Commit graph

779 commits

Author SHA1 Message Date
Rémi Verschelde d110182cfe
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@241fed0a44.

(cherry picked from commit a98677181b)
2021-07-20 13:37:57 +02:00
Fabio Alessandrelli 92cdebe1ac
[HTML5] Add 2 controllers to the godot database.
Sony PlayStation DualShock 4 (054c:05c4 first gen).
Unofficial Switch controller.

(cherry picked from commit 5717118bcc)
2021-07-20 12:01:05 +02:00
Hugo Locurcio fbe8226213
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).

(cherry picked from commit 8f4ac7bc4a)
2021-06-17 13:20:04 +02:00
Marcel Admiraal 3c55a9c210
Fix game controllers ignoring the last listed button
(cherry picked from commit 18825ad4ff)
2021-06-07 22:40:42 +02:00
Marcel Admiraal 9170314434 Avoid creating joy_names map entries when using Map operator[] 2021-04-17 20:41:10 +01:00
Hugo Locurcio 2c06545266
Improve command line --print-fps display
- Display the frame time in addition to FPS.
  - Frame time is a more objective measurement in comparison to FPS,
    but FPS is more familiar to people less acquainted with profiling.
- Rename "Game" to "Project" for the project FPS printing line.

(cherry picked from commit 157d8e4d36)
2021-04-12 00:23:44 +02:00
Rémi Verschelde b076150b08
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@01dce71403.

(cherry picked from commit f83486b430)
2021-04-06 22:53:20 +02:00
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
Fabio Alessandrelli 8b904e7d66
[HTML5] Logitech Dual Action Gamepad FF/Linux
(cherry picked from commit 70d5f652a2)
2021-03-23 13:16:23 +01:00
Hugo Locurcio 79f8b5eff1
Tweak the editor splash screen color to better match the default theme
This helps achieve a visually "smoother" transition between the splash
screen and the editor.

(cherry picked from commit ff2871f9ac)
2021-03-19 10:51:39 +01:00
lawnjelly 20f7037edb Add GLOBAL_DEF_ALIAS and alias for rename of pixel_snap
Having to rename project settings is rare, but when it does occur it can cause user confusion. In order to make compatibility more seamless this PR introduces two new GLOBAL_DEF functions,

GLOBAL_DEF_ALIAS(new_name, old_name, default)
GLOBAL_DEF_ALIAS_RST(new_name, old_name, default)

These are the same as the existing GLOBAL_DEF functions except that if the new setting is not found, it attempts to load from the old setting name. If the old setting is found, it stores it into the new setting, and then calls the regular GLOBAL_DEF functions.
2021-03-09 15:16:24 +00:00
Rémi Verschelde 118567ca28
Merge pull request #46657 from lawnjelly/revert_snapping
Revert backport of 2D transform and camera snapping options
2021-03-08 14:49:41 +01:00
Johannes 36bec6677e Move cursor shape loading after module loading
fixes #46685

(cherry picked from commit 2ac9f37b17)
2021-03-05 22:45:49 +01:00
lawnjelly bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00
Pop0p 07fc567d03 Fix a crash when using Input.get_joy_button_index_from_string()
There was a missing comma between two elements in the _buttons array
2021-03-05 11:17:18 +01:00
Mateo Kuruk Miccino 04fefed904 Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts.
ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect

(cherry picked from commit 89283b7b53)
2021-03-02 10:26:14 +01:00
lawnjelly b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
Liz Haas 8a1f8a68fb Input: Throw error if action doesn't exist
Thow errors if requesting an unexisting InputMap action.
Makes `Input.is_action_*` methods consistents with `Event.is_action_*` which already throw errors.

fixes #33303

(cherry picked from commit 2aee71d52d)
2021-02-25 14:30:25 +01:00
Pedro J. Estébanez 6f4f49c1d5 Make glue generation shutdown more graceful
(cherry picked from commit 23907e6f19)
2021-02-22 21:40:16 +01:00
Pedro J. Estébanez 55b5f98402 Improve robustness of atomics
And fix increment in `CowData` not being conditional anymore after the recent changes.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-19 11:48:30 +01:00
Hein-Pieter van Braam 220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Fredia Huya-Kouadio ef9d945e16 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:17:58 -08:00
Pedro J. Estébanez 6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
Hugo Locurcio 15d9f77f97
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf15a)

Fixes crash when exiting with --verbose with leaked resources

(cherry picked from commit 25c4dacb88)
2021-02-16 14:27:38 +01:00
Rémi Verschelde 398a625a9f
Merge pull request #39421 from RandomShaper/pause_aware_picking_3.2
Implement pause-aware picking (3.2)
2021-02-09 10:43:48 +01:00
Rémi Verschelde 395afe9363
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@f72b68b8b0.

