Commit graph

4108 commits

Author SHA1 Message Date
Rémi Verschelde 6acbcf7a86
Merge pull request #50625 from nekomatata/body-one-direction-layers
One-directional collision layer check for rigid bodies and soft bodies
2021-07-31 22:12:46 +02:00
Aaron Franke 2733b9abd8
Remove obsolete "dectime" method
Replaced by "move_toward"
2021-07-30 16:41:28 -05:00
Rémi Verschelde 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
Raul Santos 55206ecb76 Add Input documentation for exact_match 2021-07-30 15:21:35 +02:00
Michael Alexsander 94a64d557e Add auto_translate toggle for automatic translation 2021-07-29 18:30:34 -03:00
Fabio Alessandrelli 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
Rémi Verschelde 60eb508fbb
Merge pull request #50961 from YeldhamDev/embed_windows_fixes
Multiple cosmetic fixes for embedded windows
2021-07-28 18:24:07 +02:00
Rémi Verschelde 6256936d77
Merge pull request #50677 from Calinou/doc-image-save-exr-editor-only
Document `Image.save_exr()` only being available in editor builds
2021-07-28 15:29:52 +02:00
Michael Alexsander 79fc188fc4 Multiple cosmetic fixes for embedded windows 2021-07-27 23:55:06 -03:00
jfons d7b58ebc9c Fixes to editor subgizmos
* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
2021-07-27 12:55:57 +02:00
Rémi Verschelde 8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
reduz 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
Hugo Locurcio 37c1cbdcb2
Document caveats with Control's mouse_entered/mouse_exited signals 2021-07-25 22:43:02 +02:00
Rémi Verschelde 2f221e5fd5
Merge pull request #50250 from luzpaz/typos
Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde c91860bb11
ResourceUID: Fix remove_id binding
Fixes #50833.
2021-07-25 11:55:56 +02:00
luz paz 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
Raul Santos f8374b021e Fix typo in CollisionObject documentation 2021-07-24 22:57:18 +02:00
Rémi Verschelde fb821b8398
Merge pull request #50535 from ChristopheClaustre/packedbytearray_decode_api
Change in PackedByteArray decode api and docs
2021-07-24 21:54:48 +02:00
ChristopheClaustre 20818c12b7 New to_***_array method to decode PackedByteArray to Packed***Array
Documentation for new PackedByteArray::to_***_array methods
Documentation for to_byte_array method for PackedInt32/Int64/Float32/Float64Array
2021-07-24 21:06:47 +02:00
Rémi Verschelde 2b1e6e303e
Merge pull request #50786 from reduz/implement-resource-uids
Implement Resource UIDs
2021-07-24 17:18:12 +02:00
reduz 32b43cfeb3 Implement Resource UIDs
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.

