Commit Graph

7271 Commits

Author SHA1 Message Date
Ignacio Roldán Etcheverry
344f5028d4 C#: Add dedicated Variant struct, replacing System.Object 2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry
a9892f2571 C#: Add source generator for method list 2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry
97713ff77a C#: Add source generator for signals as events
Changed the signal declaration signal to:

```
// The following generates a MySignal event
[Signal] public delegate void MySignalEventHandler(int param);
```
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry
f033764ffe C#: Refactor Array & Dictionary interface implementations 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
e235cef09f C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
d78e0a8426 C#: Make GodotSharp API a NuGet package
In the past, the Godot editor distributed the API assemblies and
copied them to project directories for projects to reference them.
This changed with the move to .NET 5/6. Godot no longer copies the
assemblies to project directories. However, the project Sdk still
tried to reference them from the same location.
From now on, the GodotSharp API is distributed as a NuGet package,
which the Sdk can reference.

Added an option to `build_assemblies.py` to copy all Godot NuGet
packages to an existing local NuGet source. This will be needed
during development, while packages are not published to a remote
NuGet repository.
This option also makes sure to remove packages of the same version
installed (~/.nuget/packages). Very useful during development, when
packages change, to make sure the package being used by a project is
the same we just built and not one from a previous build.

A local NuGet source can be created like this:

```
mkdir ~/MyLocalNuGetSource && \
dotnet nuget add source ~/MyLocalNuGetSource/ -n MyLocalNuGetSource
```
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
4b90d16250 C#: Initial NativeAOT support
This commit adds initial support for games exported as NativeAOT shared
libraries.

At this moment, the NativeAOT runtime is experimental. Additionally,
Godot is not trim-safe as it still makes some use of reflection.
For the time being, a rd.xml file is needed to prevent code triming:

```
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
  <Application>
    <Assembly Name="GodotSharp" Dynamic="Required All" />
    <Assembly Name="GAME_ASSEMBLY" Dynamic="Required All" />
  </Application>
</Directives>
```

These are the csproj changes for publishing:

```
  <PropertyGroup>
    <NativeLib>Shared</NativeLib>
  </PropertyGroup>
  <ItemGroup>
    <RdXmlFile Include="rd.xml" />
    <PackageReference Include="Microsoft.DotNet.ILCompiler" Version="7.0.0-*" />
  </ItemGroup>
```

More info:
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/compiling.md
- https://github.com/dotnet/runtimelab/tree/feature/NativeAOT/samples/NativeLibrary
- https://github.com/dotnet/runtimelab/blob/feature/NativeAOT/docs/using-nativeaot/rd-xml-format.md
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
18f805b3aa C#: Upgrade to .NET 6 (5.0 -> 6.0) 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
e22dd3bc6a C#: Static marshaling for bindings and source generators
Previously, we added source generators for invoking/accessing methods,
properties and fields in scripts. This freed us from the overhead of
reflection. However, the generated code still used our dynamic
marshaling functions, which do runtime type checking and box value
types.

This commit changes the bindings and source generators to include
'static' marshaling. Based on the types known at compile time, now
we generate the appropriate marshaling call for each type.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
778007a358 C#: Re-introduce exception logging and error stack traces in editor
These two had been disabled while moving to .NET 5, as the previous
implementation relied on Mono embedding APIs.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
67db89988d C#: Ensure we only create one CSharpScript per type
Previously, for each scripts class instance that was created from code
rather than by the engine, we were constructing, configuring and
assigning a new CSharpScript.
This has changed now and we make sure there's only one CSharpScript
associated to each type.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
92503ae8db C#: Add source generator for properties and exports default values
The editor no longer needs to create temporary instances to get the
default values. The initializer values of the exported properties are
still evaluated at runtime. For example, in the following example,
`GetInitialValue()` will be called when first looks for default values:

```
[Export] int MyValue = GetInitialValue();
```

Exporting fields with a non-supported type now results in a compiler
error rather than a runtime error when the script is used.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
88e367a406 C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).

Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f88d8902cf C#: Ensure native handles are freed after switch to .NET Core
Finalizers are longer guaranteed to be called on exit now that
we switched to .NET Core. This results in native instances leaking.

