two) -- miniupnpc: Update to version 2.2.5 -- libpng: Update to upstream 1.6.40 -- Ported: Initialize GLWrapper earlier in Storage::initialize() Make sure `GLWrapper` is initialized before `glActiveTexture` is called by other parts of the storage initialize(), to prevent benign warnings. - lawnjelly https://github.com/godotengine/godot/commit/857d8840262b3339cda05dc77fe28de817322673 -- Ported: Unbind texture slots when changing framebuffer Prevent bugs whereby texture still in use. - lawnjelly https://github.com/godotengine/godot/commit/5e197fd21ea836a632d97e27a3dd5ecfaa8405f8 -- Ported: Hierarchical culling - Add extra check to skeleton_attach_canvas_item Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds. - lawnjelly https://github.com/godotengine/godot/commit/d7cca42ef6c720f455d1cc2c49c8667911f7ad78 -- Ported: Physics Interpolation 2D - reset on NOTIFICATION_ENTER_TREE As a convenience, physics interpolation is reset automatically on entering the tree. This will be desired in most situations, and saves the user having to write code for this explicitly. - lawnjelly https://github.com/godotengine/godot/commit/bcfca5ec8615cf796dcb02d4291d9475feb58031 -- Ported: Physics Interpolation - add support for CPUParticles2D Similar to the existing 3D CPUParticles physics interpolation. - lawnjelly https://github.com/godotengine/godot/commit/a117a3307a9eec69c5ed7c80a0b4eb272fafc474 -- Ported: Fix 2D MultiMesh hierarchical culling Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link. - lawnjelly https://github.com/godotengine/godot/commit/ad577e3c7e5e334144cbe15b46c670aaabb9b871 -- Ported: Add debug_canvas_item_get_local_bound() function to VisualServer Useful for debugging hierarchical culling. - lawnjelly https://github.com/godotengine/godot/commit/61e41cc9a1e22d0b15b8bd06ff848eed5d0f095f -- Ported: 2D Fixed Timestep Interpolation Adds support to canvas items and Camera2D. - lawnjelly https://github.com/godotengine/godot/commit/5162efbfe9daddb9b30c15c906890e0ea4e4213a -- Ported: Physics interpolation - Move out of Scenario -- Remove unused variables. -- Fix non-tools builds. -- Ported: SCons: Disable C++ exception handling -- Fix build. -- Make AnimationNodeBlendTree use OrderedHashMap insteads Map -- GLES2: Make GPU skinning more consistent -- Fix AnimatedSprite normal map loading -- Fix infinite loop on EOF in the command line debugger -- PulseAudio: Remove get_latency() caching -- Back-port notarytool, provisioning profile and PKG export options. -- Fix `ProjectSettings::localize_path` for Windows paths -- Backport AudioStream icons from 4.0 -- Update npm packages -- Prevent double input events on gamepad when running through steam input #79706 -- Update to upstream master. -- Explicitly handle buffer errors in send/recv -- MultiRect - Fix flushing in TextEdit -- Backport implement loading DDS textures at run-time - -#### Godot4 - -- Backported the editor constrol changes for the new shortcut system from godot4. -- Backported the shortcut context system from godot4. -- Backported _shortcut_input() virtual from godot4. -- Backported the CallInputType parameter for SceneTree::_call_input_pause() from godot4. -- Backported the new output window from godot4. -- Backported SceneTree::get_first_node_in_group() from godot4. -- Backported from godot4: Change GridMap navigation_layers to be per mesh_library item Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh. - smix8 https://github.com/godotengine/godot/commit/61f33e205cecc923786fb646f6e325657751a3f5 -- Backported from godot4: Add navigation tutorial links inside class doc Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages. - smix8 https://github.com/godotengine/godot/commit/7506ecc5d96b6a894be05acca61593da73cccb81 -- Backported from godot4: Fix typo and ensure backwards compatibility for changed property names Changes to the name of the `navmesh` and `navpoly` properties on `NavigationRegion` caused navigation data to be lost on load. This PR creates uses `_set`/`_get` to handle compatibility with the older names on load, preserving the data. Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`, and renames the property to remove the `polygon_` prefix which doesn't match the setter/getter. - DarkKilauea, akien-mga https://github.com/godotengine/godot/commit/0572346985eef45123a0f25cbd7c295e06bd9097 -- Simplify some logic in NavigationAgent2D. -- Backported from godot4: NavigationAgent2D, NavigationAgent3D typo fixes Fixed minor spelling errors in the NavigationAgent2D and NavigationAgent3D classes. - JustinDodemaide https://github.com/godotengine/godot/commit/29a228595c1b27b2755b0f5cd3465f05a7604c92 -- Backported from godot4: Fix NavigationAgent continues avoidance velocity Fixes NavigationAgent continues avoidance velocity. - smix8 https://github.com/godotengine/godot/commit/c912df9d0591a7abcab9d0eab5fac80c28117e9f -- Fix the tooltip of the Debug Paths option. -- Fix logic in NavMap::sync(). -- Backported from godot4: Remove SceneTree debug avoidance hint Removes SceneTree debug avoidance hint. - smix8 https://github.com/godotengine/godot/commit/f1d8ddd9bd03ff4debb5345ca302652b5a7858bc -- Backported from godot4: Fix NavigationObstacle2D debug position Fixes NavigationObstacle2D debug position. - smix8 https://github.com/godotengine/godot/commit/25121572947ff524651473bf2fdaaf411c9ef883 -- Backported form godot4: Add NavigationRegion function to change navigation map Adds NavigationRegion function to change navigation map. - smix8 https://github.com/smix8/godot/commit/84647ab09eba232ec7466dda9ce5fa269aad8bf3 -- Backported from godot4: Add NavigationServer API to enable regions and links Adds NavigationServer API to enable regions and links. - smix8 https://github.com/godotengine/godot/commit/69fad39cf5437b45bac2039d864605b2b63b9950 -- Backported from godot4: Update navigation obstacle API Updates navigation obstacle API. - smix8 https://github.com/godotengine/godot/commit/c1fc331b8865bd099df210fa434782bc9b60b2d8 -- Backported from godot4: Add agent pause mode to NavigationServer Adds agent pause mode to NavigationServer. - smix8 https://github.com/godotengine/godot/commit/ae9dd47d0c1c237d0733439862aa5ff651dcac2 -- Backported from godot4: Fix cell_height for navigation meshes Fixes `cell_height` for navigation meshes. - smix8 https://github.com/godotengine/godot/commit/180a5cded1d01e8c8965f009624652ee6ef1807c -- Backported from godot4: Allow negative NavigationAgent2D path debug line_width for thin lines Allows the line_width for NavigationAgent2D path debug to go negativ for thin line rendering. - smix8 https://github.com/godotengine/godot/commit/f6a10c0565e32e0170bcce71635d8bad16077d1d -- Backported from godot4: Fix NavMesh map_update_id returning 0 results in errors - zorbathut https://github.com/godotengine/godot/commit/d0564f2466cec9d0e108cadf18f2aae642c90be7 -- Backported from godot4: Add detail to NavigationAgent signal descriptions Adds detail to NavigationAgent signal descriptions. - smix8 https://github.com/godotengine/godot/commit/99e70ab6efd18c0ed472041dcc2b7b3ae1c22de1 -- Backported from godot4: Fix pathfinding funnel adding unwanted point Fixes pathfinding funnel adding unwanted point due to precision issues. - smix8 https://github.com/godotengine/godot/commit/c51e2644466b96d414d4e42a9cfe283ce1162264 -- Ported from godot4: Fix NavigationAgent position not always updating Fixes NavigationAgent position not always updating. - smix8 https://github.com/godotengine/godot/commit/34bc410fb419cb002dbe6cd676f0ff54fab5db9c -- Ported from godot4: Fix Navigation API abbreviations inconsistency Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav". - smix8 https://github.com/godotengine/godot/commit/34e7628f5f1b419bfed1acd915209347e615bedf -- Add back the missing lines to GridMap's class doc. -- Backported from godot4: Fix NavigationAgent3D debug path duplicated points Fixes duplicated points in NavigationAgent3D debug path. - smix8 https://github.com/godotengine/godot/commit/0b8798a9950ca7a86b1b2e20f69f22ba4396d55a -- Added in missing changes from Add NavigationServer Performance Monitor Adds Performance Monitor for NavigationServer3D.. https://github.com/godotengine/godot/commit/9802914f9793b6888cc70e3d7f0d815bdd5188bb -- Backported from godot4: Expose NavigationAgent path postprocessing and pathfinding algorithm options Exposes the path postprocessing and pathfinding algorithm options of the NavigationAgent internal NavigationPathQueryParameters object. - smix8 https://github.com/godotengine/godot/commit/6e324bb341c795905085e25e7f7c153d89949fa9 -- Backported from godot4: Tweak NavigationAgent3D defaults Tweaks default values for NavigationAgent3D to work better out of the box within a new 3D project. - smix8 https://github.com/godotengine/godot/commit/8be4af38e4a8a99a89cb258315080cf5f495e30f -- Backported from godot4: Unbind NavigationServer3D.process() Unbinds NavigationServer3D.process(). - smix8 https://github.com/godotengine/godot/commit/f1026450bfe9bf4df2e059f220c2e579fa3e4f64 -- Backported from godot4: Improve NavigationServer.free() error msg when RID not found Improves the error msg when NavigationServer.free() does not find the RID e.g. because it was already deleted or did never exist in the first place. - smix8 https://github.com/godotengine/godot/commit/b51cab3411a18d0cce8f3bfd1e849a607ad4cab7 -- Backported from godot4: Tweak NavigationAgent2D defaults Tweaks default values for NavigationAgent2D to work better out of the box within a new 2D project using default resolution. - smix8 https://github.com/godotengine/godot/commit/594ffd220051d3be5b106f097ed8ca3371ab0ca0 -- Backported from godot4: Fix NavigationRegion3D debug mesh rendering twice in Editor Fixes double rendering of NavigationRegion3D debug mesh due to both 3DGizmo and runtime debug rendering the mesh at the same time. - smix8 https://github.com/godotengine/godot/commit/0e4c31ce57443d03a7d223618760998ad807def6 -- Added missing doc for NavigationPolygon's cell_size. -- Backported from godot4: Disable NavigationMesh edge_max_length property by default Disables NavigationMesh edge_max_length property by default. - smix8 https://github.com/godotengine/godot/commit/c63125c31760b4896414cf6e8bd67234c072f9a5 -- Backported from godot4: Add more hints to navigation map cell size errors Adds more hints to navigation