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* Enforce `\n` eol for Python writesThaddeus Crews2024-03-092-2/+2
| | | | • Ensure utf-8 encoding if previously unspecified
* Add editor shortcuts to toggle bottom panel visibilityHugo Locurcio2024-03-051-0/+9
| | | | | | | | Default shortcuts use the first or second letter of each word. This also adds a new shortcut to toggle the last opened bottom panel. On editor startup, this defaults to the first panel in the list (which is the Output panel).
* Merge pull request #88933 from raulsntos/dotnet/pre-commitRémi Verschelde2024-03-022-37/+30
|\ | | | | Move dotnet-format script to pre-commit
| * Move dotnet-format script to pre-commitRaul Santos2024-03-022-37/+30
| | | | | | | | Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
* | [RTL] Add optional `push_meta` argument to control how meta underline is drawn.bruvzg2024-03-011-0/+7
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* Replace hand-written pre-commit hooks with `pre-commit` Python toolAarni Koskela2024-02-2610-874/+0
| | | | | | | | | | | `pre-commit` can be installed with pip, and configured in the Godot repo with `pre-commit install`. It can then easily be run both locally with `pre-commit run`, and on CI, in a cross-platform way. This makes it much easier for contributors to set up pre-commit hooks, without having to manually copy files to their git folder. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Make Skeleton3D::add_bone return the new bone index right away, instead of ↵Zi Ye2024-02-251-0/+9
| | | | requiring an additional call to get_bone_count.
* Add ufbx for FBX importingK. S. Ernest (iFire) Lee2024-02-231-0/+11
| | | | | | | | | | | | | | | | This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion. Key changes include: - Support for importing geometry helper nodes in FBX files. - Addition of cameras and lights with updated names. - Removal of the fbx importer manager. - Introduction of ModelDocument3D and updates to its methods. - Changes to FBX import options and visibility. - Updating the documentation and handling some errors. - Store the original non-unique node, mesh and animation names in FBX and glTF. Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
* SCons: Add proper MinGW support to D3D12 deps install scriptRémi Verschelde2024-02-231-3/+31
| | | | Fix a couple GCC warnings.
* Fix some DEFVALs to use the right typeRaul Santos2024-02-231-0/+44
| | | | | - Use `StringName()` in DEFVAL for StringNames. - Use `Variant()` in DEFVAL for Variants.
* Implement hooks into rendererBastiaan Olij2024-02-181-0/+13
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* Merge pull request #84792 from scriptsengineer/distance-fogRémi Verschelde2024-02-181-0/+7
|\ | | | | | | Add optional depth fog to Environment
| * Add optional depth fogEidolon2024-02-171-0/+7
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* | Revert "Allow configuration warnings to refer to a property"Rémi Verschelde2024-02-171-7/+0
|/ | | | This reverts commit bf37a9bac6ebfb09c0a374260c35ede8373ce427.
* Make consistent the retrieval of audio tracksSilc Lizard (Tokage) Renew2024-02-181-0/+7
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* Add CallbackModeDiscrete to AnimationMixerSilc Lizard (Tokage) Renew2024-02-171-0/+11
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* Unbind GDExtension methods that can't reasonably be usedDavid Snopek2024-02-161-0/+9
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* [iOS/macOS] Add option to automatically build (and sign / archive) bundles.bruvzg2024-02-132-0/+221
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* Merge pull request #88253 from shana/vs-add-custom-config-supportRémi Verschelde2024-02-132-7/+5
|\ | | | | | | Visual Studio: Fix user workflows with custom user VS configurations
| * VS: Fix user workflows with custom user VS configurationsAndreia Gaita2024-02-122-7/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Users can add additional VS project configurations with their own custom settings, but to support this workflow, we can't rely directly on $(Platform) and $(Configuration), because VS needs those to be both unique Configuration|Platform combos, and we need to allow for different combos of Configuration|Platform to point to the same scons build configuration. GodotPlatform and GodotConfiguration properties lets us decouple from the magic VS properties that we don't control, so users can add however many Platform|Configuration combos they want and still point to a specific GodotPlatform|GodotConfiguration build config.
* | Merge pull request #87340 from DarioSamo/rd_common_contextRémi Verschelde2024-02-121-0/+7
|\ \ | | | | | | | | | Finish splitting functionality of the `RenderingDevice` backends into `RenderingDeviceDriver`.
| * | Finish splitting functionality of the Vulkan and D3D12 backends into ↵Dario2024-02-121-0/+7
| | | | | | | | | | | | RenderingDeviceDriver.
* | | Merge pull request #86089 from adamscott/pwa-coop-coepRémi Verschelde2024-02-122-57/+140
|\ \ \ | |/ / |/| | | | | Add PWA option to ensure cross-origin isolation headers on web export
| * | Add option to ensure cross-origin isolation headers on web exportAdam Scott2024-02-122-57/+140
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* | | Change TileMapEditor to TileMapLayerEditorGilles Roudière2024-02-121-0/+9
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* | Merge pull request #87000 from akx/pre-commit-clang-format-ignore-fixRémi Verschelde2024-02-091-0/+3
|\ \ | | | | | | | | | Add `tests/python_build` to clang-format pre-commit hook ignore list
| * | Add tests/python_build to clang-format pre-commit hook ignore listAarni Koskela2024-01-091-0/+3
| | | | | | | | | | | | It had been ignored by misc/scripts/clang_format.sh since 388d35b74d8919b251faae9e24af50476f12b1a2 but not the hook.