The only solution I can think of so far is to keep a list of all
instances alive to dispose when the AssemblyLoadContext.Unloading
event is raised.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
4d710bf659 C#: Add initial implementation of source generator for script members
This replaces the way we invoke methods and set/get properties.
This first iteration rids us of runtime type checking in those
cases, as it's now done at compile time.
Later it will also stop needing the use of reflection. After that,
we will only depend on reflection for generic Godot Array and
Dictionary. We're stuck with reflection in generic collections
for now as C# doesn't support generic/template specialization.

This is only the initial implementation. Further iterations are
coming, specially once we switch to the native extension system
which completely changes the way members are accessed/invoked.
For example, with the native extension system we will likely need
to create `UnmanagedCallersOnly` invoke wrapper methods and return
function pointers to the engine.

Other kind of members, like event signals will be receiving the
same treatment in the future.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f16c8e3759 Fix detection of .NET Sdk from snap and allow higher versions 2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
315636e77c C#: Fallback to dotnet --info to determine .NET RID
Some Linux distros use their distro name as the RID for directory names.
If the .NET Host directory cannot be found with the generic RID,
try to get the rid from `dotnet --info`.

The generic RID should still be the first choice. Some platforms like
Windows 10 define the RID as `win10-x64` but still use the generic
`win-x64` for directory names.

Co-authored-by: Lewis James <lewiji+github@gmail.com>
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry
f9a67ee9da C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
513ee857a9 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
5e37d073bb C#: Re-write GD and some other icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
9a51430441 C#: Re-write Array, Dictionary, NodePath, String icalls as P/Invoke 2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
c4ccabd3fb C#: Remove DynamicGodotObject/Object.DynamicObject
We are moving in the direction of no dynamic code generation,
so this is no longer desired.

The feature can still be easily implemented by any project that
still want it.
2022-08-22 03:35:59 +02:00
Ignacio Roldán Etcheverry
124fbf95f8 C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.

Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.

SOME NOTES ON INTEROP

We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.

Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.

As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
  during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
  method or property on an `in` value makes a silent copy, so we want
  to avoid `in`.

REGARDING THE BUILD SYSTEM

There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
        --godot-output-dir=%godot_src_root%/bin \
        --godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).

OTHER NOTES

Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2022-08-22 03:35:59 +02:00
rafallus
da7a5653f4 Expose Basis set_orthogonal_index method as a GridMap function 2022-08-20 21:42:20 -05:00
Umang Kalra
7ef5dfcfc3 Changed the title of change node type dialog 2022-08-20 22:53:07 +05:30
Max Hilbrunner
79717dcb46
Merge pull request #64170 from YuriSizov/docs-annotations-in-technicolor
Add documentation for all annotations
2022-08-20 00:57:01 +02:00
Yuri Sizov
7895a66cf2
Merge pull request #64334 from YuriSizov/core-bind-property-revert-methods
Make `property_*_revert` methods multilevel and expose them for scripting
2022-08-19 20:41:41 +03:00
Yuri Sizov
a0995182fe Add documentation for all annotations 2022-08-19 15:06:39 +03:00
Max Hilbrunner
6f273d2156
Merge pull request #63326 from MewPurPur/binary-highlighting-fix
Fix highlighting of multiple operators
2022-08-19 01:27:02 +02:00
Clay John
17ca5b913c
Merge pull request #64156 from bruvzg/sys_msdf
Allow MSDF rendering for system fonts, fix crash on loading damaged / unsupported font files.
2022-08-18 14:58:57 -06:00
RedMser
c25b8f2876 Remove unintentional PROPERTY_USAGE_INTERNAL
The flag only matters for property definition,
but was also used in _validate_property a lot.
2022-08-18 16:25:00 +02:00
Silc Renew
b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov
980f5f32f4 Make property_*_revert methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
Yuri Sizov
d953d9590b Improve the make_rst.py parser for BBCode tags 2022-08-15 17:45:10 +03:00
Aaron Franke
be81b33e2b
GLTF: Fix orthographic cameras, internally store data in GLTF's format 2022-08-14 19:18:53 -05:00
Aaron Franke
3bbb50359d
Document GLTFLight and GLTFSpecGloss 2022-08-14 14:57:58 -05:00
VolTer
2e6108d181 Improve binary operator highlighting 2022-08-14 15:49:07 +02:00
Micky
b62d06fbed Rename Navigation's neighbor_dist to neightbor_distance
NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)

NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`

Also changes their parameters' names.

Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
Rémi Verschelde
345dd9f0fb
Merge pull request #62934 from Xwdit/script_doc_arg_def_var 2022-08-10 16:31:45 +02:00
Rémi Verschelde
a946768151
Merge pull request #63015 from Xwdit/fix_gds_editor_tooltip_arg_type 2022-08-10 16:31:32 +02:00
Rémi Verschelde
26b2ac82ff
Merge pull request #63020 from Xwdit/fix_gds_editor_tooltip_return_type 2022-08-10 16:31:20 +02:00
Rémi Verschelde
0af6aae5bb
Merge pull request #64169 from hakro/fix-gltf-animations-always-imported 2022-08-10 15:25:20 +02:00
Xwdit
f265f175e3 Fix script documentation method argument default values
Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
2022-08-10 15:07:21 +02:00
Xwdit
e25c86bf5d Fixed incorrect type display of function argument in GDScript editor tooltips 2022-08-10 15:06:21 +02:00
Xwdit
7e262310a2 Fixed incorrect type display of void return in GDScript editor tooltips 2022-08-10 15:05:47 +02:00
Rémi Verschelde
abe98a95c5
Merge pull request #64206 from Chaosus/gds_fix 2022-08-10 12:29:11 +02:00
Rémi Verschelde
6b84619136
Merge pull request #64188 from YeldhamDev/gridmap_item_fix 2022-08-10 11:50:20 +02:00
Hakim
805ffdfbf6 Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954 2022-08-10 11:17:29 +02:00
Yuri Rubinsky
df85c9871f Prevent global functions from overriding completion of subscript 2022-08-10 11:51:53 +03:00
Michael Alexsander
fe16aecbac Fix error when switching to another GridMap with an item with higher index selected 2022-08-09 19:05:02 -03:00
bruvzg
bf1cc6326a
Allow MSDF rendering for system fonts, fix crash on loading damaged / unsupported font files. 2022-08-09 14:21:09 +03:00
antonWetzel
40a1d6d100 vector4 distance_squared_to and update csharp 2022-08-09 01:59:17 +02:00
Rémi Verschelde
f8383a7c72
Merge pull request #64099 from A-Lamia/lsp_uri_path_fixes 2022-08-08 23:04:33 +02:00
Yuri Sizov
c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
Rémi Verschelde
862dedcefe
Merge pull request #64076 from raulsntos/doc-fixes
Add `@GDScript.type_exists` documentation, Fix typo in weakref documentation
2022-08-08 19:15:25 +02:00
Rémi Verschelde
bc3ab0aaa8
Merge pull request #64004 from YuriSizov/doctool-fail-on-unnamed-args
Add checks and tests for empty/unnamed arguments
2022-08-08 19:15:07 +02:00
Rémi Verschelde
74d2c7d394
Merge pull request #63932 from smix8/navigation_heightmapshape_baking_4.x 2022-08-08 15:47:08 +02:00
Raul Santos
e47ba81050
Add @GDScript.type_exists documentation 2022-08-08 15:40:32 +02:00
Yuri Sizov
1362bc22bd Add tests for empty/unnamed arguments to ClassDB, Variant, GDScript 2022-08-08 16:36:01 +03:00
Lamia
42a16ef76e fix: modifies workspace->root_uri so that p_uri is symmetrical to other operating systems. #63388 2022-08-08 22:40:13 +10:00
Rémi Verschelde
01ce034398
Merge pull request #64085 from raulsntos/fix-rider-check 2022-08-08 08:58:21 +02:00
Rémi Verschelde
7801ad0531
Merge pull request #64046 from AntonioDell/bugfix/63715-infer-preloaded-const-types 2022-08-08 08:55:37 +02:00
Raul Santos
34c3966510
Avoid paths with invalid characters in IsRider 2022-08-08 02:00:17 +02:00
Raul Santos
83ffe70f1f
Various fixes to C# documentation 2022-08-07 19:18:04 +02:00
Antonio Dell'Annunziata
f81a166ab8
fix(gdscript): Infer type from preload const
When resolving the type of the attribute from the variant, the result_type.kind was overritten for no reason.
It is assumed that this only needs to be done, if the variant value is not valid to have any kind here.