Partial revert of #45790.

(cherry picked from commit 5eb46ab616)
2021-02-08 22:36:36 +01:00
Rémi Verschelde 31109c4611
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1.

(cherry picked from commit 2c2fffcb02)
2021-02-08 22:36:36 +01:00
Pedro J. Estébanez 745c711289 Implement pause-aware picking
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.

When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-08 20:48:13 +01:00
Marcel Admiraal 3dd57a22df Add support for new SDL gamecontroller keywords. 2021-02-07 16:41:23 +00:00
Fabio Alessandrelli 860be94246 Add some HTML5 controllers mapping. 2021-02-06 11:09:01 +01:00
Rémi Verschelde 0c45011779 Main: Load translations and remaps before scene types
This ensures that settings like `gui/theme/custom_font` handle resource
remappings properly, as they load resources in `register_scene_types()`.

Path remaps used to be done before loading scene types in early Godot
versions (as hinted by the "Load Remaps" comment just before "Load Scene
Types") but this was broken when developing new localization features.

Fixes #17640.

(cherry picked from commit bb5dcb6892)
2021-02-05 09:26:09 +01:00
Fabio Alessandrelli 31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
Fabio Alessandrelli ea89e73a88 Better gamepad axis event injection.
In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.

The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.

This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
2021-01-18 13:07:37 +01:00
Rémi Verschelde 49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
lawnjelly b5edbe0301 Fix BVH physics project setting
Move the GLOBAL_DEF for the `godot_physics/use_bvh` to occur before GLOBAL_GET.

This prevents a warning occurring and the selection not being used.
2021-01-13 09:22:17 +00:00
Rémi Verschelde d6fecf7686
Main: Create user data dir in setup()
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
Rémi Verschelde 66bfe855a8
Revert "Add a project setting to enable stdout flushing in release builds"
This reverts commit 341b9cf15a.

This makes the logger crash when used during cleanup: #44850.
2021-01-05 21:33:33 +01:00
Rémi Verschelde 3032b38b52
Merge pull request #44690 from lawnjelly/transform_snap2
[3.2] Improve 2d snapping
2021-01-05 17:19:44 +01:00
Hugo Locurcio 42053bdb66
Fix warning spam when using --help or --version command line argument
When a project setting is not found, a warning message is printed.
This moves the default value declaration so it can be found when
the `--help` or `--version` command line arguments are used.

(cherry picked from commit 5cd37de125)
2020-12-30 09:33:54 +01:00
Hugo Locurcio f5f04a10f5
Add a project setting to enable stdout flushing in release builds
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf15a)
2020-12-29 16:02:00 +01:00
lawnjelly a237c671bb Improve 2d snapping
Partially revert change allowing sprite get_rect snapping to be controlled by `pixel_snap` again rather than `transform_snap` (to prevent breaking compatibility). Adds a final `use_camera_snap` project setting to allow snapping viewports as in reduz original PR.
2020-12-25 18:53:00 +00:00
Rémi Verschelde afbca1216e
Revert "Don't open editor window when using --export, --doctool, or --gdnative-generate-json-api"
This reverts commit 27393de36e.

Fixes #44403.
2020-12-16 15:02:10 +01:00
Rémi Verschelde 36662f3b4d
Don't force GLES2 in Project Manager, causes issues on macOS.
This partially reverts #44041.

Also fix the bogus label about lack of GLES3 support being always shown...
It was meant to be behind a check but I had left it out while testing, and
forgot to put it back.
2020-12-11 22:32:41 +01:00
Rémi Verschelde 0c7a9bd283
doc: Sync classref with current source
And fix broken doctool after #43948.
2020-12-10 14:22:31 +01:00
Rémi Verschelde e8fb0c3230
Merge pull request #43948 from name-here/no-window-on-export-3.2
Don't open editor window when using --export or --doctool
2020-12-09 11:21:55 +01:00
Rémi Verschelde 218d10a6a3
Merge pull request #44041 from akien-mga/project-manager-default-gles2
Use GLES2 by default in the project manager
2020-12-07 11:30:23 +01:00
Marcel Admiraal c3150eb783 Ignore hint entries in game controller mapping 2020-12-03 09:07:15 +00:00
Rémi Verschelde 8b1ee204cf
Use GLES2 by default in the project manager
This only applies to the project manager instance, what driver is used is otherwise
still defined by the project settings for a running game/editor.

Should help users who have issues with buggy GLES3 drivers to still use the project
manager to create and edit GLES2 projects.
2020-12-02 18:15:54 +01:00
Andrii Doroshenko (Xrayez) c663b3d5f8
Fix doctool misleading error message
(cherry picked from commit b0e8177306)
2020-12-01 09:00:54 +01:00