Commit Graph

679 Commits

Author SHA1 Message Date
Rémi Verschelde
22d4caa4bb
Merge pull request #35418 from Calinou/project-manager-viewport-usage-2d
Use a cheaper viewport usage mode in the project manager
2020-01-31 10:46:47 +01:00
Hugo Locurcio
2423f75585
Improve the error message displayed when the PCK file can't be found
This explains what to do if the executable was renamed, which is helpful
for people exporting projects.
2020-01-28 00:12:32 +01:00
Rémi Verschelde
72c44bafac Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@fed28b1bf9.
2020-01-26 17:59:15 +01:00
Hugo Locurcio
1e2118ea22
Use a cheaper viewport usage mode in the project manager
This should speed up rendering slightly. While the project manager
is hardly demanding, this may help on high refresh-rate displays
or very slow machines.
2020-01-21 22:47:38 +01:00
Ignacio Etcheverry
d5122ab31c Sync pending VisualServer commands after ScriptServer finalization
This is needed as C# may free resources from the finalizer thread during
CSharpLanguage::finish(). Previously this would result in RIDs not being freed.
2020-01-13 21:46:44 +01:00
Rémi Verschelde
d88103172c Ignore command line --build-solutions when not editing project
This option is meant to use together with `--path` or from a project
folder. Otherwise the project manager is opened and the option triggers
a crash.

Fixes #25589.
2020-01-13 14:00:47 +01:00
Rémi Verschelde
ab97f78fa5 Revert "Enable Vsync via Compositor by default"
This reverts commit 9600fd5dde.

Add comment warning about possible implications of using this option.

Fixes #35038.
2020-01-13 09:33:27 +01:00
Hugo Locurcio
0218494e6b
Be stricter on what's considered a scene path in CLI argument parsing
This closes #8721.
2020-01-10 13:18:24 +01:00
Rémi Verschelde
83d950b58e
Merge pull request #34968 from Calinou/enable-vsync-via-compositor
Enable Vsync via Compositor by default
2020-01-10 10:04:55 +01:00
Rémi Verschelde
5377f062d4 Main: Prevent Project Manager-ception in editor
Fixes #34904.
2020-01-10 09:48:03 +01:00
Hugo Locurcio
9600fd5dde
Enable Vsync via Compositor by default
This feature was added in #33414 but it was disabled by default.
Now that it got some testing, it's probably safe to enable it
by default.
2020-01-09 22:22:11 +01:00
Rémi Verschelde
c456d87ee6
Merge pull request #34918 from vnen/gdscript-assign-op
GDScript: enable type checks on release mode
2020-01-08 18:22:38 +01:00
George Marques
d26414f9fe
GDScript: enable type checks on release mode
Also make builtin GDScript functions report return type as Variant in
release so type is converted when needed.
2020-01-08 12:38:18 -03:00
Rémi Verschelde
5e4d465356
Merge pull request #34913 from akien-mga/main-add-export-pack
Export: Add dedicated --export-pack option to export data pack
2020-01-08 15:43:44 +01:00
Rémi Verschelde
7c29ce4375 Export: Add dedicated --export-pack option to export data pack
The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).

We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.

Fixes #23073.
2020-01-08 14:57:46 +01:00
Rémi Verschelde
0749906d8a Gamepad: Fix parsing order for SDL2 controller databases
We were overriding values from `gamecontrollerdb.txt` (current, updated
upstream) with `gamecontrollerdb_205.txt` (legacy, SDL 2.0.5) and then
`gamecontrollerdb_204.txt` (legacy, SDL 2.0.4).

There was a comment to warn about this but it seems it did not prevent
using the wrong order for all this time...

Now `gamecontrollerdb.txt` mappings will properly override outdated
ones present in the `204` and `205` variants.
2020-01-08 12:26:53 +01:00
Rémi Verschelde
7d0342e87d Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@67b49052b4.
2020-01-08 11:45:00 +01:00
Rémi Verschelde
0584c7f094 Gamepad: Parse SDL_GAMECONTROLLERCONFIG env after default mappings
Addresses comment https://github.com/godotengine/godot/issues/21918#issuecomment-458764923.
2020-01-08 11:43:44 +01:00
Rémi Verschelde
5011afcb6a Export: Improve usability of command line interface
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.

- Streamline `can_export()` templates check in all platforms, checking
  first for the presence of official templates, then of any defined
  custom template, and reporting on the absence of any.
  Shouldn't change the actual return value much which is still true if
  either release or debug is usable - we might want to change that
  eventually and better validate against the requested target.