Solves #63715
2022-08-07 16:09:24 +02:00
Rémi Verschelde
e3876899d3
Merge pull request #63919 from Faless/scons/4.x_easy_deps 2022-08-07 16:09:02 +02:00
Fabio Alessandrelli
43f51d78d1 [MP] Cleanup and fixes for replication plugin.
- Remove dead code.
- Fix "Add from path" adding the wrong string when targeting root node.
2022-08-07 15:08:35 +02:00
Fabio Alessandrelli
202320e1ed [Websocket] Remove dummy JS server implemenation.
It does nothing but printing errors (only websocket client is available
in browsers), so we might as well return null when you instantiate it.
2022-08-07 13:44:16 +02:00
Rémi Verschelde
77d3ac700d
Merge pull request #63712 from object71/fix-export-issues 2022-08-06 14:27:17 +02:00
Rémi Verschelde
c81ef51503
Merge pull request #63976 from aaronfranke/godots-own-comment-lines 2022-08-06 13:20:57 +02:00
Rémi Verschelde
ae335196b5
Merge pull request #63762 from bruvzg/ft_warn
[TextServer] Add a build warning when building with external FreeType without Brotli support.
2022-08-06 00:31:15 +02:00
Rémi Verschelde
bd833f8e06
Merge pull request #63871 from bruvzg/ts_build_options
Add Text Server related options to the build profiles editor.
2022-08-06 00:23:41 +02:00
Aaron Franke
ce0080768c
Make "Godot source files" comment consistent in modules 2022-08-05 17:09:11 -05:00
bruvzg
4b155b939b
[Text Server] Prevent composite glyphs which incorporate kashida from being used for justification. Update TextServer tests to clean up on fail. 2022-08-05 19:35:38 +03:00
smix8
5137cd9d87 Add NavigationMesh baking for HeightMapShape
Adds HeightMapShape for StaticColliders and GridMap to the NavigationMeshGenerator for baking NavigationMesh.
2022-08-05 08:56:38 +02:00
Rémi Verschelde
25915cdd0e
Merge pull request #59844 from Calinou/rename-shader-param-methods 2022-08-05 02:52:06 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
bruvzg
80c9a44492
Fix overrun flag check and HarfBuzz safe to break flag check. 2022-08-04 22:58:28 +03:00
Fabio Alessandrelli
951a1016d3 [Scons] Implement module dependency sorting.
Modules can now call:

env.module_add_dependencies(name: str, deps: list, optional: bool)

To add required or optional dependencies during the "can_build" step.

