Commit graph

29539 commits

Author SHA1 Message Date
Rémi Verschelde
015973df04
doc: Make all tutorial links point to 3.3 branch of docs 2021-03-26 10:43:43 +01:00
Paul Joannon
596169d7df
class reference proofreading
(cherry picked from commit 8455e901f3)
2021-03-26 09:49:07 +01:00
kobewi
e8e69b2d50
Clarify that get_unix_time() returns seconds
(cherry picked from commit 6e4a8b7f37)
2021-03-26 09:23:12 +01:00
Haoyu Qiu
be18262888
Check section existance before getting keys
(cherry picked from commit 40d6a25ef5)
2021-03-26 09:22:22 +01:00
Rémi Verschelde
e0d261be00
Merge pull request #47368 from hpvb/fix-tls-mingw
[3.3] Fix thread_local, tls, ASLR, and DEP with MingW
2021-03-26 08:43:58 +01:00
Hein-Pieter van Braam-Stewart
ff3099abcf Fix thread_local, tls, ASLR, and DEP with MingW
This commit changes the way Thread::caller_id works. By moving caller_id
to the .cpp file we make sure that the TLS variable doesn't get
relocated twice causing a crash. Since we build with LTO for release
builds (and everyone should be doing that anyway) there is no extra
overhead from the non-static method. We do do an extra bool check now
there but I don't think this will add much in the way of overhead.

This check cannot be avoided if we still want to be able to cache the
thread ID hash, as we had to move the setter because of limitations of
the WinRT platform. The original workaround for this was in #46813 but
this has some unintended consequences. Specifically; threads that never
create a Thread object will always return 0 in Thread::get_caller_id()
which caused a regression. For instance the editor now freezes when
importing large textures. This PR also addresses that.

Additionally we now enable ASLR support when building with MingW, this
includes a workaround for MingW. MingW refuses to create an appropriate
relocation table if no symbols are exported. So we just export the
various main() functions in godot_windows.cpp.

While ASLR support isn't criticial for Godot, previous versions of Godot
just happened to work with a dynamic base 'by accident' and some users
run Godot this way. After the thread change the .tls section now needs
relocations to make this work. By enabling ASLR at build-time we create
these relocations and people who forced ALSR on previously will now get
a working Godot again.

This fixes #47256 and fixes #47219

This is the 3.x version of this PR. For master a different approach is
possible which I will make in the coming days.
2021-03-25 23:20:12 +01:00
Rémi Verschelde
6d022f813f
Merge pull request #47360 from lupoDharkael/modal-close-click
[3.x] Control: Expose pass_on_modal_close_click
2021-03-25 18:52:42 +01:00
lupoDharkael
3b0cf34299 Control: Expose pass_on_modal_close_click 2021-03-25 18:29:41 +01:00
Rémi Verschelde
6c3e6a5109
Merge pull request #47354 from lucicam/3.x
Fix failure in set_primary_interface when parameter is null
2021-03-25 16:10:19 +01:00
Rémi Verschelde
9008b34fc4
Merge pull request #47338 from Razoric480/lsp-sublock-vars
Make LSP parser aware of variables in sub-blocks
2021-03-25 15:57:04 +01:00
lucicam
7c0255695d Fix failure in set_primary_interface when parameter is null
The program would fail if the parameter is passed as null in set_primary_interface because
in the print_verbose, the get_namea) method is called on the parameter and this causes a
failure if the parameter that was passed is null.
2021-03-25 15:29:16 +02:00
Bastiaan Olij
717f3227ec ARVR GDNative enhancements:
- add set_interface function
- add access to depth buffer
- add supplying a depth buffer from an ARVR plugin
2021-03-25 22:37:47 +11:00
Francois Belair
7f8fe58825 Make LSP parser aware of variables in sub-blocks
Fixes #43164 and Fixes godotengine/godot-vscode-plugin#207
2021-03-24 16:52:38 -04:00
Rémi Verschelde
ed1f5c29be
Merge pull request #47319 from akien-mga/3.x-embree-msvc-msse2
SCons: Don't pass -msse2 to MSVC for Embree
2021-03-24 13:38:04 +01:00
Fabio Alessandrelli
6daa1643b0
[Net] Fix miniupnpc UWP build.
The patch has already been upstreamed, and custom patching won't be
needed during next version update.