map cell size errors. - smix8 https://github.com/godotengine/godot/commit/90e2d9fa7e4def8556919df58680746abe0ce5bf -- Backported from godot4: Change 2D navigation ProjectSettings from integers to floats Changes 2D navigation ProjectSettings from integers to floats. - smix8 https://github.com/godotengine/godot/commit/2852fb43f707789bc05083302b1f2d6a19edec42 -- Backported from godot4: Fix closest possible navigation path position Fixes closest possible navigation path position. - smix8 https://github.com/godotengine/godot/commit/e5c24f7118854d36845af0de81d83da5ec18e2a8 -- Backported from godot4: Fix crash in 'NavigationAgent3D', fixes #78910 - Scony https://github.com/godotengine/godot/commit/fcbb5213922829817b6ee76a15f1e4f7519b51d6 -- Backported from godot4: Remove legacy navigation debug materials Removes legacy navigation debug materials. - smix8 https://github.com/godotengine/godot/commit/1b506cd49cdaa62d8cc8cdd3146007f3bcecf50f -- Backported from godot4: Add NavigationRegion rotation warning Adds NavigationRegion rotation warning. - smix8 https://github.com/godotengine/godot/commit/4d8553ff6310c6f4d3c1dc4c9e2118dcd4570ae8 -- Backported from godot4: Add NavigationPolygon cell_size property - smix8 https://github.com/godotengine/godot/commit/9c8626bfd8b945787aa258c5706a6a2e0578e089 -- Backported from godot4: Improve navigation map synchronisation error msgs Improves navigation map synchronisation error msgs related to mismatch of cell sizes. - smix8 https://github.com/godotengine/godot/commit/7f2417135f75b1bb48d570db41e2127c9585238a -- Backported from godot4: Add navigation map synchronization warnings. - smix8 https://github.com/godotengine/godot/commit/fef7b4efdc5653866a5fba3d2d6a515138c11a99 -- Backported from godot4: Fix --debug-avoidance description. Fixes c&p error in --debug-avoidance description. - smix8 https://github.com/godotengine/godot/commit/d171dfce9a5fcbe89ed5093484c85dab83fe3b88 -- Backported from godot4: Fix NavigationServer free error print Fixes error print for NavigationServer free when a RID can not be found. - smix8 https://github.com/godotengine/godot/commit/73dc680fc127014ad805e5968f98ebb3e0281de7 -- Backported from godot4: Keep NavigationServer active while SceneTree is paused. - smix8 https://github.com/godotengine/godot/commit/4b0dee080e5eba37dd43346c6c02bb7dce2b39e7 -- Backported from godot4: Strip name prefix of navigation agent debug properties in the inspector. - timothyqiu https://github.com/godotengine/godot/commit/65223e98de7504e61b414ff3858c5a2347acae56 -- Backported from godot4: Stops NavigationAgents moving to the world origin without anyone telling them to do so. -smix8 https://github.com/godotengine/godot/commit/860379fc161698234b2757c6f62f8e05fa68ada8 -- Backported from godot4: Add GridMap function to change navigation map for baked navigation regions Adds function to change the navigation map for baked navigation regions. Before all cells with a baked navigation mesh were locked to the default navigation map of the world resource. - smix8 https://github.com/godotengine/godot/commit/41c529a94d7c690dca127bbc4f37c7f65d040f6b -- Backported from godot4: Add Path2D/3D debug options - smix8 https://github.com/godotengine/godot/commit/e12e239ab4a9bb764105e3a0cde284f788cd59b3 -- Ported from godot4: Fix reading Unicode from stdio. - bruvzg https://github.com/godotengine/godot/commit/3d8a942a56e1de32e23cd02eada3899c4d6d1033 -- Pass in variables as intended to CreateProcessW(). -- Ported from Godot4: Fix Windows execute exit code. - bruvzg https://github.com/godotengine/godot/commit/94355249c360be694bdb692f357dc017d742aee7 - -#### Other - -- Ported godot pr: [3.x] Allow exporting custom resources from/to any scripting language (GDScript, VisualScript, C#, NativeScript, PluginScript) - willnationsdev https://github.com/godotengine/godot/pull/44879 Using the rebased version from https://github.com/Atlinx/godot/commit/02d1f70ee5ec1b7bb08bc6dddac7fe39b4727e1e by Atlinx - -## [4.0.0] - -### Added - -#### Core - -- Bind RWLock, so it's accessible to scripts. -- Implemented a new ProcessGroup Node. It can be used to multithread scenes updates. -It was insipred by godot 4's ProcessGroup system, however while Godot 4's implementation tries to hide threaded processing as much as possible, this implementation focuses on making it explicitly known and obvious to the user, in a (hopefully) almost bolierplate free way. Also with the available options this node can be used for other purposes, like multi threaded cron job like method calls when paired with a Timer in manual mode. -- Ported parts of: Refactor Node Processing * Node processing works on the concept of process groups. * A node group can be inherited, run on main thread, or a sub-thread. * Groups can be ordered. * Process priority is now present for physics. This is the first steps towards implementing godotengine/godot-proposals#6424. No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later. - reduz https://github.com/godotengine/godot/commit/98c655ec8db17e50afa58284b1dcad754034db4b - Only got the smaller improvements, and the thread safety for Node and SceneTree. I'm planning to implement a similar system, but I have a different way of doing it in mind. - -#### Modules - -##### CSG - -- Added back the csg module from godot. -- Ported the navigation geometry parsers for the csg module. -- Only build CSGGizmos when building the editor. -- Added back CSG support code I removed. - -##### Web - -- Implemented custom response headers for WebServerRequest. - -##### GDNative - -- Added back gdnative as a built in module. It was worked on in this repository: https://github.com/Relintai/gdnative . - -### Fixed - -- Fix binding inconsistencies. -- Fix property bind inconsistency. -- Fix property binding hints. -- Fix property types. Auras have been merged into Spells a while ago. -- Fix some property names being the same as getters / setters. -- Fixed disrepancies between a few getter and setters. -- Bind missing enum values. -- Fix duplicate parameter names in binding. -- Fix the order of some default arguments in bindings. - -#### Core - -- Fix building with ptrcall on. -- Fix the return type of PoolVector::count(). -- Added grow_by and to_rect2 helper method to Rect2i. -- Now Basis::get_uniform_scale() returns a real_t instead of a float. -- Mark the parameters of Basis::rotate_to_align as const ref. -- Apparently Basis::rotate_to_align had a bug. Ported the fix by lyuma from: https://github.com/godotengine/godot/pull/77469/commits/6dfa6fc50e957dcffd6b2c33cc5a88448918d8a5 -- Fix error, also add linear_interpolate call for Vector4i to variant op. -- Fix small inconsistencies in Vector3/3i/4/4i apis. -- Also bind Vector3i set_all(). -- Added set_all() to Vector3i. -- Made the parameter of snap and snapped in Vector3 const reference. -- Make the parameters of String's and PoolVector's join() const ref. -- Fix handling dots in String::is_numeric(). - -#### Platforms - -##### Android Editor - -- Implemented switching between the running game and the editor in the android editor. -- Fix debugging on the android editor. -- Added warning for the android editor that android will kill the game after a few seconds if it's opened in the same window as the editor and then it goes to the backgond. Should be still enough to see what's the issue of you don't intentionally debug break though. - -##### Windows - -- Update the variant types in the windows natvis file. - -#### Modules - -##### Skeleton3D - -- Fixed SkeletonModification3DFABRIK. - -##### FastNoise - -- Fix the type of FastnoiseNoiseParams::get_fractal_octaves(). - -##### Entity Spell System - -- Fix virtual method names in Entity. - -##### GLTF - -- Fix registering types in the gltf module. - -#### Docs - -- Re-extracted class docs. -- Fix godot4 syntax in docs. -- Add missing classes to the editor_code_editor module's class list. -- Fix lots of small issues with the docs. - -### Changed - -#### Core - -- Merged the functionality of BSInputEventKey to InputEventKey. This new setting can make input event keys act as if they are shortcut matched. - -##### ThreadPool - -- Removed _execute method bind from the NavigationMeshGenerator jobs. -- Don't print an error in ThreadPoolJob's _execute, as it's probably more intuitive this way. -- Don't bind _execute() method in ThreadPoolJob derived classes, as it's not needed anymore. -- Emit the completed signal automatically in ThreadPoolJob. -- Added virtual _execute to threadPoolJob. - -#### Modules - -##### Navigation - -- Backported lots of improvements to the Navigation Servers from Godot 4. See the list in the Backports section. -- Renamed neighbor_dist properties / getters / setters for the navigation server. - -##### MeshDataResource - -- Use the new scaled grab radius in MDIGizmo. - -##### Entity Spell System - -- Move the enums from the top of spell.h into the Spell class. -- Added code to load old resource properties where applicable, to help converting resources to the new fixed apis. These will be removed after the next release. -- Renamed get_stat, and set_stat in Entity. It's just a smell c++ side helper method, they aren't bound. Should not require any changes like the rest. -- Fix Entity's api's inconsistencies. - -In projects mass replacing the following words will update everything: - -gets_is_pet -> pet_gets_is\ -getc_is_pet -> pet_getc_is - -gets_original_entity_controller -> original_entity_controller_gets\ -sets_original_entity_controller -> original_entity_controller_sets\ -gets_entity_controller -> entity_controller_gets\ -sets_entity_controller -> entity_controller_sets\ -getc_entity_controller -> entity_controller_getc\ -setc_entity_controller -> entity_controller_setc\ -gets_ai -> ai_gets\ -sets_ai -> ai_sets - -free_spell_points_gets -> spell_points_gets_free\ -free_spell_points_sets -> spell_points_sets_free\ -free_spell_points_getc -> spell_points_getc_free\ -free_spell_points_setc -> spell_points_setc_free - -gets_free_class_talent_points -> class_talent_points_gets_free\ -sets_free_class_talent_points -> class_talent_points_sets_free\ -getc_free_class_talent_points -> class_talent_points_getc_free\ -setc_free_class_talent_points -> class_talent_points_setc_free\ -gets_free_character_talent_points -> character_talent_points_gets_free\ -sets_free_character_talent_points -> character_talent_points_sets_free\ -getc_free_character_talent_points -> character_talent_points_getc_free\ -setc_free_character_talent_points -> character_talent_points_setc_free - -gets_bag -> bag_gets\ -sets_bag -> bag_sets\ -getc_bag -> bag_getc\ -setc_bag -> bag_setc - -sets_ai_state -> ai_state_sets\ -ai_state_sets_stored -> ai_state_stored_sets\ -ssend_stat -> stat_ssend\ -creceive_stat -> stat_creceive\ -getc_state -> state_getc\ -setc_state -> state_setc\ -gets_state -> state_gets\ -sets_state -> state_sets\ -adds_state_ref -> state_ref_adds\ -removes_state_ref -> state_ref_removes\ -gets_free_spell_points -> free_spell_points_gets\ -sets_free_spell_points -> free_spell_points_sets\ -getc_free_spell_points -> free_spell_points_getc\ -setc_free_spell_points -> free_spell_points_setc\ -gets_target -> target_gets\ -sets_target -> target_sets\ -getc_target -> target_getc\ -setc_target -> target_setc - -Mass replace these in the order given: - -get_character_skeleton_path -> character_skeleton_path_get\ -set_character_skeleton_path -> character_skeleton_path_set\ -get_character_skeleton -> character_skeleton_get\ -set_character_skeleton -> character_skeleton_set\ -gets_entity_data -> entity_data_gets\ -sets_entity_data -> entity_data_sets\ -getc_entity_data -> entity_data_getc\ -setc_entity_data -> entity_data_setc\ -entity_data_gets_id -> entity_data_id_gets\ -entity_data_sets_id -> entity_data_id_sets\ -entity_data_getc_id -> entity_data_id_getc\ -entity_data_setc_id -> entity_data_id_setc\ -entity_data_gets_path -> entity_data_path_gets\ -entity_data_sets_path -> entity_data_sets_path\ -gets_ai_state -> ai_state_gets\ -ai_state_gets_stored -> ai_state_stored_gets - -##### Web - -- Renamed the object() method in HTMLBuilder as it can cause issues with bind generators. - -### Removed - -#### Core - -- Removed the Math singleton. If needed it can easily be recreated as a module. - -### Backports - -- Backported everything up to and including https://github.com/godotengine/godot/commit/43e181a00ab39671a3bb0b2d0302e25313f18aef Merge commit: https://github.com/godotengine/godot/commit/ac5d7dc82187940a5fb2908e276cf8eb0861cac4 - -#### Godot 3.x - -- Single Compilation Unit build. Adds support for simple SCU build. This speeds up compilation by compiling multiple cpp files within a single translation unit. - lawnjelly https://github.com/godotengine/godot/commit/43e181a00ab39671a3bb0b2d0302e25313f18aef -- Canvas item hierarchical culling Adds optional hierarchical culling to the 2D rendering (within VisualServer). Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport. - lawnjelly https://github.com/godotengine/godot/commit/b777a9e5f9838a98a0dc4c73f3ee6d777a5ab53d -- Revert "Add option in VisibilityEnabler2D to hide the parent for better performance" -This reverts commit ad6e504a5bc944892e93baacb5d9ee7de7f92e80. -- Add parameters for the Godot Activity starting intent to allow restarting or force-quitting the engine Follow-up code cleanup for #78130 - m4gr3d https://github.com/godotengine/godot/commit/5cf0ba88e32cecefcaa73b9e326c948412da86e0 -- Expose the TextEdit control of the script editor -Refactor ScriptEditor and ScriptTextEditor with added method to retrieve the script editor's TextEdit control. - jeronimo-schreyer https://github.com/godotengine/godot/commit/a248c318de3f221d174becd39050ce0728d9caf0 -- Move autotile fallback helper functions + fix comments and docs - wareya https://github.com/godotengine/godot/commit/a40ecc71e65eaf00895b4bd01db0495664be4274 -- Make autotiles fall back to the most similar bitmask using heuristics - wareya https://github.com/godotengine/godot/commit/73ad6517e4f5344f909a58dff7347eb69fe0a539 -- Fix issue causing the last edited project to open while switching to another one. Fixes #76562 -m4gr3d https://github.com/godotengine/godot/commit/ee07f60b07617fb470ec74294b5148a0dd8ec3aa -- Fix spatial viewport multitouch detection support Regression introduced by #77497 - m4gr3d https://github.com/godotengine/godot/commit/8f447658311451985951157ac6284f0b36e4d9d0 -- Input - fix just pressed and released with short presses Previously if an action was both pressed and released on the same tick or frame, `is_action_just_pressed()` would return false, resulting in missed input. This PR separately the timestamp for pressing and releasing so each can be tested independently. - lawnjelly https://github.com/godotengine/godot/commit/63d208d1b0d9bf92f07dcd41a7d7a1c7d8baa8d4 -- Added missing descriptions to Input's class docs from godot. -- Update gamepad button/axis names to match 4.0 -- Add example for `NodePath` to grandparent -- Clarify `String.get_slice` behavior Clarify that the function returns the whole string if there is no instances of the delimiter in the string. -- Fix overwriting of Spatial's local transform Modifies when 'DIRTY_LOCAL' flag is set to prevent a transform applied using `set_transform` to be overwritten by previous calls to change the node's rotation, translation or scale. Fixes #43130. -- Backport VideoLooping and fix for initial black frame -- Bounds fixes in `TextureAtlas` import -- Use current keyboard layout in OS_X11::keyboard_get_scancode_from_physical. -- Fix issue causing the Android editor to crash when creating a new AudioStreamMicrophone Fixes #73801 - m4gr3d https://github.com/godotengine/godot/commit/9c334fa242b35c2aa332556699cb094954a958d1 -- Improve touchpad and mouse support for the Android editor - m4gr3d https://github.com/godotengine/godot/commit/ccd36e0dbec048ef1645691d0cf838465bfb4bd0 -- Adds a scale_gizmo_handles entry to the Touchscreen editor settings When enabled, this scales the editor icons to improve usability on touchscreen devices. In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size. - m4gr3d https://github.com/godotengine/godot/commit/b78935ef518ae5a63451d6de32f9df6b35eb8cde -- Enable granular control of touchscreen related settings - m4gr3d https://github.com/godotengine/godot/commit/61e41facc7e7aceac0fcdb1b90e433566301098c -- Augment the InputEvent class with a CANCELED state The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field. This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled. To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly. - m4gr3d https://github.com/godotengine/godot/commit/94d6c3dcc68f9de4b7c004e3a18513edb1d5dda2 -- Add setting to control the window used to run the project for the Android editor - m4gr3d https://github.com/godotengine/godot/commit/b5a908c985e4f3e5633751012fac64ab3ba0fbbf Removed my force launch adjacent solution in favor of this. -- Fix compilation of basis unit test - Calinou https://github.com/godotengine/godot/commit/d1c8c5dd304f82acbbeb903e4a8ec86a63a3930e -- Test, refactor and fix a bug in Basis.get_axis_angle - fabriceci https://github.com/godotengine/godot/commit/9f1a57d48b296c607b76fdae30a78630065710e6 -- [3.x] Fix NODE_POSITION_VIEW Shader Built-In - paddy-exe https://github.com/godotengine/godot/commit/67d3fe4075955bd5eb8892c9610a3b469e81cbc9 -- Backport spatial shader built-ins Backport of this PR: godotengine#63597 This adds these as new Built-Ins to Spatial Shaders * Object's Position in World Space * Camera Position in World Space * Camera Direction in World Space * Object's Position in View Space - paddy-exe https://github.com/godotengine/godot/commit/be3d331f263a8ad1900f7b31965ff2d25f73c2e9 -- Follow up to https://github.com/godotengine/godot/pull/76400 to fix input ANR in the Godot Android editor -- Allow concurrent buffering and dispatch of input events -- Fix trim when importing WAV -- Fix PopupMenu's maximum height not being automatically set -- Cache text property when toggling BBCode -- Add Tab Metadata -- Improve tooltip for CanvasLayer.layer (3.x) -- Fix small mistake in docs, "antecedents" -> "ancestors" -- Add allow_search property to ItemList and Tree -- Clarify range of various ID values are 32 bit -- Stop dragging when a slider changes editability -- Warn against using non-uniform scale for 3D physics (in class reference only) partial backport of #67847 fixes #56824 -- Minor improvements to NetworkedMultiplayerCustom.xml -- Fix docs on multiplayer peer signals. -- Fix `NodePath` subname index range documentation -- Linux: Don't use udev for joypad hotloading when running in a sandbox -- Add unsafe version from asin and acos. -- Make acos and asin safe -- update mymindstorm/setup-emsdk to v12 -- Document 3D particle color properties requiring vertex color as albedo - Calinou https://github.com/godotengine/godot/commit/c65967c17f30f94568396a620249df5a93a75872 -- Multirect - Fix refining regions for all derived Textures Fixes allowing all derived texture types to modify region prior to rendering. - lawnjelly https://github.com/godotengine/godot/commit/43b6205887605c7ac2ac79d4bf9306fb143abc80 -- Fix rendering tiles using nested AtlasTextures - kleonc https://github.com/godotengine/godot/commit/12c923cb8b19ca9dc49c45601e8e20630cbd8497 -- Fix GridContainer max row/column calculations not skipping hidden children - kleonc https://github.com/godotengine/godot/commit/0ce6ef72156291bdd4993dd0d6f6bf2b794c0baf -- Fix size error in `BitMap.opaque_to_polygons` Previous estimate of upper limit on size was incorrect -- Allow concurrent buffering and dispatch of input events - -#### Godot4 - -- Support threads in the script debugger * This implementation adds threads on the side of the client (script debugger). * Some functions of the debugger are optimized. * The profile is also now thread safe using atomics. * The editor can switch between multiple threads when debugging. This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs. This means that, now, the editor can receive multiple threads entering debug mode at the same time. - reduz PR 76582 Will be available here after it's merged: https://github.com/godotengine/godot/commit/6b176671c4289e9096ea94583fae35f2c4686b7c -- Add Navigation Debug for GridMap edge connections Adds navigation visual debug for GridMap edge connections that use baked navigationmesh with bake_navigation=true. - smix8 https://github.com/godotengine/godot/commit/4f0730d4bcad43e73c39f7d77f5bef5f2215440a -- Rework Navigation Avoidance Rework Navigation Avoidance. - smix8 https://github.com/godotengine/godot/commit/a6ac305f967a272c35f984b046517629a401b688 -- 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 https://github.com/godotengine/godot/commit/a0715b30f94430078422ff05d81b9cfa85ddb4ce -- Make navigation mesh edge connections optional Makes navigation mesh edge connections optional. - smix8 https://github.com/godotengine/godot/commit/f986b52b3cc107374d4e74774c8695a0f1282e11 -- Add NavigationLink helper functions for global positions Adds helper functions to set the links start and end position with global positions or get them as global positions. Adds global start and end position for the navigation link to the 'link_reached' signal of NavigationAgent. That signal gets emitted when a navigation link waypoint is reached. Requires that 'owner' meta data is enabled on the NavigationAgent. - smix8 https://github.com/godotengine/godot/commit/d87f1247689ae82996aeac77b6e9870bbc88142d -- Enable assigning an owner to navigation regions and links This allows users of the server APIs to get back the nodes that created certain regions and links. - DarkKilauea https://github.com/godotengine/godot/commit/5769b0e8d8db75ff500c979aa63d3f3428de526d -- Add support for emitting a signal when entering a NavLink - DarkKilauea https://github.com/godotengine/godot/commit/5d8ba2b2d11fc6c4debdf21fa91bddefaa6f3d6d -- Prevent unnecessary navigation map synchronizations Prevents unnecessary navigation map synchronizations triggered by redundant calls to setters of e.g. region, link or map properties. - smix8 https://github.com/godotengine/godot/commit/7e1a261cc661ddbefb90208b94a6828c50750237 -- Update NavigationAgent to use query_path This paves the way for having agents respond to link traversal. - DarkKilauea https://github.com/godotengine/godot/commit/a2c53b881b1a54c95036f27577ee7d9b6e583d62 -- Add navigation layer bitmask helper functions Adds helper functions to work with the navigation layer bitmask. - smix8 https://github.com/godotengine/godot/commit/55923ade68237ae6a344efe23c2656ed7ba976c2 -- Add NavigationAgent Path Debug Visualization Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer. - smix8 https://github.com/godotengine/godot/commit/0ab764e84bc9d7f21292f954fb2be215377a7276 -- Fix NavigationMesh debug visuals for non-triangulated meshes Fixes NavigationMesh debug visuals for non-triangulated meshes. - smix8 https://github.com/godotengine/godot/commit/4490a3303bc8b234dcccdbfdafd3877c9a11cb4d -- Fix 2D navigation debug visuals ignoring half the ProjectSettings Fixes that NavigationRegion2D and TileMap debug visuals ignored more or less half the ProjectSetting. E.g. random color could not be disabled, edges did not display. https://github.com/godotengine/godot/commit/2b19c70664dafd3e5689fc612feb7f7ac17c1a0a -- Rename Navigation uses of 'location' to 'position' Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions. - smix8 https://github.com/godotengine/godot/commit/bf1571979cd3cd90b2b5c4581b2947450aa4cd9d -- Add NavigationServer Performance Monitor Adds Performance Monitor for NavigationServer3D. - smix8 https://github.com/godotengine/godot/commit/9802914f9793b6888cc70e3d7f0d815bdd5188bb -- Add NavigationServer2D debug functions Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users. - smix8 https://github.com/godotengine/godot/commit/d254f0fa5f2fe23c4746b5b5a0f0e44f8613a0eb -- Fix navigation debug not toggleable in scripts Fixes that navigation debug was not toggleable in script while even the docs mentioned it. - smix8 https://github.com/godotengine/godot/commit/aecad7bb25bf9b13c0ddc30a91cb68787c8dd53b -- Fix Editor Navigation debug edge connection visuals Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer. - smix8 https://github.com/godotengine/godot/commit/8bfea7dcb46b0a566bf1de7caa40533f29774e91 -- Fix NavigationServer internals still using float instead of real_t Fixes that some NavigationServer internals still used float instead of real_t in some parts. - smix8 https://github.com/godotengine/godot/commit/217a27014bb9e88605f44de3f0bb119f372a8378 -- Added node for Navigation links . - DarkKilauea https://github.com/godotengine/godot/commit/3dd59013f45b84cd0ded147df7684ffab424e407 -- Add NavigationPathQuery Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path. - smix8 https://github.com/godotengine/godot/commit/63dcb9aa80a2c77053033ed3c39b4fe5ed6f229b -- Fix NavigationRegion3D gizmo's odd visual behavior . - DarkKilauea https://github.com/godotengine/godot/commit/92c40bcf325ce91279c14f0b6a42c200fe4faf51 -- Remove / Replace old Navigation Debug Visualization - removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug - smix8 https://github.com/godotengine/godot/commit/d7f75fab606fece5f7eb083ef6931f75815630fc -- 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 https://github.com/godotengine/godot/commit/c394ea518e48bbce710b251cf20be078505ef8d7 -- Fix NavigationMesh baking AABB Editor handling and visuals Fixes handling and visuals for Navigation Mesh baking AABB in the Editor. - smix8 -- Implement NavigationMesh bake area. Adds two new properties to NavigationMesh resources to restrict the navmesh baking to an area enclosed by an AABB with volume. - smix8 https://github.com/godotengine/godot/commit/0c4d99f4fdcee4b1b6c289c83fb448262e60974b -- Rework NavigationMeshGenerator Reworks NavigationMeshGenerator and navigation mesh parse and bake process. Adds navigation mesh baking for 2D. - smix8 https://github.com/godotengine/godot/pull/70724 https://github.com/godotengine/godot/pull/70724/commits/38699a82593ef60d680b7b46b06c92f896dd7c77 - - -## [3.11.0] - -### Added - -#### Core - -- Added module initialization levels (similar idea to what's in godot4, although I added more). -- Backported the tight version of godot4's LocalVector as the new TightLocalVector class. -- Small cleanups for PooledList and PagedAllocator. -- Renamed Map to RBMap. -- Renamed Set to RBSet. -- Replaced the HashMap's implementation with the one Godot4. Refactored it to work as a drop in replacement. Renamed the old one to OGHashMap. -- Added more getters to the new HshMap, for more backwards compatibility. -- Added the rest of the new container classes from godot4. -- Added utf8_byte_length(), and utf16_byte_length() helper methods to String. -- Added HAS_TRIVIAL_CONSTRUCTOR, HAS_TRIVIAL_DESTRUCTOR, and HAS_TRIVIAL_COPY macros to typedefs to fix new clang deprecations. -- Added Size and Point typedefs for Vector3i and Vector4i. -- Added log10 to the Math class. -- Added a Math singleton exposing math functions directly to scripts. The idea is to make the disrepancies between scripts and engine side code smaller. -- Added erf to Math. - -#### Servers - -- Now more than one Navigation Server can be registered. -- Move NavigationServer2d's forwarding logic to the navigation module as a new derived class. -- Now more than one Naviugation2D servers can be registered. -- Allocate the selected navigation srevers. -- Add init() virtual methods to the navigation servers. - -#### Editor - -- Added a setting to force launch the project in an adjacent window in the android editor. -- Re-enable remote debugging in the android editor build. - -#### Misc - -- Added alternate slim args when building the editor with the setup script. Also updated the list and style of the example. - -#### Platforms - -#### Modules - -- Added include guards to all module register_types.h-s. - -##### Steering AI - -- Added a new steering_ai module. It's a c++ port of https://github.com/GDQuest/godot-steering-ai-framework , with smaller modifications. - -##### Web - -- Added a new WebServerRequestScriptable class, so different web server request implementations can be created using scripts when needed. -- Added missing binds in FileCache. -- Added protocol error handling to the http server simple. -- Added optional protocol error logging to HTTPParser. Also remove unnecessary error. -- Set a better self signed cert path for the HTTPServerSimple. -- Pre-create the required folders for the self signed cert files automatically. -- Implement sending keep alive connection type if a connection has more than one request for HTTPServerSimple. Also more togglable debugging. -- Implement max request size limit for HTTPServerSimple. -- Now post and get parameters can be set / changed in requests from scripts aswell. -- Added missing helper method to WebServerRequest. -- Added more mimetypes to the HTTPServerSimple. - -##### UnitTest - -- Added a new skeleton unit test module with some notes. - -##### EditorCodeEditor - -- Move the editor's script text editor into the new code_editor module. - -##### ShaderEditor - -- Separated shader editor into a new module. - -##### Props - -- Added noise offset support to TiledWalls. - -##### MaterialMaker - -- Ported SlopeBlur from MaterialMaker. -- Ported the TonesStep Node from MaterialMaker. -- Ported the Warp Node from MaterialMaker. -- Added buttons slots to MMGraphNodes. -- Ported the TonesMap from MaterialMaker. -- Tones Node + Editor port from MaterialMaker. - -##### NavigationServerDummy - -- Added a new dummy navigation server module. -- Make sure the dummy navigation server is used automatically if the normal is disabled. - -### Fixed - -#### Core - -- String: Use set_length, instead of resize in String's operator +=. -- Updated the logic of a few getters in String. -- Fix warning on clang. - -#### Editor - -- Fix selecting the script editor even if it's not the 3rd in the editor_tables array. -- Make sure that the script editor is the 3rd tab. - -#### Platforms - -- Fix sprintf deprecation warning on osx. - -#### Modules - -- Now modules in custom folders can properly declare their copyright.txt. - -##### Web - -- Set _server_quit in WebServerSimple the way it was intended to be used. -- Fixed multi threading + https in HTTPServerSimple. -- Fixed more cases of using String.size() instead of String.length(). -- Fix Content-Length calculation in HTTPServerConnection::send when using non-ascii utf-8 characters. -- Fix handling utf-8 in the MarkdownRenderer. -- Use the size struct member when parsing markdown in MarkdownRenderer. -- Properly handle non-ascii characters in uris in HTTPParser. -- Quick fix for accessing files in the pck file for FileCaches. -- Parse and process http headers in a case insensitive manner in HTTPParser. -- Fix string parameter parsing in multipart forms, also make