Required dependencies will be checked and the module will be not be
enabled when they are missing, printing a warning to notify the user.
2022-08-04 20:00:19 +02:00
Fabio Alessandrelli
55845bac26 Fix some array size function definition mismatch. 2022-08-04 13:06:17 +02:00
Rémi Verschelde
fdceece7f8
Merge pull request #63899 from bruvzg/hb_510
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04 09:12:05 +02:00
bruvzg
2980c0d60c
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification. 2022-08-04 09:10:16 +03:00
Hristo Stamenov
0e1f7e9f89 Removed faulty function update after get_property_list.
The function tried to rearrange properties but that lead to problems with duplication or deleted properties. Implemented the logic that that function did inside the get_property_list both for tool scripts and non-tool scripts.
2022-08-03 21:45:16 +03:00
Aaron Franke
19a4d75b44
Replace Vector3.ToDiagonalMatrix with Basis.FromScale in C# 2022-08-03 10:24:22 -05:00
bruvzg
066ca97690
Add Text Server related options to the build profiles editor.
Adds SCons options to disable Brotli and Graphite.
Adds option categories to the build profiles editor.
Adds options default state to the build profiles editor.
Adds Text Server related options to the build profiles editor.
Fix misplaced OpenGL/Vulkan SCons options.
2022-08-03 15:06:43 +03:00
Fabian Keller
f242f9c738 Fix consistency of translated/scaled/rotated in Transform2D and Transform3D 2022-08-02 23:38:14 +02:00
Rémi Verschelde
c67febb008
Merge pull request #63830 from KoBeWi/regEX
Add static method for creating RegEx
2022-08-02 18:16:04 +02:00
kobewi
61a2cb65b1 Add static method for creating RegEx 2022-08-02 15:56:46 +02:00
Rémi Verschelde
33258d850c
Merge pull request #61315 from lawnjelly/variant_bucket_pools
Variant memory pools
2022-08-02 15:54:18 +02:00
bruvzg
4373a0bb86
[TextServer] Add ICU Unicode security and spoofing detection. 2022-08-02 15:37:49 +03:00
Max Hilbrunner
2685cc7bb6 UPNP: Don't delete mappings when adding mappings
Don't delete previous mappings when adding a new mapping.
This was a old workaround that seems to cause issues.
2022-08-02 09:11:05 +02:00
Rémi Verschelde
b7346e5025
Merge pull request #53956 from bruvzg/icu_uax_31 2022-08-02 08:54:19 +02:00
Rémi Verschelde
536b5b69ab
Merge pull request #63789 from YuriSizov/editor-remove-old-property-widgets
Remove `CustomPropertyEditor` completely
2022-08-02 07:50:20 +02:00
bruvzg
5aa48b6ae5
[TextServer] Implement ICU/UAX 31 based is_valid_identifier function. 2022-08-02 08:30:20 +03:00
Ignacio Roldán Etcheverry
8243c7ab5d
Merge pull request #63790 from raulsntos/csharp-unused
C#: Remove unused `Transform2D.ScaleBasis` method
2022-08-01 22:38:17 +02:00
Yuri Sizov
86798d36db Remove CustomPropertyEditor completely 2022-08-01 22:57:05 +03:00
Raul Santos
a4ad1dfa51
C#: Remove unused Transform2D.ScaleBasis method 2022-08-01 20:56:29 +02:00
Yuri Sizov
1c9ba5ef3e Remove excessive editor/property_editor.h includes 2022-08-01 17:19:11 +03:00
bruvzg
366e2d893e
[TextServer] Add a build warning when building with external FreeType without Brotli support. 2022-08-01 13:22:29 +03:00
Raul Santos
d0e586fc7e
Rename math 'phi' arguments to 'angle' in C# 2022-08-01 02:42:20 +02:00
Rémi Verschelde
14828c331c Mono: Fix build after #63737 2022-08-01 00:40:18 +02:00
Rémi Verschelde
f04004b24c
Merge pull request #55450 from Calinou/script-editor-improve-light-theme-syntax-colors 2022-08-01 00:08:25 +02:00
Rémi Verschelde
8ad80f0547
Merge pull request #63737 from YuriSizov/editorresourceconversionpluginactomy 2022-07-31 23:52:38 +02:00
Rémi Verschelde
880d93c71c
Merge pull request #63537 from antonWetzel/csharp-vector4
`Vector4`, `Vector4i` and `Projection` for Csharp
2022-07-31 23:45:52 +02:00
Hugo Locurcio
0a24d40836
Improve script editor's light theme syntax colors for better readability
New colors were hand-picked to have a better contrast rate,
while still following the general coloring of the previous light theme.

