Commit Graph

69864 Commits

Author SHA1 Message Date
Thaddeus Crews
7ed6962252
Merge pull request #95072 from Calinou/editor-log-tweak-warning-error-formatting
Tweak warning/error formatting in EditorLog to be closer to console output
2024-12-11 17:35:56 -06:00
Thaddeus Crews
c4aaad6aa2
Merge pull request #100183 from smix8/collision_polygon_shape_edit
Add basic editor editing for `ConvexPolygonShape2D` and `ConcavePolygonShape2D`
2024-12-11 17:35:55 -06:00
Thaddeus Crews
4a1a7addd1
Merge pull request #100179 from zaevi/fix_transient_topmost
[Windows & macOS] Fix popup window shows behind `always_on_top` parent.
2024-12-11 17:35:53 -06:00
Thaddeus Crews
ab208af781
Merge pull request #100174 from Calinou/gdscript-add-deprecated-experimental-annotations
Tweak unknown annotation GDScript error for `@deprecated`/`@experimental`/`@tutorial`
2024-12-11 17:35:50 -06:00
Thaddeus Crews
be65514c11
Merge pull request #100042 from Calinou/ci-xmllint-quiet
GitHub Actions: Use quiet xmllint output to only print error lines
2024-12-11 17:35:49 -06:00
Thaddeus Crews
a5cf24cb16
Merge pull request #100162 from ryevdokimov/measure-mode-3d
Add ruler mode to 3D
2024-12-11 17:35:46 -06:00
Thaddeus Crews
572e1d6643
Merge pull request #100289 from bruvzg/token_name
[Shader Language] Add missing token name.
2024-12-11 17:35:44 -06:00
Thaddeus Crews
42580089b8
Merge pull request #100280 from Calinou/basematerial3d-remove-texturesize
Replace `textureSize()` with a uniform in BaseMaterial3D for MSDF rendering
2024-12-11 17:35:43 -06:00
Thaddeus Crews
e9d343805e
Merge pull request #94636 from Calinou/doc-process-delta-low-fps
Document `_process()` and `_physics_process()` delta behavior at low FPS
2024-12-11 17:35:42 -06:00
Thaddeus Crews
b773fff5a4
Merge pull request #99622 from Chaosus/shader_fix_global_empty_type
Add `samplerExternalOES` type to shader globals
2024-12-11 17:35:40 -06:00
Thaddeus Crews
2b41a217d2
Merge pull request #100259 from Sauermann/proposal-right-click-cancel-drag
Allow canceling drag-and-drop with right mouse button
2024-12-11 17:35:39 -06:00
Thaddeus Crews
153ef23483
Merge pull request #100129 from smix8/pathunspaghettification
Despaghettify NavigationServer path queries
2024-12-11 17:35:38 -06:00
Thaddeus Crews
23afda44e4
Merge pull request #100257 from darksylinc/matias-minimize-leak
Keep processing Graphics if there are pending operations
2024-12-11 17:35:35 -06:00
Thaddeus Crews
db2088b0cd
Merge pull request #100126 from dsnopek/gdextension-missing-gdvirtual-bind
Add missing `GDVIRTUAL_BIND()` for `AudioStream::_has_loop()` and `::_get_bar_beats()`
2024-12-11 17:35:33 -06:00
Thaddeus Crews
84da7c9cf5
Merge pull request #99997 from akien-mga/mbedtls-3.6.2
mbedtls: Update to upstream 3.6.2
2024-12-11 17:35:31 -06:00
Thaddeus Crews
4146bcc0dc
Merge pull request #99089 from Mickeon/documentation-truth-csharp-rabbit-hoole
Fix C# boolean "Prints" comments in documentation
2024-12-11 17:35:30 -06:00
Thaddeus Crews
c5e6f6276b
Merge pull request #100110 from DarioSamo/rd-get-data-async
Implement `RD::buffer_get_data_async()` and `RD::texture_get_data_async()`
2024-12-11 17:35:29 -06:00
Thaddeus Crews
1c4d12db2b
Merge pull request #99981 from dsnopek/fix-compositor-effects-gdextension
`CompositorEffect` should use `GDVIRTUAL_CALL()` so it works with GDExtension
2024-12-11 17:35:28 -06:00
Thaddeus Crews
f20ab9b2cf
Merge pull request #99338 from KoBeWi/consider_it_fixed
Clarify Button's text clipping
2024-12-11 17:35:27 -06:00
Thaddeus Crews
61f2001aba
Merge pull request #99081 from Mickeon/documentation-floats-now-print-the-trailing-zero
Update documentation's "Prints" comments after #47502
2024-12-11 17:35:26 -06:00
smix8
476479419b Despaghettify NavigationServer path queries
Despaghettify NavigationServer path queries.
2024-12-11 22:29:48 +01:00
Dario
054891de04 Implement buffer_get_data_async and texture_get_data_async. 2024-12-11 11:55:23 -08:00
Pāvels Nadtočajevs
133471afb0 [Shader Language] Add missing token name. 2024-12-11 21:05:14 +02:00
Rémi Verschelde
c2e4ae782a
Merge pull request #100235 from akien-mga/revert-97303
Revert "Avoid duplicating signals from scene instances into packed scenes"
2024-12-11 18:48:18 +01:00
Rémi Verschelde
00ac17462a
Merge pull request #100281 from bruvzg/bt_big
[Windows] Fix loading debug symbol files over 2GB.
2024-12-11 18:47:14 +01:00
Rémi Verschelde
234ed35f68
Merge pull request #100270 from bruvzg/clang_dw4
[Windows] Use `dwarf-4` for clang builds on Windows.
2024-12-11 18:47:10 +01:00
Rémi Verschelde
1424046317
Merge pull request #100266 from bruvzg/mac_fullp
[macOS] Print full source paths in the trace.
2024-12-11 18:47:07 +01:00
Rémi Verschelde
a5fd2a64cf
Merge pull request #99717 from Repiteo/codeowners/scene-core
CI: Remove leading-underscore teams from `CODEOWNERS`
2024-12-11 18:47:00 +01:00
Thaddeus Crews
9bb747e0e8
CI: Remove leading-underscore teams from CODEOWNERS 2024-12-11 11:17:44 -06:00
Matias N. Goldberg
acf439e96d Keep processing Graphics if there are pending operations
Fixes #90017
Fixes #90030
Fixes #98044

