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* ICU: Update to version 69.1, improve ICU data export process.bruvzg2021-04-221-0/+1
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* Merge pull request #47701 from vnen/gdscript-test-runnerRémi Verschelde2021-04-161-0/+5
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| * Set up PackedData when setting up testsGeorge Marques2021-04-081-0/+5
| | | | | | | | | | Some tests need functions of ProjectSettings that rely on this being available.
* | Add option modules_enabled_by_defaulttotlmstr2021-04-101-1/+1
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* | Improve command line `--print-fps` displayHugo Locurcio2021-04-091-2/+2
| | | | | | | | | | | | | | - Display the frame time in addition to FPS. - Frame time is a more objective measurement in comparison to FPS, but FPS is more familiar to people less acquainted with profiling. - Rename "Game" to "Project" for the project FPS printing line.
* | Main: Default `--doctool` path to '.' if none givenRémi Verschelde2021-04-061-10/+14
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* Fix feature tag casing in the Windows pen tablet project setting nameHugo Locurcio2021-03-221-2/+2
| | | | Feature tags are case-sensitive.
* Tweak the editor splash screen color to better match the default themeHugo Locurcio2021-03-172-2/+11
| | | | | This helps achieve a visually "smoother" transition between the splash screen and the editor.
* Fixes small typos and grammar correctionAnshul7sp12021-03-121-6/+6
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* Move cursor shape loading after module loadingJohannes2021-03-051-12/+13
| | | | fixes #46685
* Logger: Cache 'flush_stdout_on_print' to improve performance, and works ↵Mateo Kuruk Miccino2021-02-281-2/+4
| | | | | | before ProjectSettings starts. ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
* Remove GDScript bindings for OS.get/set_exit_code, ↵Emmanuel Leblond2021-02-251-1/+1
| | | | SceneTree.quit(<exit_code>) should be used instead
* Merge pull request #46307 from RandomShaper/fix_crash_mono_glueRémi Verschelde2021-02-222-3/+5
|\ | | | | Make glue generation shutdown more graceful
| * Make glue generation shutdown more gracefulPedro J. Estébanez2021-02-222-3/+5
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* | Merge pull request #46313 from goostengine/tests-init-translation-serverRémi Verschelde2021-02-221-0/+15
|\ \ | |/ |/| Initialize `TranslationServer` in the test environment
| * Initialize `TranslationServer` in the test environmentAndrii Doroshenko (Xrayez)2021-02-221-0/+15
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* | Merge pull request #46131 from bruvzg/move_tablet_to_dsRémi Verschelde2021-02-181-45/+32
|\ \ | | | | | | Move tablet driver API from OS to DisplayServer
| * | Move tablet driver API from OS to DisplayServer.bruvzg2021-02-181-45/+32
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* | | Added ability to override built-in actions for the editorEric M2021-02-181-1/+1
|/ / | | | | | | This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
* | Reorganize Project Settingsreduz2021-02-182-52/+56
| | | | | | | | | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* | Disable engine splash logic on Android; this is now handled by the Android ↵Fredia Huya-Kouadio2021-02-181-1/+1
| | | | | | | | | | | | | | theme api. In addition, add support for scaling and applying filter to the splash screen on Android. One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
* | Make Servers truly Thread Safereduz2021-02-101-7/+3
| | | | | | | | | | | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* | Main: Load translations and remaps before scene typesRémi Verschelde2021-02-021-14/+11
|/ | | | | | | | | | | This ensures that settings like `gui/theme/custom_font` handle resource remappings properly, as they load resources in `register_scene_types()`. Path remaps used to be done before loading scene types in early Godot versions (as hinted by the "Load Remaps" comment just before "Load Scene Types") but this was broken when developing new localization features. Fixes #17640.
* Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde2021-01-311-3/+3
|\ | | | | Modernize Thread
| * Modernize ThreadPedro J. Estébanez2021-01-291-3/+3
| | | | | | | | | | | | | | | | | | - Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
* | Add GDNative JSON generator for the builtin APIGeorge Marques2021-01-291-58/+59
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Which can be used by language bindings to generate code statically. This is generated as a different file from the class API because it has different requirements (the builtin types have constructors and don't have signals), so bindings can better make use of each JSON file without extra parsing. This also cleans up a bit the old API generator, mainly initializing structs and renaming "instanciable" to the more correct "instantiable". The argument description in help text was updated to better reflect how it should be used. The <path> argument is mandatory.
* | Shadow map rendering optimizationreduz2021-01-241-21/+0
| | | | | | | | | | | | | | -All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
* | Several GI related optimizations and fixesreduz2021-01-241-0/+9
|/ | | | | | | | | | | | -SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
* Modernize RWLockPedro J. Estébanez2021-01-191-4/+0
| | | | | | | | - Based on C++14's `shared_time_mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS`
* Split OS::execute into two methodsMarcel Admiraal2021-01-091-2/+1
| | | | | 1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
* Update copyright statements to 2021Rémi Verschelde2021-01-016-14/+14
| | | | | | | | | | | | | | 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 🎆
* Fix warning spam when using `--help` or `--version` command line argumentHugo Locurcio2020-12-291-5/+5
| | | | | | When a project setting is not found, a warning message is printed. This moves the default value declaration so it can be found when the `--help` or `--version` command line arguments are used.
* Rename MainLoop methods to match Node methodsMarcel Admiraal2020-12-223-69/+68
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* Add a project setting to enable stdout flushing in release buildsHugo Locurcio2020-12-151-0/+5
| | | | This can be used in server builds for journalctl compatibility.
* Reorganize rendering server.reduz2020-12-031-2/+2
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-4/+4
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-69/+39
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* [Complex Text Layouts] Implement TextServer interface. Implement Fallback ↵bruvzg2020-11-261-7/+117
| | | | TextServer.
* Merge pull request #43661 from EricEzaM/PR/INP2-rename_load_from_globalsRémi Verschelde2020-11-191-1/+1
|\ | | | | load_from_globals() -> load_from_project_settings()
| * load_from_globals() -> load_from_project_settings()Eric M2020-11-191-1/+1
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* | allow vulkan validation layers in release builds if explicity asked forJordan Schidlowsky2020-11-181-2/+2
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* | Fix CLI export when export_path is in preset.Fabio Alessandrelli2020-11-171-8/+0
| | | | | | | | | | | | | | | | | | Export presets contains the export_path option, to specify the default export location, but the CLI export option disregarded that, and always required and export path to be specified. After this commit, if the export path is not specified in the command, the one in the preset will be used, erroring only if it's not present or invalid.
* | Remove empty lines around braces with the formatting scriptAaron Franke2020-11-162-3/+0
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* | Merge pull request #42167 from madmiraal/fix-42108Rémi Verschelde2020-11-161-1/+0
|\ \ | | | | | | Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
| * | Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.Marcel Admiraal2020-09-181-1/+0
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* | | Merge pull request #43369 from Calinou/allow-svg-project-iconRémi Verschelde2020-11-101-1/+1
|\ \ \ | |_|/ |/| | Allow using SVG images as project icon
| * | Allow using SVG images as project iconHugo Locurcio2020-11-061-1/+1
| | | | | | | | | | | | | | | | | | | | | Since exporters will save their own icon, the target platforms don't have to support SVG to display the icon correctly. This closes #23068.
* | | Reorganized core/ directory, it was too fatty alreadyreduz2020-11-075-8/+8
|/ / | | | | | | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* | Refactored Variant Operators.reduz2020-11-061-1/+1
| | | | | | | | | | -Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
* | Refactor pixel snapping.reduz2020-10-301-1/+0
| | | | | | | | | | | | | | | | | | -Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534