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* Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-8/+8
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| * Deleted stale check. Now SCons supports globbing with `#` inside pathYevhen Babiichuk (DustDFG)2024-11-021-8/+8
| | | | | | | | | | | | Some parts of the buildsystem already were using it with `#` in path Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
* | Fix copyright headers referring to GodotSpartan3222024-10-276-12/+12
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-116-0/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-112-2/+2
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* Fix arm64/Windows build.bruvzg2024-04-301-1/+1
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* Add 'override' mark to ResourceFormat classppphp2024-03-251-3/+3
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* Fix lossless formats in PortableCompressedTexture2Dnklbdev2024-01-052-5/+9
| | | | | | Update scene/resources/portable_compressed_texture.cpp Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* libpng: Enable intrinsics on x86/SSE2, ppc64/VSX, and all arm/NEONRémi Verschelde2023-08-041-20/+20
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* Extract and reorganize texture resource classesHendrik Brucker2023-07-141-1/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-056-174/+174
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Make some Image methods statickobewi2022-10-141-1/+1
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* [Core] Make ImageFormatLoader extensible.Fabio Alessandrelli2022-09-202-2/+2
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* [Web] Rename JavaScript platform to Web.Fabio Alessandrelli2022-08-291-1/+1
| | | | Also rename export name from "HTML5" to "Web".
* Merge pull request #64776 from YuriSizov/import-images-moar-flagsRémi Verschelde2022-08-252-3/+3
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| * Make `ImageLoader` take bit field flagsYuri Sizov2022-08-232-3/+3
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* | Unify bits, arch, and android_arch into env["arch"]Aaron Franke2022-08-251-1/+1
|/ | | | | | Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Swap arguments of ResourceSaver.save()kobewi2022-07-292-2/+2
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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-252-2/+2
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio2022-05-032-6/+6
| | | | | | These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-113-9/+3
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* Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde2022-02-161-2/+2
| | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
* Update copyright statements to 2022Rémi Verschelde2022-01-036-12/+12
| | | | Happy new year to the wonderful Godot community!
* Build for 64-bit ARM by default when compiling or exporting for AndroidHugo Locurcio2021-10-121-1/+2
| | | | | | | All Android devices that support Vulkan support 64-bit ARM. This also removes NEON opt-out code for ARMv7 as pretty much all ARMv7 devices also support NEON.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Merge pull request #47835 from mortarroad/master-lossless-webpRémi Verschelde2021-06-111-2/+2
|\ | | | | Implement lossless WebP encoding
| * Implement lossless WebP encodingMorris Tabor2021-06-111-2/+2
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* | Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
|/ | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Rename File::get_len() get_length()Marcel Admiraal2021-05-251-1/+1
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* Make all file access 64-bit (uint64_t)Pedro J. Estébanez2021-05-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-272-3/+3
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Rename Texture.get_data() to get_image()Marcel Admiraal2021-03-281-1/+1
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* Update copyright statements to 2021Rémi Verschelde2021-01-016-12/+12
| | | | | | | | | | | | | | 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 🎆
* SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde2020-12-181-4/+15
| | | | | | | | | | | | | | Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-162-2/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-074-4/+4
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Handle 16 bit PNG files in sRGB formatJohan Rastén2020-07-093-4/+10
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-143-15/+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.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Replace NULL with nullptrlupoDharkael2020-04-021-3/+3
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* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-301-4/+5
| | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-186-34/+33
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Several fixes to GIProbesJuan Linietsky2020-02-113-0/+11
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* Update copyright statements to 2020Rémi Verschelde2020-01-016-12/+12
| | | | | | | | | | | 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.
* Remove all uses of ERR_EXPLAIN macros.Marcel Admiraal2019-11-111-5/+4
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* Provide error messages when PNG save failsAndrii Doroshenko (Xrayez)2019-09-011-2/+2
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* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily2019-08-172-8/+6
| | | | | | | | | Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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