This improves the light theme's accessibility, especially in outdoor
environments with direct sunlight.
2022-07-31 23:40:48 +02:00
Rémi Verschelde
c0946d3c38
Merge pull request #63743 from bruvzg/hb_inc_order_and_ver_check 2022-07-31 23:38:00 +02:00
Fabio Alessandrelli
faff5e10a5
Merge pull request #63599 from nathanfranke/mp-docs
Document multiplayer replication classes, small changes to MultiplayerSpawner
2022-07-31 23:14:33 +02:00
bruvzg
b54c5c2683
[TextServer] Ensure that built-in library headers are always included before system header, add HarfBuzz version checks for optional features. 2022-07-31 22:52:59 +03:00
Yuri Sizov
9f55bd971e Extract EditorResourceConversionPlugin into its own source files and clean up editor includes 2022-07-31 21:14:15 +03:00
antonWetzel
87ebfff46d create vector4, vector4i and projection for csharp 2022-07-31 19:42:34 +02:00
Rémi Verschelde
602e967ba8
Merge pull request #55943 from jvanmourik/master
glTF animation parsing: Changed the 'loop' and 'cycle' animation name keywords to be case-insensitive
2022-07-31 17:28:43 +02:00
Rémi Verschelde
556cc22dd0
Merge pull request #63656 from raulsntos/fix-signal-bind-csharp 2022-07-31 13:29:31 +02:00
Rémi Verschelde
bd58300718
Merge pull request #63661 from raulsntos/fix-editor-paths-include
Add `editor_paths.h` include missing in mono module
2022-07-31 09:57:37 +02:00
Nathan Franke
b7c5aeca8a
document multiplayer replication classes, small changes to multiplayer spawner 2022-07-30 21:38:19 -05:00
Aaron Franke
ab4b5af286
Fix TranslatedLocal method in C# affecting the original transform 2022-07-30 11:54:35 -05:00
Raul Santos
cef3ca4024
Add editor_paths.h include missing in mono module 2022-07-30 02:00:56 +02:00
Rémi Verschelde
335fc2a946
Merge pull request #48183 from madmiraal/fix-regex-offset
Generate error if RegEx offset is negative
2022-07-29 22:38:35 +02:00
Rémi Verschelde
15a02c49be
Merge pull request #61647 from KoBeWi/SaverResource 2022-07-29 22:30:51 +02:00
Raul Santos
ca47471dfa
Fix Callable calls in mono module
The `Callable::call` and `Callable::call_deferred` methods have been
renamed to `Callable::callp` and `Callable::call_deferredp`.
2022-07-29 21:56:02 +02:00
Marcel Admiraal
db1270d521 Generate error if RegEx offset is negative 2022-07-29 19:43:23 +01:00
kobewi
c3606cb5f3 Swap arguments of ResourceSaver.save() 2022-07-29 19:53:09 +02:00
LinuxUserGD
6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +02:00
Rémi Verschelde
ba3734e69a
Merge pull request #63603 from aaronfranke/editor-paths
Move editor paths into the EditorPaths class
2022-07-29 19:31:59 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Aaron Franke
ac870ab1c8
Move editor paths into the EditorPaths class 2022-07-29 11:07:30 -05:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Antonio Dell'Annunziata
7b975b50dc
fix(gdscript): Fix infinite loop on type inferernce from super method calls
When infering the type from a `super()` call, the gdscript_editor didn't use the base class to search for the original implementation of the method, but instead searched in the extending class.
This caused the same function to be analyzed for type inference which created the infinite loop.