This PR makes the following changes:

# Force processing of GPU commands for frame_count frames

The variable `frames_pending_resources_for_processing` is added to track
this.

The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()`
while minimized.

Technically this works and is a viable solution.

However I noticed that this issue was happening because Logic/Physics
continue to work "business as usual" while minimized(\*). Only Graphics
was being deactivated (which caused commands to accumulate until window
is restored).

To continue this behavior of "business as usual", I decided that GPU
work should also "continue as usual" by buffering commands in a double
or triple buffer scheme until all commands are done processing (if they
ever stop coming). This is specially important if the app specifically
intends to keep processing while minimized.

Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it
would make  Godot's behavior different while minimized vs while the
window is presenting.

\* `OS::add_frame_delay` _does_ consider being minimized, but it just
throttles CPU usage. Some platforms such as Android completely disable
processing because the higher level code stops being called when the app
goes into background. But this seems like an implementation-detail that
diverges from the rest of the platforms (e.g. Windows, Linux & macOS
continue to process while minimized).

# Rename p_swap_buffers for p_present

**This is potentially a breaking change** (if it actually breaks
anything, I ignore. But I strongly suspect it doesn't break anything).

"Swap Buffers" is a concept carried from OpenGL, where a frame is "done"
when `glSwapBuffers()` is called, which basically means "present to the
screen".

However it _also_ means that OpenGL internally swaps its internal
buffers in a double/triple buffer scheme (in Vulkan, we do that
ourselves and is tracked by `RenderingDevice::frame`).

Modern APIs like Vulkan differentiate between "submitting GPU work" and
"presenting".

Before this PR, calling `RendererCompositorRD::end_frame(false)` would
literally do nothing. This is often undesired and the cause of the leak.
After this PR, calling `RendererCompositorRD::end_frame(false)` will now
process commands, swap our internal buffers in a double/triple buffer
scheme **but avoid presenting to the screen**.

Hence the rename of the variable from `p_swap_buffers` to `p_present`
(which slightly alters its behavior).
If we want `RendererCompositorRD::end_frame(false)` to do nothing, then
we should not call it at all.

This PR reflects such change: When we're minimized **_and_**
`has_pending_resources_for_processing()` returns false, we don't call
`RendererCompositorRD::end_frame()` at all.