multipart form content fields case independent. - -##### Skeleton3D - -- Fix error spam in the skeleton editor. -- Make sure Skeletons set up their initial pose. -- Cleanups to Skeleton's bindings. - - -##### Entity - -- Add braces around one liner if-s in Entity. -- Proper bind parameters for body_instance. - -##### MaterialMaker - - -- Fixed MMSdf3dOpExtrusion's name and added it to the build. -- Reworked MMOutputImage. Now it uses a button, and also it works as it should. - -##### Paint - -- Fixed the tooltip of the Add Paint Canvas button of the PaintProjectToolsPropertyInspector. - -##### MeshDataResource - -- Reworked undo redo handling in the MeshDataResource Editor. Now it will properly mark the actual resource dirty in all cases. Also fixed other small inconsistencies, and issues. -- Fix visual indicator toggles in the MeshDataResource editor. -- Also fix the tangent generation button in the MeshDataResource editor. - -### Changed - -#### Modules - -##### CVTT - -- Moved the cvtt module to the editor modules folder, as it's tools only. - -##### Entity - -- Make body related methods in entity have body as their prefix. (For example: get_body_path() -> body_get_path()). -- Make body_instance in Entity virtual. - -##### Props - -- Don't serialize editor only omni lights in PropDataLight. - -##### Web - -- Improved PagedArticleWebPage's api. -- Refresh the file cache in WebRoot on NOTIFICATION_READY. - -### Removed - -### Core - -- Removed the deprecated clamped() method from vector2. (The new method is limit_length().) - -#### Modules - -##### TileMap - -- Removed RTileMap and RTileSet compatibility classes. - -### Backports - -#### Godot 3.x - -Backported everything up to and including https://github.com/godotengine/godot/commit/cc60359a6c8b91d5df8c21f09f416b5d2ae87e94 Merge commit: https://github.com/godotengine/godot/commit/adee8cfee6df58744e08ccd03917829cc3faf465 - -- Tweak particles animation offset property hint to allow more precise values -- Fix Tree overflow without scrolling being enabled -- Fix RichTextLabel discards appended BBCode text on window resize when using DynamicFont -- Fix local variables not showing when breaking on final line -- Expose API to force file system sync. -- Fix stylus tilt Y direction. -- iOS: Add new model identifiers for DPI metrics -- Support Git worktrees in generation of hash header -- Fix get_path() is not working when files are opend with `open_compressed` And also fixed `get_absolute_path()` in the same way -- Make CollisionShape selection box use shape AABB -- Bump json5 from 1.0.1 to 1.0.2 in /platform/web -- zlib/minizip: Update to version 1.2.13, remove zlib from freetype Security update, fixes CVE-2022-37434 in zlib. -- Faster queue free -- Fix error when dropping script into script editor -- Fix for PoolArray comparison - AThousandShips -- Set touch input as handled only after _gui_call_input - necrashter -- GLES2 fix octahedral half float unpacking -- Expose OS.read_string_from_stdin() to the scripting API This can be used in scripts to read user input in a blocking manner. -This also removes the unused `block` argument, which is always `true`. -- Fixed: Save Branch as Scene not workking in Remote Tree (only work when u pause) -- Suggest Filename in Remote Tree File Dialog -- PopupMenu rework and enhancements Many scrolling behaviour improvements and the ability to limit popup size. -- Add dumb theme item cache to Control -- Windows: Fix heap overflow setting native icon -- Update the logic to calculate the screen scale on Android. Takes into account the ratio between the screen size and the default window dimensions. -- Improve error messages and classref for occluders and portals. Misused functions would previously produce no error messages which was confusing for users. -- Provide a delegate implementation for the killProcess logic on Android -- Add a theme usability setting which updates the touch area of UI elements (e.g: scrollbar) for the editor on touchscreen devices -- Add independent spinbox arrow step precision -- Implement file provider capabilities. The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher. -- Document image size restrictions for custom mouse cursors in HTML5 -- Fix wrong SpriteFrames docs -- Fix Line2D UVs when using BOX end cap mode -- Default update_vital_only to true for Android and Web editor -- Fix the issue causing long-press on a selected node on the scene tree to trigger both the context menu and the rename functionality. -- Fix RichTextLabel: BBCode [color] tags are not counting in font char spacing -- Improve the clarity of Viewport's documentation -- iOS: Fix memory leak on touch input -- Fix Editor hanging if audiostream's pitch_scale is NaN -- TileSet: Fix resizing collision shape when vertex is outside the tilesheet -- BVH - fix lockguards for multithread mode -- Add error messages for collision exception functions -- Backport Tree::set_selected -- Backport a simpler version of the accent color for check icons -- Document using String.percent_encode() with OS.shell_open() -- Use the new API for virtual keyboard height detection on Android, bugfix . -- iOS: Implement missing gamepad.buttonOptions, buttonMenu, and buttonHome joy buttons. -- Fix AltGR getting stuck on Windows right alt-tab -- Fix Xbox Series controller duplicate input -- Mention String.match() is also called "glob"/"globbing" -- Math: Prevent division by zero in posmod -- Add PS3 controller guide button -- Sync controller mappings DB with SDL2 community repo -- Change message of unknown joypad property from error to warning. -- Fix Standard Gamepad Mapping triggers. -- increased max touches to 32 for ios -- fix shadows pass viewport calculation. ([3.x] Fix shadows when using 2 directional lights) -- CI: Pin SCons to 4.4.0, the new 4.5.0 is broken -- GDScriptParser - don't use index operator on linked list. -- Use hash table for GDScript parsing -- Fix GridMap free navigation RID error spam -- Set the unlit / unshaded extension when importing / exporting GLTF -- Fix for 2D viewport not updating in the editor when the camera moves -- Eliminate collision checks between geometry in rendering BVH. -- Add set_value_no_signal() to Range -- Add Color + alpha constructor for Color -- Fix directory access when the running app has the All files access permission -- Bump the target SDK version to 33 (Android 13) -- Update make_rst.py to match the master version -- Make MessageQueue growable -- Batching - Add MultiRect command -- SurfaceTool - efficiency improvements -- Fix null in android text entry system. -- [3.x] Don't apply scale to autohide theme property -- [3.x] Expose more compression formats in Image -- Downgrade android gradle plugin to version 7.2.1. -- Make tab's close button responsive to touch taps -- Make EditorPropertyLayersGrid responsive to touch taps -- Add option in VisibilityEnabler2D to hide the parent for better performance -- Backport from Godot 4 - Fix RigidDynamicBody gaining momentum with bounce -- Fix inconsistent file dialog settings usage -- Suggest class_name in 3.x autocompletion. -- MessageQueue - Fix max usage performance statistic -- [3.x] Implement physics support in the GLTF module -- Make create folder popup support nested folders -- Fix Polygon2D skinned bounds (for culling) -- Add benchmark logic - - -#### Godot4 - -- Convert syntax highlighters into a resource -- Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter -- Changed line_edited_from(from) to lines_edit_from(from, to) -- Fix colour region continuation over blank lines, issue 41120 -- Fix color region end key seach and start key order. -- Switch from recursion to iterative for backfilling colour regions. -- Fix highlight color for class attributes that are also keywords. -- Highlight control flow keywords with a different color. This makes them easier to distinguish from other keywords. -- Improve GDScript Editor and Improve latency -- Allow unicode identifier in GDScript syntax highlighter -- Rework how current Camera2D is determined -- Fix Camera2D crashes -- Also fixed issues with active Camera2D switching. -- Fix Viewport root order after Node2D raise -- Remove NOTIFICATION_MOVED_IN_PARENT -- Optimize Node children management -- Optimize Node::add_child validation - -#### Godot plus - -- Add ability to mute AudioServer. - -## [3.10.0] - -### Added - -#### Backports - -- Backported everything up to and including https://github.com/godotengine/godot/commit/0f10eafb38bd54e59fa7fd079ceafd2c07e8be2a - -#### Core - -- Added support for specifying a COPYRIGHT.txt file for modules. -- Never print an error message in Object::get_meta(). -- Remove now superfluos check from String's operator[]. -- Add _FORCE_INLINE_ to String's resize(). -- Added set_length helper method to String. - -#### Editor - -- Now EditorPlugins can register nodes to be shown on the `Create Root Node` tab. - -#### Platforms - -##### Android - -- Now the desired android arches can be easily specified for the android build when using to the app build script. - -#### Modules - -##### Database - -- Added initialized signal and helper method to the DataBaseManager. It can be used to let automally allocated classes (singletons, main scene classes) in heavily database driven applications know when it's safe to use the db. -- Added docs for the QueryBuilder. -- Added docs for the TableBuilder. - -##### User - -- Added signals for user actions into the user web nodes. -- Added a simple page rendering customization api for UserWebPages. - -##### Web - -- Added HTTPSessionManagerDB using the disabled code in HTTPSessionManager, and cleaned up it's (and HTTPSessionManager's) logic. -- Added new tag() and ctag() universal tag helpers to the HTMLBuilder binder class. -- Also added tag() and ctag() helpers to the c++ side HTMLBuilder, and smaller cleanups. -- Added get request parameter support for WebServerRequest. - -### Fixed - -- Fixed lots typos with codespell. - -#### Editor - -- Removed unused variables from the SceneTreeDock. -- Now the Access as Unique Name option is in the right place when right clicking the scene tree. -- Fix regression, and an another issue with touch gui input handling. - -#### Platforms - -##### Android - -- Don't enable remote debugging in the android editor for now. This fixes black screen when a project