Solves #63592
2022-07-29 10:22:55 +02:00
Rémi Verschelde
0cf26fb8c8
Merge pull request #63584 from smix8/navigation_std_to_localvector_4.x 2022-07-29 09:42:19 +02:00
DeeJayLSP
c8f3b02fcf Rename every instance of "OGG" to "Ogg" 2022-07-28 16:41:38 -03:00
Rémi Verschelde
14d021287b
Merge pull request #63049 from Faless/mp/4.x_as_module 2022-07-28 20:46:31 +02:00
smix8
8d4922cfb1 Replace Navigation std::vector use with LocalVector
Replace Navigation std::vector use with LocalVector.
2022-07-28 20:29:15 +02:00
Antonio Dell'Annunziata
e03b7b1935
fix(gdscript): Fix out of bounds crash after reloading member variables
The crash happens because the members Vector is resized, while the member_indices_cache still has the old indices saved.
On deleting a member from the script this can result to a cached index of 1 while the members Vector size is only 1.
2022-07-28 18:52:29 +02:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Rémi Verschelde
fb086d44cf
Merge pull request #63560 from V-Sekai/named_global_crashfix 2022-07-28 09:03:01 +02:00
Bastiaan Olij
1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
SaracenOne
1307577932 Prevent hard crash in GDScriptVM when a named global can not be found. 2022-07-27 23:37:42 +01:00
Edward
67e34f6120 inconsistent str() error fix
inconsistent str() error fix
2022-07-27 14:16:05 -04:00
Lamia
3fa943fe23 LSP: Sanitizes protocol URI file:///c%3A in file path
Fixes #63205.
2022-07-28 02:25:05 +10:00
Rémi Verschelde
663195f36a
Merge pull request #63325 from EIRTeam/typed_array_fix 2022-07-27 12:39:20 +02:00
Rémi Verschelde
f3fbb157ca
Merge pull request #63121 from aaronfranke/editor-export-split 2022-07-27 11:19:40 +02:00
RedMser
7b834c8bfd Fix unnamed arguments in XML docs 2022-07-26 20:42:38 +02:00
Aaron Franke
e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Fabio Alessandrelli
ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
kobewi
e4a961b86a Fix Vector4 parse error 2022-07-26 01:49:57 +02:00
Juan Linietsky
c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
Aaron Franke
7b8f9a0e8e
GLTF: Organize structures into a subfolder 2022-07-24 17:16:51 -05:00
Rémi Verschelde
a1f0ea5d19
Merge pull request #63409 from V-Sekai/gltf-export 2022-07-25 00:03:38 +02:00
K. S. Ernest (iFire) Lee
b2bd4cc792 Mend duplicate nodes in the gltf export. 2022-07-24 14:38:57 -07:00
Rémi Verschelde
b7a47bfc09
Merge pull request #63098 from Xwdit/fix_qualifiers_script_doc 2022-07-24 23:26:30 +02:00
Xwdit
5d49df8d97 Fix missing method qualifiers in script doc
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-24 23:00:19 +02:00
Aaron Franke
00ec9321f6
GLTF: Move shared defines into a separate gltf_defines.h file
Also move GLTFDocument's template conversion functions into gltf_template_convert.h
2022-07-24 14:21:27 -05:00
Aaron Franke
6887b3f8ee
GLTF: Only list used extensions when they're actually used 2022-07-23 21:59:16 -05:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Rémi Verschelde
a5bc65bbad
Merge pull request #63265 from reduz/stream-bpm-support
Implement BPM support in AudioStream files.
2022-07-23 11:21:14 +02:00
reduz
d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +02:00
Rémi Verschelde
3f504eb9fe
Merge pull request #63313 from python273/fix-xr-doc-links 2022-07-22 23:44:00 +02:00
Álex Román Núñez
1b10f744e0 Fix typed array returns returning the incorrect contained type
Fixes #59485 and #60218
2022-07-22 20:34:19 +02:00
Aaron Franke
b00bb577e7
Rename directory for export templates from templates to export_templates 2022-07-22 12:35:43 -05:00
Dallon Feldner
07ddc8b3b8 Don't print redundant errors when parsing GDScript
The error macros print a generic error, which isn't necessary, and could be confusing to end users.
2022-07-22 09:30:52 -05:00
python273
f78d06c9fe Fix tutorial links in XR classes docs 2022-07-22 15:05:31 +03:00
Nathan Franke
eb8482cf95
round dimensions of svg 2022-07-21 20:11:29 -05:00
Yuri Rubinsky
ccc56cc6d4 Rename epsilon to tolerance in the Plane::has_point method 2022-07-21 20:15:15 +03:00
Rémi Verschelde
ea3d355f0a
Merge pull request #62433 from KoBeWi/🌈 2022-07-21 16:36:34 +02:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rémi Verschelde
fa2dcc7ace
Merge pull request #47935 from HaSa1002/doc-loading-run-time 2022-07-20 22:33:49 +02:00
Riteo
a21f8b7c13 Improve linuxbsd headless building, cleanup build scripts
Now the `linuxbsd` platform can be built headlessly (e.g. without X11
development libraries).

