Commit graph

195 commits

Author SHA1 Message Date
Hugo Locurcio c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Fabio Alessandrelli 366e374f76
Merge pull request #53290 from Faless/mp/4.x_opts_names
[Net] Rename RPC constants and annotation arguments.
2021-10-01 21:35:08 +02:00
Fabio Alessandrelli 24a949ea11 [Net] Rename RPC constants and annotation arguments.
any -> any_peer
sync -> call_local
ordered -> unreliable_ordered

Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER
Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
2021-10-01 18:14:38 +02:00
bruvzg 0c0b5c84b0 Implement TextServer GDExtension interface, remove TextServer GDNative interface. 2021-10-01 15:13:29 +03:00
Fabio Alessandrelli ead6d10715 [Net/GDNative] Remove GDNative network bits. 2021-09-24 21:23:43 +02:00
Fabio Alessandrelli 64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
bruvzg 4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij 86ff7f8550 Adding GDExtension support to XRInterface 2021-08-26 23:24:44 +10:00
Fabio Alessandrelli 2cf39b97ae [Net] Implement RPC channels in MultiplayerAPI. 2021-07-30 17:29:50 +02:00
David Snopek fee3e6b960 Update GDNative API version for changes from #50659 2021-07-21 10:28:16 -05:00
David Snopek abb45f5fe7 Add get_buffered_amount() to WebRTCDataChannel 2021-07-20 12:58:39 -05:00
Leonardo Christino 8b91828e4f Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor 2021-07-13 10:03:26 -03:00
Rémi Verschelde aab6dc301c
Merge pull request #50086 from Geometror/label-improve-layout-options
Improvements to Label's layout options
2021-07-13 13:10:42 +02:00
Fabio Alessandrelli 88d68346ee [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer. 2021-07-12 16:36:34 +02:00
Hendrik Brucker 56a8d3f30c Improvements to Label's layout options
- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
2021-07-04 16:43:55 +02:00
reduz b1d15c51bc Implement native extension system
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
2021-06-25 17:32:45 -03:00
Eric M d0e78c86d7 Added support for scripts reporting multiple errors to ScriptTextEditor
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-19 22:20:30 +10:00
Bastiaan Olij 15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Bastiaan Olij 3ead536e26 Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3D 2021-06-04 21:24:15 +10:00
Aaron Franke 39e28c49ed
Rename Transform to Transform3D in GDNative 2021-06-03 07:30:01 -04:00
Aaron Franke a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Rémi Verschelde ed11756d26
GDNative: Fix size mismatch on 32-bit platforms for Signal and Callable
Fixes #48645.
2021-05-11 20:25:01 +02:00
Rémi Verschelde 4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
bruvzg 0d3fa2a125
[Complex Text Layouts] Provide access to glyph contour points. 2021-03-31 09:32:14 +03:00
Emmanuel Leblond 9761bab753
Add support for _to_string virtual function overwrite in Pluginscript 2021-03-27 21:13:51 +01:00
Marcel Admiraal 755c70b871 Rename Array.invert() to Array.reverse()
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
George Marques 8fddab9209
Further changes in GDNative API
- Added new_copy to all types, since trivial copy won't work for all
  types.
- Added functions to convert from String to char array types, which is
  not provided by the methods bound in Variant.
- Added operator index to String.
- Added missing cstring version of some Variant functions. They existed
  in the header but didn't have the implementation and were missing from
  the gdnative_api.json file.
- Added support for static calls on Variant types.
2021-03-17 08:26:10 -03:00
Rémi Verschelde fec979b850
Merge pull request #44671 from o01eg/fix-gcc-visibility
GDNative: Fix symbols visibility for GCC
2021-03-12 09:41:56 +01:00
Gilles Roudière ba1344408f Implement Navigation layers 2021-03-10 11:23:06 +01:00
Rémi Verschelde a527c6856b
Merge pull request #46045 from bruvzg/text_server_bmp_create
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24 12:55:36 +01:00
bruvzg bee718f1af
[Text Server] Restores bitmap font dynamic construction functions. 2021-02-15 10:46:49 +02:00
bruvzg f4d095cdd3
[TextServer] Restore character and space extra spacing support. 2021-02-15 10:46:23 +02:00
George Marques 66ed69edb3
Further changes to GDNative API
- Moved Variant struct definition to its own file so it can be used
  without include cycles (like on Dictionary).
- Add `index` operator function so bindings like C++ can implement the
  operator[] overload (which needs a reference to the actual value).
- Added missing new/destroy functions to Vector3i array.
- Added print error/warning functions as helpers so bindings can print
  messages in the same manner as Godot itself does.
2021-02-09 11:33:35 -03:00
Miguel de Icaza f02252e37d C conformance: Include stdbool.h to define bool
`bool` is otherwise not defined in C.
2021-02-02 18:11:00 +01:00
Aaron Franke 6c197cf259
Define GDNative sizes using sizeof(godot_real_t) and sizeof(int32_t) 2021-01-25 16:42:14 -05:00
George Marques 29e5dd06c7
GDNative: Remove print functions
Those are now utilities so the function pointer can be fetched when
needed.
2021-01-25 09:28:32 -03:00
George Marques 030d1d6a17
GDNative: New core API
This API now uses the discovery functions present in Variant instead of
wrapping every built-in function. Users now need to query for function
pointers and use those.
2021-01-25 09:28:02 -03:00
zero13cool 9f3d7d9709 Changed type to make it work on x32 architecture. 2021-01-05 01:44:52 +00:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde 058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal b628912af0 Rename Rect2 and Rect2i grow_margin() to grow_side() 2020-12-28 12:47:33 +00:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
O01eg 1393ededfd
Fix visibility for GCC 2020-12-25 09:56:00 +03:00
Marcel Admiraal 2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
bruvzg c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
Rémi Verschelde 360cfeedac
Merge pull request #44176 from touilleMan/global_class_naming-for-pluginscript
Add PluginScript support for global class naming/icon path
2020-12-08 13:51:06 +01:00
Emmanuel Leblond c4c18a2c58
Add PluginScript support for global class naming/icon path 2020-12-08 13:17:22 +01:00
Emmanuel Leblond 014efeb272
Allow PluginScript to customize language's can_inherit_from_file attribute 2020-12-08 00:56:01 +01:00