Commit Graph

5610 Commits

Author SHA1 Message Date
2733b9abd8 Remove obsolete "dectime" method
Replaced by "move_toward"
2021-07-30 16:41:28 -05:00
0f1e107ede Do nothing when dragging CSGBox handle perpendicular to the camera 2021-07-31 02:25:05 +08:00
2cf39b97ae [Net] Implement RPC channels in MultiplayerAPI. 2021-07-30 17:29:50 +02:00
23bf04ae9a Merge pull request #51052 from V-Sekai/gltf-fallbacks
glTF2 fallback load PNG and JPG
2021-07-30 17:04:29 +02:00
83ccf39adc Merge pull request #51067 from akien-mga/doc-return-argument-self-closing-tags
doc: Use self-closing tags for `return` and `argument`
2021-07-30 16:42:52 +02:00
ddff1c10c3 glTF2 fallback load PNG and JPG 2021-07-30 07:30:50 -07:00
7adf4cc9b5 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.
2021-07-30 15:29:52 +02:00
b4fc69e0e2 [Net] Fix ENet 'connect_to_host' creating only one channel.
Passing `0` to `enet_host_create` will allow the maximum amount of
channel supported by ENet. For some reasons, `connect_to_host` will
instead only create 1 channel when passed `0`.
This commit normalize the behaviour to always allocate the maximum
allowed channels when passing `0`.
2021-07-30 15:25:37 +02:00
882f7d9bdf In glTF2 animations, log spam less when running. 2021-07-29 22:56:19 -07:00
bdcc8741e4 Merge pull request #51009 from raulsntos/fix-csharp-split
Use `allowEmpty` parameter in Split
2021-07-29 23:04:39 +02:00
44012fa61d Merge pull request #51022 from raulsntos/csharp-interpolated-strings
Use C# interpolated strings
2021-07-29 22:12:45 +02:00
37d8f8c92b Use C# interpolated strings
Uses interpolated strings wherever possible.
String concatenations are still left where used for breaking long lines.
2021-07-29 17:20:44 +02:00
b7a66a820b Use allowEmpty parameter in Split 2021-07-29 12:57:35 +02:00
f39547b9bd [Net] Refactor ENetMultiplayerPeer to use ENet wrappers. 2021-07-29 10:59:00 +02:00
42a1777531 [Net] Implement lower level ENet wrappers. 2021-07-29 10:59:00 +02:00
1e8bf86379 [Net] Add generate_unique_id to MultiplayerPeer.
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
2021-07-29 10:40:03 +02:00
d426523440 Merge pull request #49723 from aaronfranke/fix-csg-sphere
Fix CSGSphere3D mesh creation
2021-07-28 09:02:07 +02:00
1777d8008e Merge pull request #50913 from Razoric480/lsp-SymbolKind-fix
Fix LSP reporting wrong types
2021-07-27 13:32:41 +02:00
7cbdb9b4c3 Merge pull request #50917 from raulsntos/more-iterators 2021-07-27 08:05:15 +02:00
d636ebbfe9 Ignore paths with invalid chars in PathWhich 2021-07-27 04:16:20 +02:00
3fe67fb5ad Use C++ iterators in the Mono module 2021-07-27 02:48:28 +02:00
41ef9cf789 Fix LSP reporting wrong types 2021-07-26 16:26:23 -04:00
92299989bd Use Ref<T> references as iterators where relevant
And const when possible.
2021-07-26 19:27:11 +02:00
8f6c16e4a4 Merge pull request #50847 from reduz/implement-binary-shader-compilation
Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
cf3f404d31 Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.

This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
54f6b30bd4 Merge pull request #50840 from Gallilus/VisualScript-drop-preload-nodes-change-action-name
Change "Add Preload Node" action to "Add Node(s)"
2021-07-26 08:29:31 +02:00
b2156b22ea Fix CSGSphere3D mesh creation 2021-07-26 00:09:52 -04:00
0c68ccecda Merge pull request #50867 from aaronfranke/cs-array-empty
Add documentation to Array in C#
2021-07-26 04:46:35 +02:00
accd05f4ad 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.
2021-07-26 03:52:31 +02:00
080f44a3b7 Add documentation to Array in C# 2021-07-25 18:04:18 -04:00
b3274a7064 Fix bindings generator range iterator errors 2021-07-25 21:32:54 +02:00
6938dd72f2 Fix instantiate line class 2021-07-25 14:20:31 +02:00
70a6ff0a71 Change "Add Preload Node" action to "Add Node(s)"
The action might also drop Custom Nodes
2021-07-25 13:47:57 +02:00
ff0b5f8fa1 Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
ac3322b0af Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
3564c16cb8 Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
ba99387bf3 Fix documentation in StringExtensions 2021-07-24 22:58:41 +02:00
2ee395a277 Merge pull request #50757 from aaronfranke/simple-cs-editorconfig
Add a simple C# `.editorconfig`
2021-07-24 21:48:41 +02:00
4e6efd1b07 Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
5f8275d9ac Add a simple C# .editorconfig 2021-07-23 17:04:53 -04:00
4c3d5850de Merge pull request #50748 from JFonS/gizmo_rework
Node3D gizmo improvements
2021-07-23 21:55:16 +02:00
28160e1a6f Merge pull request #50779 from DavidCambre/Revert-unnecessary-changes
Revert unnecessary changes to VisualScriptEmitSignal
2021-07-23 21:53:21 +02:00
cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00
74ca014364 Revert unnecessary changes to VisualScriptEmitSignal
Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
2021-07-23 19:34:27 +02:00
2cd347f4fa Fix GLTF crash when the material is not set.
Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
2021-07-23 11:54:22 +02:00
7a6d77ec9e Merge pull request #50704 from dsnopek/webrtc-gdnative-version
Update GDNative API version for changes from #50659
2021-07-22 12:47:19 +02:00
8ff8c1e5f8 Improve documentation for GDScript constants 2021-07-22 09:50:24 +02:00
fee3e6b960 Update GDNative API version for changes from #50659 2021-07-21 10:28:16 -05:00
a0aeb56424 Merge pull request #50688 from AndreaCatania/AndreaCatania-patch-4
Set the surface name when GLTF file is imported.
2021-07-21 15:53:52 +02:00
88bf6e1c6d Merge pull request #48972 from DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m 2021-07-21 12:02:17 +02:00