diff options
22 files changed, 137 insertions, 106 deletions
diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS index 6c8a8ef919..713c982123 100644 --- a/.github/CODEOWNERS +++ b/.github/CODEOWNERS @@ -121,6 +121,7 @@ /modules/mbedtls/tests/ @godotengine/network @godotengine/tests /modules/multiplayer/ @godotengine/network /modules/multiplayer/doc_classes/ @godotengine/network @godotengine/documentation +/modules/multiplayer/tests/ @godotengine/network @godotengine/tests /modules/upnp/ @godotengine/network /modules/upnp/doc_classes/ @godotengine/network @godotengine/documentation /modules/webrtc/ @godotengine/network diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index 93680de21e..900318e4f4 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -22,6 +22,7 @@ <description> Returns the position in the [AudioStream] of the latest sound, in seconds. Returns [code]0.0[/code] if no sounds are playing. [b]Note:[/b] The position is not always accurate, as the [AudioServer] does not mix audio every processed frame. To get more accurate results, add [method AudioServer.get_time_since_last_mix] to the returned position. + [b]Note:[/b] This method always returns [code]0.0[/code] if the [member stream] is an [AudioStreamInteractive], since it can have multiple clips playing at once. </description> </method> <method name="get_stream_playback"> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index bba5157053..3ae3753930 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -13,21 +13,7 @@ <return type="String" /> <description> Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code]. - To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name: - [codeblocks] - [gdscript] - if "64" in Engine.get_architecture_name(): - print("Running a 64-bit build of Godot.") - else: - print("Running a 32-bit build of Godot.") - [/gdscript] - [csharp] - if (Engine.GetArchitectureName().Contains("64")) - GD.Print("Running a 64-bit build of Godot."); - else - GD.Print("Running a 32-bit build of Godot."); - [/csharp] - [/codeblocks] + To detect whether the current build is 64-bit, or the type of architecture, don't use the architecture name. Instead, use [method OS.has_feature] to check for the [code]"64"[/code] feature tag, or tags such as [code]"x86"[/code] or [code]"arm"[/code]. See the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code]. </description> </method> diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml index b7d097cc91..310f235abf 100644 --- a/doc/classes/SubViewportContainer.xml +++ b/doc/classes/SubViewportContainer.xml @@ -20,6 +20,10 @@ </method> </methods> <members> + <member name="consume_drag_and_drop" type="bool" setter="set_consume_drag_and_drop" getter="is_consume_drag_and_drop_enabled" default="false"> + If [code]false[/code], the [SubViewportContainer] is not available as a drop target in drag-and-drop operations, and instead the [Control] nodes inside its [Viewport] children are potential drop targets. + If [code]true[/code], the [SubViewportContainer] itself will be considered as a drop target in drag-and-drop operations, preventing the [Control] nodes inside its [Viewport] children from becoming drop targets. + </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="1" /> <member name="stretch" type="bool" setter="set_stretch" getter="is_stretch_enabled" default="false"> If [code]true[/code], the sub-viewport will be automatically resized to the control's size. diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index fcfbeddb9e..2022c8ee43 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1259,7 +1259,7 @@ float SchlickFresnel(float u) { return m2 * m2 * m; // pow(m,5) } -void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha, +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha, vec2 screen_uv, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -1423,7 +1423,7 @@ float get_omni_spot_attenuation(float distance, float inv_range, float decay) { } #if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI) -void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -1450,7 +1450,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f omni_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1469,7 +1469,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f #endif // !DISABLE_LIGHT_OMNI #if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT) -void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -1506,7 +1506,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f spot_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2114,7 +2114,7 @@ void main() { continue; } #endif - light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha, + light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2143,7 +2143,7 @@ void main() { continue; } #endif - light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, + light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2171,7 +2171,7 @@ void main() { continue; } #endif - light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, + light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2389,7 +2389,7 @@ void main() { #endif // SHADOWS_DISABLED #ifndef USE_VERTEX_LIGHTING - light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha, + light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2421,7 +2421,7 @@ void main() { #endif // SHADOWS_DISABLED #ifndef USE_VERTEX_LIGHTING - light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha, + light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2451,7 +2451,7 @@ void main() { #endif // SHADOWS_DISABLED #ifndef USE_VERTEX_LIGHTING - light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha, + light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 8249596045..987002f472 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -7026,7 +7026,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Vertex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("View", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); @@ -7044,6 +7044,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Metallic", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Roughness", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Specular", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("View", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); diff --git a/methods.py b/methods.py index da6b3419cd..203f0dd8a5 100644 --- a/methods.py +++ b/methods.py @@ -1017,6 +1017,30 @@ def generate_vs_project(env, original_args, project_name="godot"): return v[0] if len(v) == 1 else f"{v[0]}={v[1]}" return v + def get_dependencies(file, env, exts, headers, sources, others): + for child in file.children(): + if isinstance(child, str): + child = env.File(x) + fname = "" + try: + fname = child.path + except AttributeError: + # It's not a file. + pass + + if fname: + parts = os.path.splitext(fname) + if len(parts) > 1: + ext = parts[1].lower() + if ext in exts["sources"]: + sources += [fname] + elif ext in exts["headers"]: + headers += [fname] + elif ext in exts["others"]: + others += [fname] + + get_dependencies(child, env, exts, headers, sources, others) + filtered_args = original_args.copy() # Ignore the "vsproj" option to not regenerate the VS project on every build @@ -1078,26 +1102,28 @@ def generate_vs_project(env, original_args, project_name="godot"): sys.path.remove(tmppath) sys.modules.pop("msvs") + extensions = {} + extensions["headers"] = [".h", ".hh", ".hpp", ".hxx", ".inc"] + extensions["sources"] = [".c", ".cc", ".cpp", ".cxx", ".m", ".mm", ".java"] + extensions["others"] = [".natvis", ".glsl", ".rc"] + headers = [] headers_dirs = [] - for file in glob_recursive_2("*.h", headers_dirs): - headers.append(str(file).replace("/", "\\")) - for file in glob_recursive_2("*.hpp", headers_dirs): - headers.append(str(file).replace("/", "\\")) + for ext in extensions["headers"]: + for file in glob_recursive_2("*" + ext, headers_dirs): + headers.append(str(file).replace("/", "\\")) sources = [] sources_dirs = [] - for file in glob_recursive_2("*.cpp", sources_dirs): - sources.append(str(file).replace("/", "\\")) - for file in glob_recursive_2("*.c", sources_dirs): - sources.append(str(file).replace("/", "\\")) + for ext in extensions["sources"]: + for file in glob_recursive_2("*" + ext, sources_dirs): + sources.append(str(file).replace("/", "\\")) others = [] others_dirs = [] - for file in glob_recursive_2("*.natvis", others_dirs): - others.append(str(file).replace("/", "\\")) - for file in glob_recursive_2("*.glsl", others_dirs): - others.append(str(file).replace("/", "\\")) + for ext in extensions["others"]: + for file in glob_recursive_2("*" + ext, others_dirs): + others.append(str(file).replace("/", "\\")) skip_filters = False import hashlib @@ -1161,58 +1187,13 @@ def generate_vs_project(env, original_args, project_name="godot"): with open(f"{project_name}.vcxproj.filters", "w", encoding="utf-8", newline="\r\n") as f: f.write(filters_template) - envsources = [] - - envsources += env.core_sources - envsources += env.drivers_sources - envsources += env.main_sources - envsources += env.modules_sources - envsources += env.scene_sources - envsources += env.servers_sources - if env.editor_build: - envsources += env.editor_sources - envsources += env.platform_sources - headers_active = [] sources_active = [] others_active = [] - for x in envsources: - fname = "" - if isinstance(x, str): - fname = env.File(x).path - else: - # Some object files might get added directly as a File object and not a list. - try: - fname = env.File(x)[0].path - except Exception: - fname = x.path - pass - if fname: - fname = fname.replace("\\\\", "/") - parts = os.path.splitext(fname) - basename = parts[0] - ext = parts[1] - idx = fname.find(env["OBJSUFFIX"]) - if ext in [".h", ".hpp"]: - headers_active += [fname] - elif ext in [".c", ".cpp"]: - sources_active += [fname] - elif idx > 0: - basename = fname[:idx] - if os.path.isfile(basename + ".h"): - headers_active += [basename + ".h"] - elif os.path.isfile(basename + ".hpp"): - headers_active += [basename + ".hpp"] - elif basename.endswith(".gen") and os.path.isfile(basename[:-4] + ".h"): - headers_active += [basename[:-4] + ".h"] - if os.path.isfile(basename + ".c"): - sources_active += [basename + ".c"] - elif os.path.isfile(basename + ".cpp"): - sources_active += [basename + ".cpp"] - else: - fname = os.path.relpath(os.path.abspath(fname), env.Dir("").abspath) - others_active += [fname] + get_dependencies( + env.File(f"#bin/godot{env['PROGSUFFIX']}"), env, extensions, headers_active, sources_active, others_active + ) all_items = [] properties = [] diff --git a/modules/SCsub b/modules/SCsub index fea2f2eeb8..09944241ea 100644 --- a/modules/SCsub +++ b/modules/SCsub @@ -63,7 +63,6 @@ register_module_types = env.CommandNoCache( ) -vs_sources = [] test_headers = [] # libmodule_<name>.a for each active module. for name, path in env.module_list.items(): @@ -75,8 +74,6 @@ for name, path in env.module_list.items(): lib = env_modules.add_library("module_%s" % name, env.modules_sources) env.Prepend(LIBS=[lib]) - if env["vsproj"]: - vs_sources += env.modules_sources if env["tests"]: # Lookup potential headers in `tests` subfolder. @@ -104,5 +101,3 @@ env.modules_sources = [] env_modules.add_source_files(env.modules_sources, register_module_types) lib = env_modules.add_library("modules", env.modules_sources) env.Prepend(LIBS=[lib]) -if env["vsproj"]: - env.modules_sources += vs_sources diff --git a/modules/gdscript/gdscript_byte_codegen.cpp b/modules/gdscript/gdscript_byte_codegen.cpp index b77c641eb5..fb4d27caab 100644 --- a/modules/gdscript/gdscript_byte_codegen.cpp +++ b/modules/gdscript/gdscript_byte_codegen.cpp @@ -585,8 +585,25 @@ void GDScriptByteCodeGenerator::write_unary_operator(const Address &p_target, Va } void GDScriptByteCodeGenerator::write_binary_operator(const Address &p_target, Variant::Operator p_operator, const Address &p_left_operand, const Address &p_right_operand) { - // Avoid validated evaluator for modulo and division when operands are int, since there's no check for division by zero. - if (HAS_BUILTIN_TYPE(p_left_operand) && HAS_BUILTIN_TYPE(p_right_operand) && ((p_operator != Variant::OP_DIVIDE && p_operator != Variant::OP_MODULE) || p_left_operand.type.builtin_type != Variant::INT || p_right_operand.type.builtin_type != Variant::INT)) { + bool valid = HAS_BUILTIN_TYPE(p_left_operand) && HAS_BUILTIN_TYPE(p_right_operand); + + // Avoid validated evaluator for modulo and division when operands are int or integer vector, since there's no check for division by zero. + if (valid && (p_operator == Variant::OP_DIVIDE || p_operator == Variant::OP_MODULE)) { + switch (p_left_operand.type.builtin_type) { + case Variant::INT: + valid = p_right_operand.type.builtin_type != Variant::INT; + break; + case Variant::VECTOR2I: + case Variant::VECTOR3I: + case Variant::VECTOR4I: + valid = p_right_operand.type.builtin_type != Variant::INT && p_right_operand.type.builtin_type != p_left_operand.type.builtin_type; + break; + default: + break; + } + } + + if (valid) { if (p_target.mode == Address::TEMPORARY) { Variant::Type result_type = Variant::get_operator_return_type(p_operator, p_left_operand.type.builtin_type, p_right_operand.type.builtin_type); Variant::Type temp_type = temporaries[p_target.address].type; diff --git a/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd new file mode 100644 index 0000000000..ace5397f40 --- /dev/null +++ b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.gd @@ -0,0 +1,3 @@ +func test(): + var integer: int = 1 + integer /= 0 diff --git a/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out new file mode 100644 index 0000000000..6a9d11cd77 --- /dev/null +++ b/modules/gdscript/tests/scripts/runtime/errors/division_by_zero.out @@ -0,0 +1,6 @@ +GDTEST_RUNTIME_ERROR +>> SCRIPT ERROR +>> on function: test() +>> runtime/errors/division_by_zero.gd +>> 3 +>> Division by zero error in operator '/'. diff --git a/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd new file mode 100644 index 0000000000..99792e4e32 --- /dev/null +++ b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.gd @@ -0,0 +1,3 @@ +func test(): + var integer: int = 1 + integer %= 0 diff --git a/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out new file mode 100644 index 0000000000..79c512888f --- /dev/null +++ b/modules/gdscript/tests/scripts/runtime/errors/modulo_by_zero.out @@ -0,0 +1,6 @@ +GDTEST_RUNTIME_ERROR +>> SCRIPT ERROR +>> on function: test() +>> runtime/errors/modulo_by_zero.gd +>> 3 +>> Modulo by zero error in operator '%'. diff --git a/scene/gui/subviewport_container.cpp b/scene/gui/subviewport_container.cpp index a443ae9abf..775db65c3f 100644 --- a/scene/gui/subviewport_container.cpp +++ b/scene/gui/subviewport_container.cpp @@ -246,6 +246,14 @@ bool SubViewportContainer::_is_propagated_in_gui_input(const Ref<InputEvent> &p_ return false; } +void SubViewportContainer::set_consume_drag_and_drop(bool p_enable) { + consume_drag_and_drop = p_enable; +} + +bool SubViewportContainer::is_consume_drag_and_drop_enabled() { + return consume_drag_and_drop; +} + void SubViewportContainer::add_child_notify(Node *p_child) { if (Object::cast_to<SubViewport>(p_child)) { queue_redraw(); @@ -286,8 +294,12 @@ void SubViewportContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_stretch_shrink", "amount"), &SubViewportContainer::set_stretch_shrink); ClassDB::bind_method(D_METHOD("get_stretch_shrink"), &SubViewportContainer::get_stretch_shrink); + ClassDB::bind_method(D_METHOD("set_consume_drag_and_drop", "amount"), &SubViewportContainer::set_consume_drag_and_drop); + ClassDB::bind_method(D_METHOD("is_consume_drag_and_drop_enabled"), &SubViewportContainer::is_consume_drag_and_drop_enabled); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stretch"), "set_stretch", "is_stretch_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "stretch_shrink", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), "set_stretch_shrink", "get_stretch_shrink"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "consume_drag_and_drop"), "set_consume_drag_and_drop", "is_consume_drag_and_drop_enabled"); GDVIRTUAL_BIND(_propagate_input_event, "event"); } diff --git a/scene/gui/subviewport_container.h b/scene/gui/subviewport_container.h index 06420de730..7230615771 100644 --- a/scene/gui/subviewport_container.h +++ b/scene/gui/subviewport_container.h @@ -38,6 +38,8 @@ class SubViewportContainer : public Container { bool stretch = false; int shrink = 1; + bool consume_drag_and_drop = false; + void _notify_viewports(int p_notification); bool _is_propagated_in_gui_input(const Ref<InputEvent> &p_event); void _send_event_to_viewports(const Ref<InputEvent> &p_event); @@ -63,6 +65,9 @@ public: int get_stretch_shrink() const; void recalc_force_viewport_sizes(); + void set_consume_drag_and_drop(bool p_enable); + bool is_consume_drag_and_drop_enabled(); + virtual Size2 get_minimum_size() const override; virtual Vector<int> get_allowed_size_flags_horizontal() const override; diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index b66cfb516a..a0f39462a0 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -3060,6 +3060,14 @@ void Viewport::_update_mouse_over(Vector2 p_pos) { } v->_update_mouse_over(v->get_final_transform().affine_inverse().xform(pos)); } + + Viewport *section_root = get_section_root_viewport(); + if (section_root && c->is_consume_drag_and_drop_enabled()) { + // Evaluating `consume_drag_and_drop` and adjusting target_control needs to happen + // after `_update_mouse_over` in the SubViewports, because otherwise physics picking + // would not work inside SubViewports. + section_root->gui.target_control = over; + } } } diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 847867fa4d..7c1adeac96 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -3167,6 +3167,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 81d3d87a22..1e1b6d8937 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -2299,7 +2299,7 @@ void fragment_shader(in SceneData scene_data) { #else directional_lights.data[i].color * directional_lights.data[i].energy * tint, #endif - true, shadow, f0, orms, 1.0, albedo, alpha, + true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2373,7 +2373,7 @@ void fragment_shader(in SceneData scene_data) { shadow = blur_shadow(shadow); - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -2445,7 +2445,7 @@ void fragment_shader(in SceneData scene_data) { shadow = blur_shadow(shadow); - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index da8ad3db15..0cb34557ea 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1591,7 +1591,7 @@ void main() { light_compute(normal, directional_lights.data[i].direction, view, size_A, directional_lights.data[i].color * directional_lights.data[i].energy * tint, - true, shadow, f0, orms, 1.0, albedo, alpha, + true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1628,7 +1628,7 @@ void main() { shadow = blur_shadow(shadow); // Fragment lighting - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1661,7 +1661,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index a1a185d0fd..1e8fc7eab4 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -39,7 +39,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, vec3(metallic)); } -void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, vec2 screen_uv, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -547,7 +547,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal, float taa_fr return 1.0; } -void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -675,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v light_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -793,7 +793,7 @@ vec2 normal_to_panorama(vec3 n) { return panorama_coords; } -void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -884,7 +884,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v } light_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha, screen_uv, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif diff --git a/servers/rendering/rendering_device_graph.cpp b/servers/rendering/rendering_device_graph.cpp index c8ad0e2722..ebfe328393 100644 --- a/servers/rendering/rendering_device_graph.cpp +++ b/servers/rendering/rendering_device_graph.cpp @@ -527,7 +527,7 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr // The index is just the latest command index that wrote to the resource. if (search_tracker->write_command_or_list_index == p_command_index) { ERR_FAIL_MSG("Command can't have itself as a dependency."); - } else if (_check_command_intersection(resource_tracker, search_tracker->write_command_or_list_index, p_command_index)) { + } else { _add_adjacent_command(search_tracker->write_command_or_list_index, p_command_index, r_command); } } diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 821009f07c..4b71007ebf 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -201,6 +201,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true; shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true; |