(cherry picked from commit 8d5df826cb)
2021-03-24 13:13:59 +01:00
Rémi Verschelde
92daf26043
SCons: Don't pass -msse2 to MSVC for Embree
This is a flag only supported by GCC/Clang.
2021-03-24 13:13:18 +01:00
Fabio Alessandrelli
193233e893
[HTML5] Clarify editor PWA manifest.json
Update name and description to clarify it's the web version.

(cherry picked from commit ecb792b1da)
2021-03-24 11:53:08 +01:00
nathanwfranke
1cfa2ad166
Fix transparent editor theme being brighter
(cherry picked from commit 0222f78482)
2021-03-24 10:31:14 +01:00
Rémi Verschelde
60c36af6dc
Remove now unnecessary ResourceImporterCSV importer
Its only purpose was to prevent importing CSV files as translations, but it
would still import them as *nothing*, leading to workflow issues.

This is now properly fixed with #47268 which allows disabling the import for
specific files.

(cherry picked from commit 7ed2220928)
2021-03-24 10:29:16 +01:00
Rémi Verschelde
a58523407f
Merge pull request #47102 from lawnjelly/large_fvf_revamp
Batching - separate single item from large fvf logic
2021-03-23 22:24:36 +01:00
Rémi Verschelde
3d649d37f8
Merge pull request #47300 from akien-mga/3.x-keep-import
[3.x] Add a "keep" import mode to keep files as-is and export them.
2021-03-23 18:48:34 +01:00
Juan Linietsky
16c0147d75
Remove FileSystem dock errors on unimported files
* Removes error shown when file is in 'keep' mode
* Display a warning when attempting to open the file
* Closes #47296

(cherry picked from commit 4706297356)
2021-03-23 15:44:52 +01:00
Juan Linietsky
24e1ba1298
Add a "keep" import mode to keep files as-is and export them.
(cherry picked from commit 8d64f3bd76)
2021-03-23 15:44:24 +01:00
Rémi Verschelde
69e6ba1591
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@807ac1fbf9.

(cherry picked from commit cde67f0315)
2021-03-23 13:41:06 +01:00
Rémi Verschelde
1aba997d75
doc: Sync classref with 3.3 version bump 2021-03-23 13:40:34 +01:00
Fabio Alessandrelli
8b904e7d66
[HTML5] Logitech Dual Action Gamepad FF/Linux
(cherry picked from commit 70d5f652a2)
2021-03-23 13:16:23 +01:00
Alex Hirsch
44855c40da
FBX Import: Normalize rotation quaternions
fix #47174

(cherry picked from commit 72d3bfc88c)
2021-03-23 13:16:09 +01:00
Hugo Locurcio
df27173750
Make the expected method calling order in SurfaceTool more explicit
(cherry picked from commit 6648dc58d3)
2021-03-23 13:15:30 +01:00
Rémi Verschelde
7c82092b41
Merge pull request #47286 from DarkKilauea/fix-moment-of-inertia-3.x
[3.x] [Godot Physics]: Correct typo in moment of inertia calculations.
2021-03-23 10:31:26 +01:00
Rémi Verschelde
1ed0280de7
Merge pull request #47160 from puchik/shadow-filter-resolution
[3.x] Take resolution into account when setting the max shadow cubemap size (omni light shadow jaggies fix)
2021-03-23 09:45:14 +01:00
Rémi Verschelde
6fbe785cff
Merge pull request #43889 from omegachysis/3.2
[3.x] Fix race condition on `script_binding` in C#
2021-03-23 09:02:24 +01:00
Arman
8d156d9e5c Take resolution into account when setting the max shadow cubemap size
Co-authored-by: Clay John <clayjohn@gmail.com>
2021-03-22 23:11:38 -07:00
Josh Jones
9327052bed [Godot Physics]: Correct typo in moment of inertia calculations.
The moment of inertia calculation for BoxShape is:

```
Vector3(
    (p_mass / 3.0) * (ly * ly + lz * lz), 
    (p_mass / 3.0) * (lx * lx + lz * lz), 
    (p_mass / 3.0) * (lx * lx + ly * ly));
```

where the final line includes both the x and y extents.

