Commit Graph

4348 Commits

Author SHA1 Message Date
63047093c9 Merge pull request #48616 from Razoric480/lsp-3x-rename
Implement LSP didSave notify and rename request [3.x]
2021-08-04 20:28:16 +02:00
3857fd5ceb Fix the editor theme application for the Mono build log 2021-08-03 22:11:33 +03:00
d38180b20f Merge pull request #51208 from Chaosus/vs_cleanup_warnings_3.x
[3.x] Prevents some warnings from appearing in visual scripts
2021-08-03 11:08:00 +02:00
96f957f93b [3.x] Prevents some warnings from appearing in visual scripts 2021-08-03 11:27:45 +03:00
f5836b40d4 doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.

(cherry picked from commit 7adf4cc9b5)
2021-08-03 10:20:19 +02:00
812076baf6 Validates VisualScript.add_node input node
(cherry picked from commit 0ca38ffe76)
2021-08-03 09:33:25 +02:00
f4208ad1e8 Do nothing when dragging CSGBox handle perpendicular to the camera
(cherry picked from commit 0f1e107ede)
2021-08-03 09:33:24 +02:00
8f592d50c3 glTF2 fallback load PNG and JPG
(cherry picked from commit ddff1c10c3)
2021-08-03 09:15:34 +02:00
6ba37005d1 In glTF2 animations, log spam less when running.
(cherry picked from commit 882f7d9bdf)
2021-08-03 09:15:34 +02:00
42ad091738 Make curve interpolate crash less.
(cherry picked from commit d67c5afa95)
2021-08-03 09:15:33 +02:00
ecb973ab02 Use allowEmpty parameter in Split
(cherry picked from commit b7a66a820b)
2021-08-03 09:15:33 +02:00
ac04032e95 Fix NetworkedMultiplayerENet client memory leak
The host is not destroyed in some error conditions.
2021-08-03 10:14:14 +08:00
e72fdc4b95 C#+iOS: Cache AOT compilater output
Implemented some basic caching to avoid unnecessary AOT compilation
of unchanged assemblies that were already compiled previously.
This reduces iOS export times considerably for subsequent builds
since many dependencies never change, such as framework assemblies
and the Godot bindings.

The AOT compiler asm output and object files are now placed in
`res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a
temporary directory.
2021-08-02 17:27:47 +02:00
02967a9c5e Merge pull request #51037 from winterpixelgames/ws-fix
3.x WebsocketPeer outbound buffer fixes and buffer size query
2021-08-01 11:14:03 +02:00
023548c0a5 Websocket peer outbound buffer fixes. Expose outbound buffered amount. 2021-07-31 19:50:05 -06:00
a3b221e99f Make action names translatable 2021-07-31 22:19:47 +08:00
9735f2803c Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
e06cd3042f Portals - Fix CSG updates on room conversion
Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.

This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
2021-07-29 12:41:23 +01:00
48308a5e0a Fix CSGSphere3D mesh creation
(cherry picked from commit b2156b22ea)
2021-07-28 15:34:00 +02:00
bcc5250cde Merge pull request #50914 from Razoric480/3x-lsp-symbolkind-fix
[3.x] Fix LSP reporting wrong types
2021-07-27 13:32:46 +02:00
9fd201c7a4 Ignore paths with invalid chars in PathWhich
(cherry picked from commit d636ebbfe9)
2021-07-27 12:17:14 +02:00
2d60a64260 Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.

(cherry picked from commit accd05f4ad)
2021-07-27 12:17:09 +02:00
6a6b6fa5cb Merge pull request #50827 from Calinou/bakedlightmap-add-bounce-indirect-energy 2021-07-27 10:44:41 +02:00
9342457bcd Change "Add Preload Node" action to "Add Node(s)"
The action might also drop Custom Nodes

(cherry picked from commit 70a6ff0a71)
2021-07-26 13:36:07 +02:00
1180256090 Add documentation to Array in C#
(cherry picked from commit 080f44a3b7)
2021-07-26 13:35:52 +02:00
6ea8334012 Fix documentation in StringExtensions
(cherry picked from commit ba99387bf3)
2021-07-26 13:35:12 +02:00
974d3aa9cd Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.

