Commit Graph

130 Commits

Author SHA1 Message Date
d8066aa6a4 Merge pull request #38286 from bojidar-bg/x-expose-cell-size
Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28 11:19:16 +02:00
d49ff7aff7 Expose the cell_size affecting VisibilityNotifier2D precision
Refs: #4803
2020-04-28 10:33:45 +03:00
b2b8db7897 Improve the compression project settings documentation 2020-04-27 09:58:23 +02:00
d567c15aed doc: Fix parsing typed arrays in makerst.py
`Type[]` typed arrays will link to `Type`, as it's likely the most
interesting information for the user.

And sync classref with current source.
2020-04-24 17:50:20 +02:00
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
f8218c76ef Merge pull request #38036 from akien-mga/doc-update
doc: Sync classref with current source
2020-04-20 14:36:29 +02:00
83b21cd302 Merge pull request #38035 from akien-mga/revert-35261-pck-destination
Revert "Made possible to specify where to dump the contents when load…
2020-04-20 13:47:25 +02:00
b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
088c2a0870 Merge pull request #37947 from clayjohn/DOCS-rendering-update
Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
515fe0f29b Revert "Made possible to specify where to dump the contents when loading a ".pck" file"
This reverts commit 3c261e0dfa.

This was not so useful as is due to the way dependency paths are stored
in scenes and resources.
2020-04-20 10:57:05 +02:00
b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
3c261e0dfa Made possible to specify where to dump the contents when loading a ".pck" file 2020-04-16 22:52:26 -03:00
06748a2b5f Merge pull request #37749 from clayjohn/Vulkan-improved-ss
Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
621f6f09a8 Add proper quality settings to soft shadows 2020-04-10 23:09:17 -07:00
6d5c6ffbe0 Rename "GodotPhysics" to "GodotPhysics{2D,3D}" 2020-04-09 03:13:33 +10:00
1222541c95 i18n: Sync translate template for class reference
Adds initial fr.po translation for initialization on Weblate.
2020-04-07 09:57:51 +02:00
9abb415d92 Merge pull request #37391 from dreamsComeTrue/embedded-windows-mode
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-04 07:58:53 +02:00
7af84d7213 Expose 'Embedded Windows Mode' as Editor and Project Settings 2020-04-03 21:15:22 +02:00
d9a560d783 doc: Sync classref with current source 2020-04-03 10:11:23 +02:00
e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
f65781fe7f doc: Sync classref with current source 2020-03-13 17:16:44 +01:00
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
3e299aa225 Basic fast filtering implementation 2020-02-27 22:30:34 -08:00
b89a37269b Improve documentation related to fixed physics processing 2020-02-27 22:23:46 +01:00
49fec646cb Fix compilation warnings and re-enable werror=yes on Travis
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.

Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.

Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).

GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.

Treat glslang headers are system headers to avoid raising warnings.

Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.

Fixes #36132.
2020-02-18 20:51:25 +01:00
213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
2f6ca917f7 Merge pull request #36174 from akien-mga/byebye-openghell-3
Remove obsolete GLES3 backend
2020-02-13 11:24:15 +01:00
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
3697ea799c doc: Document all remaining ProjectSettings 2020-01-26 13:37:21 +01:00
eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
1b9b07e658 Document how to change the default gravity at runtime
Changing the default gravity at runtime isn't exactly obvious,
so it makes sense to add a code sample.
2020-01-25 16:28:28 +01:00
6b66957b85 Finish documenting CSG* and *probes 2020-01-23 13:54:17 +01:00
b4770c0a27 Add settings from SceneTree in the documentation
Fixes #35439
2020-01-22 22:37:56 +02:00
387ee7d763 Get real default values for project settings in documentation
Also, ignore custom project settings and values for input/ entries

Fixes #34154
2020-01-22 15:57:10 +02:00
ab97f78fa5 Revert "Enable Vsync via Compositor by default"
This reverts commit 9600fd5dde.

Add comment warning about possible implications of using this option.

Fixes #35038.
2020-01-13 09:33:27 +01:00
7f9bf5472c doc: Sync classref with current source 2020-01-12 14:30:21 +01:00
9600fd5dde Enable Vsync via Compositor by default
This feature was added in #33414 but it was disabled by default.
Now that it got some testing, it's probably safe to enable it
by default.
2020-01-09 22:22:11 +01:00
c64c46db1d doc: Sync classref with current source 2019-12-17 11:43:07 +01:00
cf3a863fa9 Merge pull request #34229 from NoFr1ends/fix-home-indicator-ios
Allow to change the home indicator behaviour on iOS
2019-12-13 14:00:14 +01:00
4d61118f64 Add project setting to hide home indicator on iOS
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
2019-12-13 11:00:18 +01:00
37d164e24e CharFXTransform: Drop unnecessary get_value_or()
See https://github.com/godotengine/godot/pull/23658#issuecomment-562706669
The method was implemented back when Dictionary.get(key, default) did not
exist, but now that it does we do not need a custom method in CharFXTransform.

It's a new feature in 3.2, so does not break compat with 3.1.x.
2019-12-12 07:47:08 +01:00
4eff13d768 doc: Markup fixes for enums and constants 2019-12-06 23:09:20 +01:00
e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00