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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | 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>
* Move Godot Physics 2D into a module; add dummy 2D physics serverRicardo Buring2024-09-231-13/+4
| | | | | | | | | | | | If the module is enabled (default), 2D physics works as it did before. If the module is disabled and no other 2D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 2D physics functionality (and a warning is printed). The dummy 2D physics server can also be selected explicitly, in which case no warning is printed.
* Move Godot Physics 3D into a module; add dummy 3D physics serverRicardo Buring2024-09-211-13/+4
| | | | | | | | | | | | If the module is enabled (default), 3D physics works as it did before. If the module is disabled and no other 3D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 3D physics functionality (and a warning is printed). The dummy 3D physics server can also be selected explicitly, in which case no warning is printed.
* Add samples playback supportAdam Scott2024-06-181-0/+2
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* Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-0/+1
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* Rework XR Trackers to have a common ancestor. Allow creation of XRNode3D to ↵Malcolm Nixon2024-04-181-0/+3
| | | | drive node positions and visibility.
* [NativeMenu] Move files to the `display` subfolder.bruvzg2024-03-261-1/+1
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* Add AudioEffectHardLimiter as a rework of audio limiter effectlandervr2024-03-251-0/+2
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* Disable XR server when compiling without 3DAaron Franke2024-03-131-29/+31
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* Move `global_menu_*` methods to a separate `NativeMenu` class.bruvzg2024-03-041-0/+4
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* Add body tracking support.Malcolm Nixon2024-02-271-0/+2
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* Merge pull request #88704 from AThousandShips/no_3d_fix_2Rémi Verschelde2024-02-231-0/+2
|\ | | | | | | Fix some additional errors with 3D disabled
| * Fix some additional errors with 3D disabledA Thousand Ships2024-02-231-0/+2
| | | | | | | | | | | | | | | | | | * Disabled 2D navigation tests as they do not work * Disabled tests for primitive meshes * Unbound some `Mesh` methods that rely on 3D resources * Unexposed `World3D` as it depends on physics (and isn't useful) * Unexposed some `Viewport` vrs related properties that had unexposed methods
* | Merge pull request #88639 from dsnopek/xrserver-hand-trackerRémi Verschelde2024-02-231-0/+2
|\ \ | |/ |/| | | Provide generic interface for XR hand tracking
| * Provide generic interface for XR hand trackingDavid Snopek2024-02-231-0/+2
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* | Disable registering 3D physics types when 3D is disabledAaron Franke2024-02-221-49/+59
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* Merge pull request #80214 from BastiaanOlij/rendering_effectRémi Verschelde2024-02-201-1/+18
|\ | | | | | | Implement hooks into renderer
| * Implement hooks into rendererBastiaan Olij2024-02-181-1/+18
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* | Initial XRFaceTrackingProvider and XRFaceTracker work.Malcolm Nixon2024-02-171-0/+2
|/ | | | Updated to XRFaceModifier3D.
* Add THREADS_ENABLED macro in order to compile Godot to run on the main threadAdam Scott2024-01-171-0/+8
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* Improve engine startup/shutdown benchmarksYuri Sizov2023-12-081-0/+12
| | | | | | | | | - Add contexts to give a better sense of benchmarked areas. - Add missing benchmarks and adjust some begin/end points. - Clean up names. - Improve Android's internal benchmarks in a similar manner. Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
* Moved `face_index` field in 3D `RayResult` to end of structMikael Hermansson2023-09-261-1/+1
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* Expose RenderingSceneBuffers through ClassDBBastiaan Olij2023-07-261-0/+7
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* Fix extension bindings for motion collision/result structsMikael Hermansson2023-03-091-2/+2
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* Rework const on NavigationServer methodsJosh Jones2023-01-071-2/+2
| | | `const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
* Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde2023-01-061-4/+2
|\ | | | | Add PropertyInfo overload for GLOBAL_DEF
| * Add PropertyInfo overload for GLOBAL_DEFkobewi2022-12-111-4/+2
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* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
|/ | | | | | | | | | | | | | | | | | | | 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".
* Merge pull request #62429 from smix8/navigation_path_query_4.xRémi Verschelde2022-09-211-0/+5
|\ | | | | | | Add NavigationPathQuery objects and NavigationServer query_path()
| * Add NavigationPathQuerysmix82022-09-201-0/+5
| | | | | | | | Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
* | PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take ↵Ricardo Buring2022-09-151-2/+0
|/ | | | | | a Callable Prefer Callable to a C-style callback. This is helpful for GDExtension.
* Expose registration of physics servers to GDExtensionRicardo Buring2022-09-071-6/+12
| | | | This exposes PhysicsServer2DManager and PhysicsServer3DManager.
* Create GDExtension classes for PhysicsServer2DRicardo Buring2022-09-041-0/+11
| | | | | This allows a 2D physics server created entirely from GDExtension. Based on the structure of PhysicsServer3DExtension by reduz.
* Split MovieWriterPNGWAV into its own fileHugo Locurcio2022-06-301-0/+1
| | | | This makes its organization consistent with MovieWriterMJPEG.
* Implement Running Godot as Movie Writerreduz2022-06-211-0/+15
| | | | | | | | | | | | | | | | | | | | | | | | * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
* Change Server initialization orderreduz2022-06-011-3/+1
| | | | | | * Registration of server classes happened after Display initialization. * This made no sense in practice and avoided the registration of custom server drivers (like custom XR server, custom Rendering server, custom XR server). * Initialization moved to _before_ Display.
* Refactor module initializationreduz2022-05-041-6/+0
| | | | | | | * Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
* Rename variable names for some singletonsAaron Franke2022-04-261-4/+4
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* Unify TextServer built-in module and GDExtension code.bruvzg2022-03-171-0/+2
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* Cleanup and fix native struct definitions.bruvzg2022-03-161-7/+7
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* Create GDExtension clases for PhysicsServer3Dreduz2022-03-151-0/+16
| | | | | | | * Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support) * Some changes on native struct binding for PhysicsServer This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
* Discern between virtual and abstract class bindingsreduz2022-03-101-16/+16
| | | | | | | | | | | | | | * Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
* Merge pull request #57715 from Faless/debugger/4.x_core_includes_and_serversRémi Verschelde2022-02-091-0/+5
|\ | | | | [Debugger] Move most profilers to ServersDebugger, fix core includes.
| * [Debugger] Move most profilers to ServersDebugger.Fabio Alessandrelli2022-02-061-0/+5
| | | | | | | | | | Also splits bandwidth/rpc profiler (RPCProfiler is now in SceneDebugger).
* | Add AudioStreamRandomizer, replacing AudioStreamRandomPitchEllen Poe2022-02-091-1/+1
|/ | | | Add additional randomization options.
* Rename the physics server `run_on_thread` project settingsHugo Locurcio2022-01-291-2/+2
| | | | `run_on_separate_thread` is more explicit.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use parameter classes instead of arguments for all physics queriesPouleyKetchoupp2021-11-041-2/+6
| | | | | | | | Same as what is already done for shape queries, applied to point and ray queries. Easier to document and more flexible to add more parameters. Also expose intersect_point method to script in 3D. Remove intersect_point_on_canvas in 2D, replaced with a parameter.
* Merge pull request #53980 from nekomatata/rename-godot-physics-classesRémi Verschelde2021-10-191-6/+6
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