I also cleaned up some weird (old?) usages of the `env` variable which
seem to make no difference and are used nowhere else.
2022-07-20 19:48:35 +02:00
kobewi
df5655fdca Highlight ^NodePath and &StringName differently 2022-07-19 20:20:30 +02:00
Rémi Verschelde
7fd29b5464
Merge pull request #59301 from fire-forge/layout-preset-full-rect 2022-07-19 12:06:00 +02:00
FireForge
97dfbea6ad Rename Control PRESET_WIDE to PRESET_FULL_RECT 2022-07-18 20:08:11 -05:00
FireForge
84431bd782 Use integer types in Image and ImageTexture methods
- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
2022-07-18 19:43:32 -05:00
Rémi Verschelde
d2df09d02b
Merge pull request #63037 from cdemirer/fix-non-global-autoload-code-completion-crash 2022-07-18 16:13:29 +02:00
cdemirer
e9a5beeb01 Fix crash while trying to autocomplete non-global Autoload 2022-07-18 16:35:25 +03:00
Rémi Verschelde
4e9d3130f5
Merge pull request #63024 from Xwdit/fix_grouping_annotation_in_doc 2022-07-18 15:29:11 +02:00
Rémi Verschelde
aace87e0d0
Merge pull request #63123 from zerc/fix_doc_class_description 2022-07-18 14:56:55 +02:00
Vladimir Savin
585eee2a48 GDScript: Fix brief/long description doc comments. 2022-07-18 13:34:07 +01:00
Rémi Verschelde
73a67f9309
Merge pull request #63125 from cdemirer/fix-parameter-shadowing-class-member
Check for parameters shadowing class members
2022-07-18 13:36:51 +02:00
cdemirer
52781535a3 Check for parameters shadowing class members 2022-07-18 00:28:27 +03:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Fabian Keller
2bf9e6090c rename translate(d) to translate(d)_local in Transform 2D/3D 2022-07-16 11:47:54 +02:00
Xwdit
152466938f Fix grouping annotations displayed in document 2022-07-15 12:39:52 +02:00
bruvzg
cbe3a2dcb7
Use BitField hint for the TextServer enums. Add missing parts for BitField support to the GDextension API. 2022-07-15 08:49:50 +03:00
Rémi Verschelde
184f62cb46
Merge pull request #60458 from KoBeWi/Deprecated-hint,-unused- 2022-07-14 00:20:30 +02:00
Lerg
52adbb763e Fix documentation for C# Vector2/3i classes.
The / operator was wrongly documented as a multiplication.
2022-07-13 22:49:22 +02:00
George Marques
dc5a6362c1
Merge pull request #62895 from KoBeWi/callables_exist_you_know 2022-07-13 09:30:08 -03:00
George Marques
ad11d264b7
Merge pull request #62901 from cdemirer/prevent-unnecessary-additional-parser-error 2022-07-13 09:24:36 -03:00
George Marques
d51aac1137
Merge pull request #62900 from cdemirer/fix-parser-stuck-in-an-error-loop 2022-07-13 09:18:21 -03:00
Rémi Verschelde
b942c1ffe3
Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
George Marques
87ef6f554b
Merge pull request #62918 from cdemirer/parser-properly-set-node-extents 2022-07-13 09:08:28 -03:00
George Marques
01f910517d
Merge pull request #62922 from YuriSizov/gdscript-annotation-defaults 2022-07-13 09:06:20 -03:00
George Marques
bf1ef0498e
Merge pull request #62578 from MinusKube/editor-print-crash
Fix GDScript parser sometimes crashing when issuing warning for unreachable pattern
2022-07-13 08:44:40 -03:00
kobewi
2f777b9a1e Remove unused hints 2022-07-12 00:44:13 +02:00
Yuri Sizov
316f78a037 Add default argument bindings to GDScript annotations 2022-07-11 23:02:55 +03:00
cdemirer
12b9572121 Parser: Properly set node extents 2022-07-11 21:31:15 +03:00
cdemirer
5a906a33d9 Prevent unnecessary additional parser error 2022-07-11 03:32:28 +03:00
cdemirer
4f36b2df2a Fix parser stuck in an error loop 2022-07-11 02:42:40 +03:00
kobewi
e9344f5154 Remove outdated code path 2022-07-10 20:48:33 +02:00
FireForge
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00