* | | Merge pull request #86907 from aaronfranke/getter-constRémi Verschelde2024-02-091-0/+15
|\ \ \ | | | | | | | | | | | | Change AudioStreamPlayer autoplay and GLTFBufferView getters to be const
| * | | Change AudioStreamPlayer autoplay and GLTFBufferView getters to be constAaron Franke2024-02-081-0/+15
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* | | | Allow configuration warnings to refer to a propertyRedMser2024-02-081-0/+7
|/ / / | | | | | | | | | | | | This is used by the inspector so it can show a warning icon on a specific property.
* | | Fix various typos with codespellRémi Verschelde2024-02-071-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using 2.2.7.dev115+g0eb441d6. Had to add `cancelled` to the ignore list, as it's a Wayland signal which we're handling in our code, so we don't want codespell to fix that "typo". Also includes the typo fix from #87927. Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
* | | Make ShaderMaterial always the last option in inspector resource dropdownsHugo Locurcio2024-02-051-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | ShaderMaterial is the "advanced" option, while the "basic" options should be listed first for easier accessibility (and because they're generally used more often). This makes sky and particle materials consistent with canvas/spatial/fog materials on this aspect.
* | | Merge pull request #84885 from shana/vsproj-for-everyoneRémi Verschelde2024-02-034-0/+113
|\ \ \ | | |/ | |/| | | | New VS proj generation logic that supports any platform that wants to opt in
| * | Add new VS proj generation logic that supports any platform that wants to opt inAndreia Gaita2024-01-314-0/+113
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Custom Visual Studio project generation logic that supports any platform that has a msvs.py script, so Visual Studio can be used to run scons for any platform, with the right defines per target. Invoked with `scons vsproj=yes` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included. Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch will have a build configuration generated, because we only know what the right defines/includes/flags/etc are on the active build target currently being processed by scons. Platforms that don't support an editor target will have a dummy editor target that won't do anything on build, but will have the files and configuration for the windows editor target. To generate AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
* | | Fix `printf` for format checksA Thousand Ships2024-02-026-6/+6
|/ / | | | | | | Prevents errors with input being invalid format strings
* | [TextServer / Font] Add support for customizable baseline offset.bruvzg2024-01-282-1/+8
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* | SCons: Fix Windows cross-compilation from Linux after #86717Rémi Verschelde2024-01-261-1/+7
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* | Add a python script to install Direct3D 12 SDK components.MrBBBaiXue2024-01-241-0/+98
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes it much faster to get started with Direct3D 12 builds, as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py` then run `scons d3d12=yes`. This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime and DirectX 12 Agility SDK. - Define a default path that uses the locations from the script. - Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\" - Updated CI to use this new python script. Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
* | Add `--log-file` command line argument to write output log to a fileHugo Locurcio2024-01-193-2/+5
| | | | | | | | | | | | | | | | This works even if file logging is disabled in the project settings, or for the editor/project manager. `--log-file`'s value can be an absolute path or relative to the project directory (similar to existing arguments like `--write-movie`).
* | Merge pull request #87358 from bruvzg/ios_xc1520_4Rémi Verschelde2024-01-191-12/+6
|\ \ | | | | | | | | | [iOS] Update linker flags for Xcode 15.2.
| * | [iOS] Update linker flags for Xcode 15.2.bruvzg2024-01-191-12/+6
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* | | Rework GraphEdit connections (drawing, API, optimizations)Hendrik Brucker2024-01-181-0/+7
|/ / | | | | | | - GraphEdit now uses Line2D nodes to draw connection lines and uses a dedicated canvas item shader for them
* | Merge pull request #85939 from adamscott/single-threaded-godot-4Rémi Verschelde2024-01-183-10/+15
|\ \ | | | | | | | | | Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread
| * | Add THREADS_ENABLED macro in order to compile Godot to run on the main threadAdam Scott2024-01-173-10/+15
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* | | Make TileMapLayers extend Node2D and work as children of TileMapGilles Roudière2024-01-171-0/+8
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* | [macOS/iOS export] Add option to set custom Info.plist data.bruvzg2024-01-111-0/+1
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* | Fix incorrect mapping of initial action as clear region continue to clear.Dario2024-01-091-1/+1
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* Acyclic Command Graph for RenderingDevice.Dario2024-01-081-0/+23
| | | | Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
* Remove Object pointer/solve types conflict in AnimationTrackCacheSilc Lizard (Tokage) Renew2024-01-081-0/+7
| | | | Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Merge pull request #85837 from akien-mga/clang-format-16Rémi Verschelde2024-01-052-2/+2
|\ | | | | | | Style: Mark clang-format 16 as supported for pre-commit hook