But if `has_pending_resources_for_processing()` returns true, we will
call it, but with `p_present = false` because we're minimized.

There's still the issue that Godot keeps processing work (logic,
scripts, physics) while minimized, which we shouldn't do by default. But
that's work for follow up PR.
2024-12-11 14:13:29 -03:00
Pāvels Nadtočajevs
a8c8eca74a [Windows] Fix loading debug symbol files over 2GB. 2024-12-11 17:42:47 +02:00
Hugo Locurcio
3dfc832272
Replace textureSize() with a uniform in BaseMaterial3D for MSDF rendering
This uniform was already defined for other uses previously.

`textureSize()` is known to be slow on mobile platforms due to how
the drivers implement it there, so it's best avoided.
2024-12-11 15:44:06 +01:00
Rémi Verschelde
44dfa7e710
Merge pull request #99895 from mihe/jolt-physics
Add Jolt Physics as an alternative 3D physics engine
2024-12-11 14:53:57 +01:00
Mikael Hermansson
d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00
bruvzg
800076a6c2 [Windows] Use dwarf-4 for clang builds on Windows. 2024-12-11 14:10:57 +02:00
Yuri Rubinsky
a40fc2354a
Merge pull request #100036 from Chaosus/hover_sname
[Scene] Add `SceneStringName::hover`
2024-12-11 12:24:09 +03:00
Yuri Rubinsky
ff9d389aa6
Merge pull request #99934 from Chaosus/animation_node_state_machine_fix_orphan_strings
Fix orphan strings in `AnimationNodeStateMachine`
2024-12-11 12:23:22 +03:00
Chaosus
9a8d6628de [Scene] Add SceneStringName::hover 2024-12-11 11:11:25 +03:00
Chaosus
7adb986e15 Fix orphan strings in AnimationNodeStateMachine 2024-12-11 11:08:23 +03:00
Pāvels Nadtočajevs
8b853b7db7 [macOS] Print full source paths in the trace. 2024-12-11 09:21:25 +02:00
smix8
7c84eba663 Add basic editor editing for ConvexPolygonShape2D and ConcavePolygonShape2D
Adds basic editor tooling to move the existing points of a ConvexPolygonShape2D or move the  segments of a ConcavePolygonShape2D while a CollisionShape2D node is selected.
2024-12-11 02:31:42 +01:00
Markus Sauermann
4d6a6b21e2 Allow canceling drag-and-drop with right mouse button
This is a small usability enhancement, that allows users to cancel
drag-and-drop without the need to press the escape key on the keyboard.
2024-12-11 00:13:54 +01:00
Thaddeus Crews
cf038deb10
Merge pull request #100222 from DarioSamo/partial-coverage-fix
Fix incorrect return value on partial coverage detection.
2024-12-10 14:16:13 -06:00
Thaddeus Crews
9cf645df22
Merge pull request #100218 from akien-mga/scene-debugger-crash-invalid-shortcut
[Debugger] Fix scene debugger crash when editor shortcuts are invalid
2024-12-10 14:16:12 -06:00
Thaddeus Crews
69c67ede17
Merge pull request #88950 from bruvzg/excap
[macOS, Windows] Add support for excluding windows from a screenshot.
2024-12-10 14:16:10 -06:00
Thaddeus Crews
15aa18bc92
Merge pull request #98675 from YeldhamDev/dont_be_shy_plugin
Fix certain editor plugins not showing when they should
2024-12-10 14:16:09 -06:00
Thaddeus Crews
deb4c00f06
Merge pull request #100210 from hpvb/scons-use-md5-timestamp
SCons: Unconditionally use `env.Decider("MD5-timestamp")`
2024-12-10 14:16:08 -06:00
Thaddeus Crews
25122e7dd3
Merge pull request #100081 from clayjohn/rd-clearcoat
Ensure schlick is available when using clearcoat with GGX
2024-12-10 14:16:07 -06:00
Thaddeus Crews
3cb8419703
Merge pull request #100207 from bruvzg/mingw_dbg
[Windows] Fix MinGW debug symbols.
2024-12-10 14:16:06 -06:00
Thaddeus Crews
ba89529390
Merge pull request #99695 from peterdang1502/error-calling-deferred-method-99571
Fix argument error when restarting project by executing Project -> Tools -> Upgrade Mesh Surface
2024-12-10 14:16:05 -06:00