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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Cleanup unused engine codeTomasz Chabora2020-12-091-1/+0
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* Refactored Mesh internals and formats.reduz2020-12-021-0/+1
| | | | | | | | | | | | | | | -Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-2/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-1/+1
| | | | | | | | | | | | | Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
* Replace NULL with nullptrlupoDharkael2020-04-021-3/+3
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-3/+3
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Removed interactive loader, added proper thread loading.Juan Linietsky2020-02-281-1/+1
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+2
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* Unexpose subclasses of ResourceFormatLoader and -SaverRémi Verschelde2019-06-181-2/+0
| | | | | | | | | | | | | | ResourceFormatLoader and ResourceFormatSaver are meant to be overridden to add support for different formats in ResourceLoader and ResourceSaver. Those should be exposed as they can be overridden in plugins. On the other hand, all predefined subclasses of those two base classes are only meant to register support for new file and resource types, but should not and cannot be used directly from script, so they should not be exposed. Also unexposed ResourceImporterOGGVorbis (and thus its base class ResourceImporter) which are editor-only.
* Style: Fix issues with clang-format 8.0Rémi Verschelde2019-05-201-1/+1
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* Added ability for multiple images to be imported as an atlasJuan Linietsky2019-04-191-0/+5
| | | | | This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
* Make sure ResurceLoader.exists works on imported files, fixes #23555Juan Linietsky2019-03-041-0/+1
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* Better warnings when resources can't be saved. Fixes #26531Juan Linietsky2019-03-041-0/+1
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* -Fix problem of order of import plugins, closes #26340Juan Linietsky2019-02-271-1/+0
| | | | -Ensure resource previewer does not start until first import is done
* Fix GCC 5 build after #26331 and cleanup styleRémi Verschelde2019-02-271-4/+6
| | | | Also cleanup after 01a3dd3.
* -Properly handle missing ETC support on exportJuan Linietsky2019-02-261-2/+15
| | | | | -Added ability for resource importers to save metadata -Added ability for resource importers to validate depending on project settings
* Core: Ensure classes match their header filenameRémi Verschelde2019-02-121-0/+113
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`