However, for CapsuleShape3D, CylinderShape3D, ConvexPolygonShape3D, ConcavePolygonShape3D, and HeightMapShape3D, the final line read `(p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)`.  I believe this is a mistake, considering the comment in each case mentions using an AABB approximation, which should follow the same approach as BoxShape.

This change corrects the final line to include both the x and y components of the shape's extent.
2021-03-22 20:23:39 -07:00
Matthew A. Robinson
b4455ffd75 Add mutex protecting script bindings map from getting corrupted 2021-03-22 20:26:44 -04:00
Rémi Verschelde
863f6b44ec
Merge pull request #47265 from qarmin/project_3.x
Use unique test projects for each branch
2021-03-23 00:44:03 +01:00
Rémi Verschelde
3c397ae627
Merge pull request #47264 from nekomatata/fix-physical-bone-gizmo-3.2
[3.3] Fix PhysicalBone gizmo not showing
2021-03-23 00:13:21 +01:00
Rémi Verschelde
a10c07a027
Merge pull request #47278 from nekomatata/kinematic-safe-margin-doc-3.3
[3.3] More detailed documentation for KinematicBody safe collision margin
2021-03-23 00:08:57 +01:00
PouleyKetchoupp
4caaa57b49 More detailed documentation for KinematicBody safe collision margin 2021-03-22 15:39:40 -07:00
PouleyKetchoupp
13258baf4c Fix PhysicalBone gizmo not showing
The new CollisionObject gizmo used for custom shapes was used with
higher priority due to alphabetical order and was preventing physical
bones from being displayed in the editor.
2021-03-22 10:35:11 -07:00
Rafał Mikrut
3bf1495390 Use unique test projects for each branch 2021-03-22 18:26:18 +01:00
Rémi Verschelde
a2dd77867e
Merge pull request #47038 from JFonS/fix_renderer_rid_crash
[3.3] Fix crash in GLES3 renderer on release builds
2021-03-22 17:51:41 +01:00
Rémi Verschelde
c0b3ad2f7b
Merge pull request #45087 from hoontee/3.2
[3.2] Fix empty RIDs in VisualServer.texture_debug_usage()
2021-03-22 10:13:15 +01:00
Haoyu Qiu
be8cb6af8c Fix project icon size in Project Manager 2021-03-21 14:41:46 +08:00
Nathan Franke
5e434841ec
Add Root Null Check
(cherry picked from commit 3c921ba801)
2021-03-21 01:20:59 +01:00
Hugo Locurcio
fed17afe7d
Tweak the 3D editor grid default to not go below subdivisions of 1 meter
Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.

(cherry picked from commit 3472c3f6ea)
2021-03-21 01:19:37 +01:00
Alex Hirsch
9d7f44c9aa
Add additional index checks to COLLADA importer
ref #46548

(cherry picked from commit 8faeb72f10)
2021-03-21 00:15:53 +01:00
Fabio Alessandrelli
6181452a54
[HTML5] Fix loading when mime-type is missing.
`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.

This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.

(cherry picked from commit 778ef4e217)
2021-03-20 23:10:00 +01:00
Alex Hirsch
2c93256432
FBX Import: Check bone map access for valid cluster target node id
fix #47184

(cherry picked from commit d03f4cefea)
2021-03-20 23:09:02 +01:00
jmb462
6c950977a5
Prevent resizing minimap bigger than GraphEdit (Fix #47189)
Minimap size couldn't be resized back after been resized bigger than GraphEdit cause the grabber was out of GraphEdit.
This commit prevents resizing minimap bigger than GraphEdit and fix this issue.

(cherry picked from commit 045f55ec00)
2021-03-20 23:08:46 +01:00
Fabio Alessandrelli
be9b0e0b73
[HTML5] Fix editor version numbering.
Should not write patch version when it's `0`.

(cherry picked from commit 60f2166c27)
2021-03-20 23:08:28 +01:00