encounters a script error. - -#### Modules - -##### Database - -- QueryBuilder: Fix potential infinite recursion. -- QueryBuilder: Various small fixes -- TableBuilder: Fix missing default parameter. -- Use String length() instead of size() in QueryBuilder, also guard against overindexing. - -##### Database SQLite - -- QueryBuilder, sql3QueryBuilder various small fixes -- Set sqlite to serialized mode. -- Make sure escape is used in SQLite3QueryBuilder wherever it's expected. - -##### Props - -- Fixed a typo in one of TiledWallData's properties. renamed 'heigth' to 'height'. - -##### User - -- Fix connecting a signal to a non existent method in UserManagerDB. -- Update logic in UserManagerDB, as the default user id is -1 now. - -##### Web - -- Use String.length() instead of String.size() in WebServerRequest::setup_url_stack(). -- Ensure a '/' in between the host, and the url in WebServerRequest::get_url_site(). - -### Changed - -- Added custom_modules folder to the .gitignore. - -#### Modules - -##### Paint - -- Full overhaul of the paint module. - -### Removed - -- Removed the unused libsimplewebm. - -#### Modules - -##### Database - -- Removed a few unimplemented methods. - -##### Web - -- Removed old unneeded c++ files. - - -## [3.9.0] - -### Added - -#### Backports - -Backported everything up to and including https://github.com/godotengine/godot/commit/6812e66f33761ee4d02a7439af8fbea84e63e3f9 Merge commit: https://github.com/godotengine/godot/commit/3c39bc365fbfeda805aa87687422e9c9092c809b - -#### Core - -- 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.) Also registered EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals. -- Added msvc versions of the no-rtti and no-exceptions options. (They are disabled temporarily) -- Use FALLTHROUGH macro instead on [[fallthrough]]; - -#### Engine - -- Added a new World class and made Viewport inherit from it. Moved World2D and World3D related things to World from Viewport. Also added the ability for overriding Worlds. Still needs some work, it should be already usable. (Sometimes when changing world overrides, a few camera related errors are emitted.) - -#### Editor - -- Now menu items can be added to the convert menu in the editor. -- Added an option to automatically reload or save instead of asking what to do after a file changed outside the editor. - -#### Modules - -##### GridMap - -- Added back the GridMap module. Also added back support for it in other modules. - -##### ThreadPool - -- Now the target fps is customizable for ThreadPool when threading is not enabled. - -##### Web - -- Small improvements to the simple web server. -- Added enctype and multipart form helpers to HTMLTag. -- Added rows and cols to HTMLTag. -- Added proper multi part form parsing support for the simple web server. - -#### Releases / Builds / CI - -- Updated the build containers from upstream. -- Added a strip script. -- Now the podman build all script also builds armhf x11 executables. -- Added a script for engine side release preparation. -- Now the podman build all script has the ability to easily set the build name. -- Added a new command line option to help with generating version.txt for tpz files. -- Windows x86 github action. - -### Changed - -#### Core - -- Added missing projection * projection Variant operator. - -#### Engine - -- 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. -- Now Camera2Ds handle being current properly, and also more intuitively. - -#### Platforms - -- Updated frt2 to the latest. - -#### Modules - -- Cleaned up old _PRESENT defines, now everything uses module configs. - -##### TileSet - -- Renamed RTileMap ro TileMap and RTileSet to TileSet, as it does not need to be able to live alongside Godot's TileMap anymore. Also added compatibility classes. -- Added back TileSet export. - -##### GridMap - -- Now MeshLibraryEditorPlugin registers itself to the export as menu. - -##### GLTF - -- Moved the gltf export to the convert scene menu. - -##### ThreadPool - -- 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 instead of a Vector. - -##### Paint - -- Added a few getters and setters to the PaintWindow. - -##### Skeletons - -- Moved Skeleton and it's related classes to a module. -- Moved Skeleton2D and it's related classes into a module. - -##### GDScript - -- Now the return value discarded warning is disabled by default in gdscript and cscript. - -##### Web - -- Renamed WebEditor* to WebNodeEditor*, made it a singleton, and added an extension api for it. - -#### Build System - -- Now the project setup script's module folders are customizable. -- Updated the example build config file. -- Add quotes when passing the custom module folders parameter. -- Now the app project helper build script supports custom module folders. - -#### Releases / Builds / CI - -- Now export templates are created in the .tpz format for easy installation. (Note that you can rename them to zip, and unpack them yourself if you need / want.) -- Replaced the default project editor icon, and the logo editor icon. -- Pass all arguments into the build commands in the podman build all file instead of the hardcoded -j4. -- Now versions will be handled differently, unlike in godot, I'll commit version information to the repository. -- Update hungarian translation from godot. - -### Fixed - -#### Core - -- Now String and CharString Types properly move the null terminator on resize and remove. - -#### Editor - -- Now all gizmo 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. -- Remove unused file selector from EditorNode. - -#### Modules - -##### Voxelman - -- Fix voxelman's editor setting. (Now it's under the Voxelman tab instead of under the Voxel tab.) - -##### PluginRefresher - -- Fixed PluginRefresher when a project only has one addon. - -##### ThreadPool - -- Fix race condition in threadpool. -- Fix setter parameter types for ThreadPool. - -##### Pain - -- Improved PaintWindow mouse emulation from touch support a bit more. -- Fix PaintWindow with mouse emulation from touch. - -##### Web - -- Fix requesting write locks in WebNodes. -- Fix default argument for the binding of WebServerRequest::send_redirect. -- Fix: WebPermission was meant to be a Resource. -- Fix mimetype handling in the simle server. Also added a few missing ones. -- Fixed rendering the menu of the BrowsableFolderServeWebPage and StaticWebPage. - -#### Build System - -- Don't try to include x86 assembly into non-x86 based platforms when cross compiling the x11 platform on x86. -- Fix build when 3d is off. - -#### Releases / Builds / CI - -- Don't remove the module config file in the build all script anymore. -- Fix the job name of the android editor's github action. - -## [3.8.0] - -### Added - -#### Engine - -Backported everything up to and including https://github.com/godotengine/godot/commit/989d5990ad704fe97a341cb5883d4725479ea09b - -##### 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]](https://github.com/Relintai/entity_spell_system) - An entity and spell system c++ godot engine module, for complex (optionally multiplayer) RPGs. -- [[Terraman]](https://github.com/Relintai/terraman) - Terrain and building engine for godot based on voxelman. -- [[Voxelman]](https://github.com/Relintai/voxelman) - A c++ voxel engine module for godot. -- [[Props]](https://github.com/Relintai/props) - A godot engine module to help with creating/optimizing in-game props. -- [[Terraman2D]](https://github.com/Relintai/terraman_2d) - 2D Terrain and building engine for godot based on terraman. -- [[Props2D]](https://github.com/Relintai/props_2d) - A godot engine module to help with creating/optimizing in-game 2D props. -- [[Thread Pool]](https://github.com/Relintai/thread_pool) - A c++ Godot engine module which makes it easy to run methods in threads. -- [[Texture Packer]](https://github.com/Relintai/texture_packer) - A c++ Godot engine module, to layer, pack, and merge textures at runtime. -- [[Mesh Data Resource]](https://github.com/Relintai/mesh_data_resource) - A Godot c++ engine module. It adds a data-only mesh type with an importer. -- [[Mesh Utils]](https://github.com/Relintai/mesh_utils) - A c++ Godot engine module containing utilities for working with mehses (Like simplification). -- [[Godot Fastnoise]](https://github.com/Relintai/godot_fastnoise) - Zylann's godot_fastnoise, but with compile fixes for 4.0, and a Resource class. -- [[UI Extensions]](https://github.com/Relintai/ui_extensions) - Small extensions engine module for GODOT. -- [[Skeleton Editor]](https://github.com/Relintai/skeleton_editor) - Godot engine module version of TokageItLab's skeleton editor pr, that got deprecated, but [[my godot fork]](https://github.com/Relintai/godot/tree/3.x) has it fully implemented. -- [[rtile_map]](https://github.com/Relintai/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 successfully 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 work the way I need it instead. - -#### other - -- Removed the github issue templates. - -### 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 simplified 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. - -### Backports - -- https://github.com/godotengine/godot/commit/6c2bd1203126586c6cded4c2bcf210926714ab42 -- https://github.com/godotengine/godot/commit/c2c0c8067d3c1b5bc9ca72bdb805690227a28575 -- https://github.com/godotengine/godot/commit/62fa80afd7734c40aef4148d71a43cd6c52e26ab -- https://github.com/godotengine/godot/commit/fd968157a4b9145b245e3d749e1ee7e12ae9ae8b -- https://github.com/godotengine/godot/commit/c0bd05762e0398589f78f2f0c4a5f4efdce786f0 -- https://github.com/godotengine/godot/commit/72837b8ecd52e1734360a83ebb129ee477cc413a -- https://github.com/godotengine/godot/commit/88c723c33c219113ec0e533942363ceccf422229 -- https://github.com/godotengine/godot/commit/d76c9f8d92fe3533244fdf74679c67475bec2983 -- https://github.com/godotengine/godot/commit/658877c350dc3062d633902aac06050e1c3352e0 -- https://github.com/godotengine/godot/commit/d537a88299ee1faa79ea81d6acd0774e59c3a288 -- https://github.com/godotengine/godot/commit/b33eed23aef39db58dac563dc14d7110f16eca50 -- https://github.com/godotengine/godot/commit/797321fec45df71f1f7d4fcca4e9af30d11853b9 -- https://github.com/godotengine/godot/commit/c77b71003532237aeef466ce46c12ff01948bc2e -- https://github.com/godotengine/godot/commit/bb257543d873ed05931fc8d46f7b5321598f32ee -- https://github.com/godotengine/godot/commit/cf1b3fdd55989fe7b2d8ef665ce5fefec4db4cb7 -- https://github.com/godotengine/godot/commit/480543f681b50c3037f161bd0ecd531e78b87912 -- https://github.com/godotengine/godot/commit/09e4672f0d1e56b7cbd70c479192a1d5a5c1a6de -- https://github.com/godotengine/godot/commit/e822145be2f7a95c5bac9986a534dccde482afbe -- https://github.com/godotengine/godot/commit/3fe37f963595cb1887110f9070275d72c54ff0a6 -- https://github.com/godotengine/godot/commit/937c1a716c87e48ba0d1c097747e0438dc076f67 diff --git a/TODO.md b/TODO.md deleted file mode 100644 index d811a13..0000000 --- a/TODO.md +++ /dev/null @@ -1,263 +0,0 @@ -# Pandemonium Engine TODOs - -## Core - -- Add a core binder class for Math. This would allow for simpler script to engine side code ports. Maybe it could also smplify scripting language code. -- Maye threading could be de-modernized. So the implementation could use the old os level constructs. (like pthreads). An implementation that uses std::threads could be kept around though. (without it being compiled). -> Just add back and update the old os api implementations (pthreads etc), keep the core classes, and make every single class that uses std threads overridable similarly to what can be done with thread now (mutexes etc). -- Maybe use NULLs again instead of nullptrs? TODO check if there is an actual difference, other than requiring cpp11. -- Add error macro like methods to global scope for scripting -- Add containers that are a drop in replacement for stl containers. -- Add compiler traits header. - -## WFC module - -- Need to rework the readme. Also link to the sample repo. (https://github.com/Relintai/wfc_module_samples) -- TilingWaveFormCollapse should not generate the images themeslves, rather it should just use internal ids, and return those to you. It could store variants. -> a derived class chould be mamde that adds image generation on top, but in a friendlier way. -- Array2D and 3D's getters and setters that need coordinates use a reversed order compared to everything in the engine. This is super dangerous, and should be changed. (Currently: get(y, x). Should be get(x, y)). -- The classes need smaller fixes and touchups. -- There are probably a few lingering bugs, as some examples give bad results. -- Need to make sure wave size, out size, and size related things are consistent, and intuitive, as right now they are neither. -- The bindings will likely need more improvements. -- Would be nice, if the algorithm could be parametrized from gdscript as well. -- Maybe adding Array2D, and Array3D like classes to the engine would be a good idea. -- Replace std::vectors to engine vectors. - -## Physics - -- Add a multi thread wrapper around the physics server (and nav server). -- Add a method to the physics server that lets the caller thread wait for the physics update, and wait for each thread to finish. -- These 2 changes would enable heavy simplifications to most Props, Voxelman, and Terraman generation code, as they could just directly use the physics server in multi threaded jobs without crashing. The entire update mode thing could be removed. -- Add dummy physics servers, so they can be turned off when not needed. It should return rids that seem valid, so app code doesn't freak out anywhere. - -## Navmeshes - -- Add dummy nav server, so it can be turned off. -- The current nav server uses worker threads (ThreadWorkPool), maybe it should use ThreadPool. -- The current nav server might not work if threading is disabled. TODO check. -- Maybe ThreadWorkPool could be removed. - -## Terraman, Voxelman, Props - -- MaterialCache class (classes) should be either core or just an another module. (I think the build system has module dependencies implemented.) - -## Terraman, Voxelman - -- The rid storage API is using dicts currently, and it's pretty awful to mess with. A new mesh storage class should be added instead. Since more than one module needs it either should be core or a new module. The api could just return a Ref<> to the storage class. And the class could be inherited from when needed. Should probably contain some generic api which allows you to store most things without really messing around too much. Like an api for mesh rids, navmesh rids, and collider rids, and generic rids. - -- Currently the library only supports images for the top, all 4 sides, and the bottom. It should have image support for all 6 sides at least. I think surface definitions should have a count variable, which sets the stored image count. It could work similarly to lod materials, so you can just use indexes, and it will return what it can. I might also be a good idea to make the image getter scriptable (Or provide one which is). - -## Editor - -- Add support for enabling / disabling editor plugins, and also add a gui for this. (Like how the gdscript addons can be enabled/disabled, but for built in c++ stuff.) It will need support for either exclusion, or dependencies. (Dependencies would be better.) -- Modularize the editor. - -## Engine - -- (Maybe) add an SDL backend. -- Reorganize the project. Except for core, and a few smaller things like main everything should be a module that can be disabled. -- Add more hooks where needed, to let stuff register itself. Like visual server backends, so adding them is simple, as I think this is the best way forward, so you can just create your custom rendering backend, when needed. Like if you want lightmaps, add a module that has the tooling + visualserver that has it implemented. -- Port the DisplayServer from Godot4, as I think having display and windowing in a DisplayServer singleton instead of in OS is better architecturally. -- Port the capability to have more than one windows. Multi windowing however should be disabled by default, also I don't want to port the full multi windowing stuff for the editor, as it's a lot leaner the way it is. However multi windowing would be cool for creating tools. Would also make it easier to not have a window at all. -- The DisplayServer at first could just use stuff in OS, so it doesn't have to be ported all at once. -- Should backport the tests and the test suite from Godot4 as well. -- Backport optimizations to the hashmap (or maybe just add it as another option), and also replace usage where applicable (https://github.com/godotengine/godot/commit/8b7c7f5a753b43cec10f72b274bb1d70c253652b), and (https://github.com/godotengine/godot/commit/45af29da8095af16729955117a165d23e77cd740) -- Make operator='s return void (https://github.com/godotengine/godot/commit/7da392bcc52366740394322728464e724cf20cdf). -- Switch back to the old c++ version (pre c++11) for the codebase. I'm already targeting low end hardware, I think it will likely come in handy later. -- Implement something similar to this, so scripting language code can be simplified. (https://github.com/godotengine/godot/commit/5288ff538d75d2ddab257a9e1e40050c9b8fa1cb)(Create Variant built-in functions.) -- Move DynamicFont to a module, and make tools depend on that. -- Maybe backport the TextServer from Godot4? -- Make modules from everything under the thirdparty folder. -- Collect license information from modules and merge it back and handle it like the current thirdparty.md file. -- Clean up the third party licenses. - -## Scene folder - -- Rework it into modules. - -## GUI - -- Rename the EditorZoomWidget to something like ZoomWidget, and make it available for the games as well. Also I think I did smaller improvements to it in the world_generator addon. Also port those. - -## Graphics - -- Refactor platform code so it's not automatically creating a window, instead the VS should ask for it's creation, passing along the requested graphics api. -- Add a dummy VisualServer implementation, and a way to switch between this and gles2. Similar to how godot4 can have a dummy renderer. - -## Rendering - -- Move CPUParticles code into the VisualServer. -- Add support for generating vertex colors from lights in the VisualServer. (Also do this for 2d) -- Add LOD support to the visualserver. (Or maybe the meshes) - Add core LOD generation support (probably VisualServer). (This and vertex color baking could drastically reduce the amount of code in Terraman, Voxelman, and terraman 2d, props) (https://github.com/godotengine/godot/commit/d2302f53d6ad80943e7f4245ac572003f1681d00) -- Maybe add a texture (mergedTexture) that makes it easier to handle texture merges. -- Add gles3 support, but just expand gles2 for it. (Like it could use better multimesh support, better particles etc), but it shouldn't be that different from gles2. -- Probably add support for other renderers, like vulkan, but unlike godot4 this should be realtively simple, with the visualserver design. (In the same veins as gles2/3) -- (And/or other highly portable graphics apis, that is if they exist.) -- Add a raw shader type that can be written in the native graphics api language (support per backend shader implementation for it). It will likely need some easily parsable header for shader properties. This might simplify the creation of other backends. -- Support for adding graphics backends from modules. This will require platform specific creation funcs. -- Could add an api to query gpus, and optionally to mess with them. Like you could use an off gpu to to do something, maybe like calculations, etc. (Needs more research, not even sure if this is possible or not, or how hard it would be.) -- Rename VisualServer to RenderingServer like on Godot 4. I think it's a better long term name for what it does. -- Port the RenderingDevice API from Godot 4 alongside a RenderingServer implementation that uses it once it's stable. However keep the GLES backends around the same way as they are now, so RenderingServer would be Pluggable as well: RenderingServer <- RenderingSreverGLES2, RenderingServer <- RenderingSreverGLES3 (eventually), RenderingServer <- RenderingSreverRenderingDevice (This would then just use an available RenderingDevice). -- Port the newer godot rendering backends once they are stable enough. (With at least some of their features.) -- Somehow make VisualServer's implementation more modular. -- Add a scriptable VisualServer implementation. Similar idea as the scriptable networking api. Alongside