Example of how it looks:

```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]

[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```

GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
2021-07-24 09:16:52 -03:00
Rémi Verschelde 4c3d5850de
Merge pull request #50748 from JFonS/gizmo_rework
Node3D gizmo improvements
2021-07-23 21:55:16 +02:00
jfons 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
Rémi Verschelde c25fa02c1c
Merge pull request #50765 from Calinou/resource-importer-expose-order-enum
Expose an ImportOrder enum in ResourceImporter
2021-07-23 19:32:44 +02:00
Rémi Verschelde eefc67a810
Merge pull request #50747 from bruvzg/move_alert_to_os
Move `alert` function from `DisplayServer` to `OS`.
2021-07-23 19:27:31 +02:00
Rémi Verschelde 9b034c9304
Merge pull request #50776 from SirQuartz/patch-30 2021-07-23 19:23:30 +02:00
Nicholas Huelin 9a72b0d3d0 Fix doc typos
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`,  `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
2021-07-23 12:15:15 -04:00
Hugo Locurcio 7f83977f37
Expose an ImportOrder enum in ResourceImporter
This avoids using magic numbers in code.
2021-07-23 12:12:25 +02:00
Fabio Alessandrelli 1147fa5c19 Make Object "meta" functions take StringName.
The various get_meta, set_meta, has_meta, get_meta_list, remove_meta
functions now uses StringName, allowing further optimizations via the
SNAME macro when used from C++ (this PR does not change the various
usage though).
2021-07-22 22:52:30 +02:00
bruvzg 618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
Nicholas Huelin 9787e631aa Fix miscellaneous doc typos and inconsistencies
This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
2021-07-22 14:01:39 -04:00
Distrikt64 44eb041d60 Fix msec documentation description typo 2021-07-22 16:38:19 +02:00
Rémi Verschelde 594e3cac86
Merge pull request #50697 from Calinou/doc-rootmotionview
Document the RootMotionView class
2021-07-22 08:55:16 +02:00
Rémi Verschelde a4c863791e
Merge pull request #50716 from Deledrius/multimesh-typo
Fix grammar in MultiMesh documentation.
2021-07-21 23:47:52 +02:00
Rémi Verschelde d42f6f4718
Merge pull request #50370 from QbieShay/circle-emitter-particle
Ring emitter for 4.0
2021-07-21 16:50:26 +02:00
Hugo Locurcio 6880829a9a
Document the RootMotionView class 2021-07-21 15:18:42 +02:00
Gilles Roudière 5d34a81e52 Implement atlas merging and tile proxies 2021-07-21 12:36:37 +02:00
Hugo Locurcio a1784c64b4
Document Image.save_exr() only being available in editor builds 2021-07-21 03:46:16 +02:00
Rémi Verschelde c82daaed48
Merge pull request #38317 from verdog/get-cam-2d-4.0
add viewport.get_camera_2d()
2021-07-20 22:19:06 +02:00
Fabio Alessandrelli ddb68f76ff [Net] Single rpc annotation. "sync" no longer part of mode.
- Move the "sync" property for RPCs to RPCConfig.

- Unify GDScript annotations into a single one:
  - `@rpc(master)` # default
  - `@rpc(puppet)`
  - `@rpc(any)` # former `@remote`

- Implement three additional `@rpc` options:
  - The second parameter is the "sync" option (which also calls the
    function locally when RPCing). One of "sync", "nosync".
  - The third parameter is the transfer mode (reliable, unreliable,
    ordered).
  - The third parameter is the channel (unused for now).
2021-07-20 11:17:59 +02:00
Rémi Verschelde 1ba87f0c82
Merge pull request #50618 from reduz/implement-more-specialization-constants
Implement more rendering options as specialization constants
2021-07-20 08:54:21 +02:00
reduz 9293bc3935 Implement more rendering options as specialization constants
* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.

These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19 21:51:29 -03:00
PouleyKetchoupp 940838c174 One-directional collision layer check for rigid bodies and soft bodies
Check for each body individually if it collides with the other one or
ignores it.

When a body is being ignored, the other body's mass is considered
infinite when applying impulses to avoid extra overlapping.
2021-07-19 17:24:04 -07:00
Joseph Davies 136567ebcf
Fix grammar in MultiMesh documentation. 2021-07-19 02:16:27 -07:00
Yuri Roubinsky 1597045b09 Fixed typos in TextEdit::GutterType enum 2021-07-19 11:18:54 +03:00
reduz a3fb76cd45 Create many types of popups on demand
* LineEdit popups created on demand.
* TextEdit popups created on demand.
* SpinSlider popups created on demand.
* ResourcePicker popups created on demand.

Improves editor responsiveness.
2021-07-17 10:57:14 -03:00
Hugo Locurcio 523d6b2ae8
Merge pull request #47395 from sygi/shape_idx_collision
Add shape_idx to CollisionObject2D mouse_entered signal
2021-07-16 19:05:08 +02:00
Rémi Verschelde 60add98a4c
Merge pull request #49328 from nekomatata/sync-to-physics-3d
Support for 3D sync to physics
2021-07-15 23:18:59 +02:00
PouleyKetchoupp 7f92127959 Support for 3D sync to physics
Same implementation as in 2D.
2021-07-15 10:15:13 -07:00
PouleyKetchoupp d12b44ca13 Move sync to physics to StaticBody2D
Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.

Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
2021-07-15 10:13:27 -07:00