This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00
17551fe29e [3.x] Add a simple C# .editorconfig 2021-07-24 16:27:57 -04:00
02bc1bf355 Fix LSP SymbolKind reporting wrong types
Classes were properties, functions interfaces, etc.
2021-07-24 16:25:47 -04:00
069281d58f Improve documentation for GDScript constants
(cherry picked from commit 8ff8c1e5f8)
2021-07-24 00:59:35 +02:00
48d80b31b1 Merge pull request #50709 from DavidCambre/Improve-and-stramline-VisualScriptFuncNodes-Call-Set-Get
[3.x] Improve and streamline VisualScriptFuncNodes Call Set Get
2021-07-23 13:00:24 +02:00
af1ea1800d Improve and streamline VisualScriptFuncNodes Call Set Get
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
port 'pass' not backported to 3.x to keep script backwards compatibility
2021-07-22 21:13:37 +02:00
ca8e4889eb Merge pull request #50706 from dsnopek/webrtc-gdnative-version-3.x
Update GDNative API version for changes from #50659 (Godot 3.x)
2021-07-22 12:47:24 +02:00
5ca46ee1fd Merge pull request #50696 from DavidCambre/Allow-dropping-custom-node-scripts-in-VisualScript-editor
[3.x] Allow dropping custom node scripts in VisualScript editor
2021-07-22 12:42:06 +02:00
9178e24d30 Expose visual script custom node type hints 2021-07-21 19:33:10 +02:00
a27f4de2ef Update GDNative API version for changes from #50659 2021-07-21 10:30:31 -05:00
968dd73141 Allow dropping custom node scripts in VisualScript editor 2021-07-21 15:01:07 +02:00
5b2dcc5f6b Add get_buffered_amount() to WebRTCDataChannel 2021-07-20 16:52:33 -05:00
1899a3b1ea Fix "IDHandler.get_prop is not a function" error when calling some methods on WebRTCDataChannel
(cherry picked from commit 756ed308ee)
2021-07-20 13:05:11 +02:00
f8264abb46 Mono: Remove info dialog discouraging use in production
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.

The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.

(cherry picked from commit 671467b888)
2021-07-20 13:05:04 +02:00
802bb9c01f Implement LSP didSave notify and rename request 2021-07-17 11:50:17 -04:00
6021ab5b01 Document remaining Visual Script classes
(cherry picked from commit 1054956461)
2021-07-15 10:46:04 +02:00
74e6adda57 Add env.Depends to modules_enabled.gen.h generator
Sometimes scons doesn't detects that a new module is being added. This commit fix it.

(cherry picked from commit b667e72adf)
2021-07-14 23:46:44 +02:00
875045adde Use modules_enabled.gen.h to improve inter dependency checks
- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.

(cherry picked from commit f3726ee994)
2021-07-14 23:36:38 +02:00
cbbea6084d SCons: Generate header with info on which modules are enabled
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.

Now this is defined in a single header which can be included in the
files that need this information.

(cherry picked from commit b7297fb39c)
2021-07-14 23:09:47 +02:00
6cff43e093 Merge pull request #50150 from Valeryn4/3.x-fix_lightmap_cpu 2021-07-14 12:19:53 +02:00
aa3a5c9f6a Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
b0b2b7df31 Merge pull request #50257 from Calinou/physicsserver3d-add-set-iterations-3.x
Add a method to set the number of physics solver iterations in 3D (3.x)
2021-07-14 07:56:57 +02:00
9a04e2afeb Revert "Fix gdnative api generation for methods that return enums"
This reverts commit aaacc753a7.
2021-07-13 17:02:59 +02:00