with a similar interface for GLES. Would help with experimentation. - -## material_maker module - -- Polygon editor needs fixes, and likely an overhaul. -- Curve editor needs smaller fixes, and likely an overhaul. -- Port the rest of the nodes from material maker. - -## Databases - -- Table builder should have a method that can automatically create tables from any Object using it's properties. Like tb->add_object_properties("obj type"). You could the still mess with the query, add fields, and set keys. It's purpose should be simple automation when you don't need handoptimized tables. -- Query builder should have more helper methods to automate simpler queries as much as possible. Like: sfw("col", "table", "a < 3") -> SELECT col FROM table WHERE a < 3;, or sf()... etc -- Query builder should also have an update and create, (and also get) method which generates a query using properties to automatically create sql to save objects. They could also take a pk argument to tell which entry is the key. save method would also be nice that decides whether to update or create an entry. -- No full ORM functionality though, it should be really close to SQL queries, but with lots of helper methods, for the more trivial stuff. -- Go through and double check that all methods for the QueryBuilder are properly set up, and is using escapes as they should. -- Fix postgres and mysql backends, so they can be built. (They should be off be default.) - -## Web - -- Move simple web server to a new module. -- Implement big (or not in-memory) file upload support. -- Move HTMLParser, BBCodeParser, and MarkDownRenderer to a new (parsers?) module. -- BlogWebPage <- BlogWepBageFile, BlogWebPageDB -- NewsWebPage <- NewsWebPageFile, NewsWebPageDB -- AdminWebPage <- UserAdminWebPage, AdminPanelWebPage -- Add epoll api support to sockets, and make the web server use it. -- Add range http header support. -- Finish all the todos in the http parser. -- Could add a simple templating language. Probably would not be more than a few hundred lines. WebPageTemplate (Resource), with an importer. Most webnodes could have assignable properties for them. Could be similar to laravel's for example. Also it could be pre compiled in an extremely simple fashion. Vector StringStatement, IFStatement, LoopStatement, CallStatement etc. Other than bool evaluation every statement type is extremely trivial. Also bool evaluation logic could be reused elsewhere (Also gdscript already have it implemented). - -## Users - -- Clean / flesh out the api of UserManager / UserDB. Also make UserManager register itself into UserDB. - -## Networking - -- Maybe port https://github.com/godotengine/godot/pull/50710 ? It adds some lower level stuff which should be useful. It also adds mesh networking which I'm not really sure about that it's really that useful for most games, as you probably want want authoritative servers in most cases. -- Rename the networking keywords (puppet, master etc) to something that is a lot easier to understand at a glance. Maybe something like CLINET_CAN_CALL_SERVER etc. Should call local maybe could be made a separate bool param like in Godot 4, although I think I like the current solution better. -- Somehow add helper methods that do what the RPC macros do in Entity. - -## Ground Clutter - -- Add new ground clutter module. It should have classes that help with spawning clutter like small objects, or foliage. -- Add GroundClutterData. It should contain all data that is needed to spawn in everything. -- Add GroundClutter Spatial node. Similar to TiledWalls, just adds in meshed. -- Add GroundClutterMerger Spatial node, which is the same as GroundClutter except it merges everything together. -- GroundClutterData should have a bool property, which causes spawners to raycast the ground and spawn stuff on hit. -- Should support foliage weights mode, which adds weights that shaders can use to add fake wind. (eventually) -- For Terraman/Voxelman they have to be registered and freed when chunks unload, also they should eventually handle chunk mesh generation events, if they need to raycast ground. -- When they need to raycast ground, they should wait until a raycast hits, maybe a few params could be added to how long they should try before giving up. -- Remove Ground clutter classes from terraman and voxelman. -- Should have prop support (by spawning in Nodes). It should not be merged. - -## TiledWalls - -- Finish implementing all collider types. -- Finish tiling types + z index support for other tiling that horizontal. -- Flavours + y_size probably has quite a few bugs. - -## Platforms - -- Add export platforms for frt, frt_sdl, and the linux server, so their binaries can be easily added and used from export template (tpz) files. - -## Binaries, Containers, Releases - -- Set up containers and build scripts to automatically build frt and frt_sdl binaries. -- Set up automatically building ios binaries as well. -- Try to set up godot's UWP platform again. Maybe. -- Add all binaries to the project side export and release helper scripts. -- Maybe split TPZ files, so you can install the export templates that you want. - -## Ports - -### Enable type information on release - -Not sure whether to have this or not. It does increase binary size for release builds by quite a bit. - -https://github.com/godotengine/godot/commit/226103d166e2806fdaee63242492233e810d6541 -https://github.com/godotengine/godot/commit/663978e8ba5d8b3e37b9b1baf54a69e6a3a00656 -https://github.com/godotengine/godot/commit/f0ca73892a26566e85e1fa819f151fa1db4a42ad -https://github.com/godotengine/godot/commit/3a8f2dda01adca0086a79347484d01b483c8b624 - - -### Physics interpolation - Move out of Scenario - -- Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios. -- Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called. - -At first glance this might have the side effect of not being able to run multiple physics worlds. If this is true this is not needed. - -The fix might be needed though. Double check. - -https://github.com/godotengine/godot/commit/d2b1d296340bb514b16af037c7ad6ed19e7b4a3f - -### Fix the issue causing the screen to be black after resuming when in low processor mode. - -I did the low processor mode fix differently than in upstream godot, so need to check. - -If needed then it's probably only the Main::force_redraw() call. - -https://github.com/godotengine/godot/commit/7a88d5bf283952cfcccef111143c88923017599e - -### Physics Interpolation - add helper warnings - -Not sure if it's needed. - -https://github.com/godotengine/godot/commit/ad9b2b3794f33429182923f55d3451dc98063617 -https://github.com/godotengine/godot/commit/f1bef3c592ef18e0877fff913b5c1a8c1bfc9121 - -### Remove duplicate editor settings definitions - -Has to be hand ported, however some of my modules will likely need a similar cleanup, so todo. - -https://github.com/godotengine/godot/commit/d088128b439d2fddf08f0b87090d756dd417b6e1 - -### Display a modal dialog if threads are unavailable in the web editor - -Not sure, if I end up porting it, I'll likely simplify it. - -https://github.com/godotengine/godot/commit/d9acd21b46352a0c6fe09b42d03bbdb6a749687d - - -### Use parameter classes instead of arguments for all physics queries - -Seems like a good idea to have eventually. - -Also it should be expanded on, for the apis that returns arrays and dicts. Maybe those could -just write results directly to the passed parameter classes, so no allocations occur. - -https://github.com/godotengine/godot/commit/acbd24ea842cb90ab49cd66d5dc7220e57c73f29 - -## Remove redundant thread sync counter draw_pending - -The functions that used it already use a threadsafe FIFO queue -to communicate between threads and a sync to have the main thread -wait for the render thread. - -Fixes #35718 - -The bugfix is likely needed, however I did not move physics interpolation out of scenario, -so this one needs more thought. - -https://github.com/godotengine/godot/commit/9fbdace917026b04d638c03b2f991ae4ace33a9d - -## [Core] Use std type traits to check operations triviality. - -possibly - -https://github.com/godotengine/godot/commit/4e33610fb0ab762b49bcbb86c0be5ea0c227b73f - -## Added support for building shared libraries on linuxbsd - -possibly - -This adds shared build support for the scons build. - -The build can now be built shared by passing shared=True in the scons command. This does drastically speed up the link time for the godot bin (anecdotally for my machine from 5 seconds to less than a second). - -This PR mainly is to aid in faster development as outlined in godotengine/godot-proposals#1796 - -https://github.com/godotengine/godot/pull/52566 - diff --git a/backports.md b/backports.md deleted file mode 100644 index c3018b3..0000000 --- a/backports.md +++ /dev/null @@ -1,22 +0,0 @@ - -# Some notes on how to do backports - -I'm currently figuring out how to do this properly, these are just notes, so I don't have to find everything again. - -https://stackoverflow.com/questions/40757246/git-status-and-git-diff-empty-after-failed-git-am - -git remote add patch-origin -git fetch patch-origin - - - -git format-patch -1 - - -git am --ignore-whitespace --ignore-space-change -3 < - -git am --continue - -git mergetool - - diff --git a/notable_godot_commits_not_included.md b/notable_godot_commits_not_included.md deleted file mode 100644 index 501469d..0000000 --- a/notable_godot_commits_not_included.md +++ /dev/null @@ -1,11 +0,0 @@ -# Notable Godot Commits that are not included - -These are some of the commits that I decided against having by default, but they might be of interest for other projects. - -## Use circular fade instead of linear fade for distance fade - -This makes distance fade look the same regardless of the camera angle, -for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither). -Distance fade now behaves like fog in this regard. - -https://github.com/godotengine/godot/commit/56ac14fbf0240287ca93b625ba55dec6217b244f diff --git a/notes.md b/notes.md deleted file mode 100644 index 3ca1912..0000000 --- a/notes.md +++ /dev/null @@ -1,4 +0,0 @@ - -# Random notes - -git log --pretty=format:"-%s%n%b%n" > a.txt diff --git a/sc.py b/sc.py deleted file mode 100644 index 590d161..0000000 --- a/sc.py +++ /dev/null @@ -1,4 +0,0 @@ - -from SCons.Script.Main import main - -main()