- Fix discrepancy between platforms using `custom_package/debug` and
  `custom_template/debug` (resp. `release`).
  All now use `custom_template`, which will break compatibility for
  `export_presets.cfg` with earlier projects (but is easy to fix).

- Use `can_export()` when attempting a command line export and report
  the same errors that would be shown in the editor.

- Improve error reporting after a failed export attempt, handling
  missing template and invalid path more gracefully.

- Cleanup of unused stuff in EditorNode around the export workflow.

- Improve --export documentation in --help a bit.

Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
2020-01-07 14:25:56 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
c2066fff3d
Merge pull request #34589 from Calinou/improve-cli-export-help
Fix and improve command-line exporting help
2019-12-30 16:33:11 +01:00
Hugo Locurcio
b076b2bdd6
Fix and improve command-line exporting help
It was previously mentioning only one of the two required arguments.
This also mentions that the export path is relative to the project
directory.

This partially addresses #28646.
2019-12-24 22:20:44 +01:00
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde
cf3a863fa9
Merge pull request #34229 from NoFr1ends/fix-home-indicator-ios
Allow to change the home indicator behaviour on iOS
2019-12-13 14:00:14 +01:00
Rémi Verschelde
9432520449 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@allkhor, @Eoin-ONeill-Yokai, @timothyqiu, @madmiraal, @zaksnet

Update sponsors on splash screen.

Thanks to all contributors and donors for making Godot possible!
2019-12-13 13:50:33 +01:00
Jonas Bernemann
4d61118f64 Add project setting to hide home indicator on iOS
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
2019-12-13 11:00:18 +01:00
TerminalJack
e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
bruvzg
2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
PouleyKetchoupp
85a955fc56 Flush remaining messages before quitting the game when loading fails
This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
2019-11-29 14:01:56 +01:00
Rémi Verschelde
502a667070 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@d329cb6a71.
2019-11-29 10:56:55 +01:00
Pawel Lampe
9feb9aef42 godot exit code improvement for --script --check-only, fixes #33895
this commit causes godot executable to return non-zero exit code
once invalid script is passed via --script during --check-only
2019-11-26 10:53:42 +01:00
Marcel Admiraal
83069a3c0f Remove ERR_EXPLAIN macros and the scaffolding they needed. 2019-11-11 10:57:00 +01:00
Rémi Verschelde
621dc7022f
Merge pull request #27742 from rxlecky/camera-replication
Game camera override
2019-11-08 10:02:18 +01:00
Rémi Verschelde
ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Rémi Verschelde
c663d65ffc New contributors added to AUTHORS:
@DavidSichma, @ptrojahn

New Platinum sponsor, added to splash screen:
Interblock

New Gold sponsor:
Image Campus
2019-11-07 10:22:04 +01:00
Hugo Locurcio
8ca0f1a71c
Remove unused editor/active project setting
This closes #33322.
2019-11-04 14:35:46 +01:00
Rafał Mikrut
9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Erik
8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
qarmin
616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
Hugo Locurcio
c8a8be6dd1
Optimize images losslessly using oxipng -o6 --strip all --zopfli 2019-10-12 23:23:33 +02:00
Michael Alexsander
d12a8940cb Make possible to use just one "size/test_*" value in the settings 2019-10-04 10:27:11 -03:00
Rémi Verschelde
664d7e7336 Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@creikey, @IronicallySerious, @LikeLakers2, @minraws, @NilsIrl,
@profan, @raphael10241024

New Platinum sponsor, added to splash screen:
Heroic Labs

Merged some duplicates via .mailmap to allow better tracking of
commit counts with `git shortlog -s -n -e --no-merges`.

Thanks to all contributors and donors for making Godot possible!
2019-10-02 20:06:03 +02:00
Shiqing
0c35994f2f Add stress test between A* and Floyd-Warshall 2019-09-28 16:17:57 +08:00
Shiqing
c2b824687d Reduce memory usage for edges in A* and add tests 2019-09-28 16:17:52 +08:00
Hugo Locurcio
ca268dfecd
Validate audio/video driver command-line arguments
This will exit early if the audio/video driver specified doesn't exist.
2019-09-27 15:11:56 +02:00
Andrii Doroshenko (Xrayez)
752debe204 SCons: do not build tests with tools=no
This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
2019-09-26 16:12:07 +03:00
Rémi Verschelde
084481b79d
Merge pull request #32230 from kawa-yoiko/oa-backward-shift
Implement backward shift deletion for OAHashMap
2019-09-26 08:03:46 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Shiqing
78bee16e05 Implement backward shift deletion for OAHashMap 2019-09-21 14:32:40 +08:00
iwek7
617797c47c Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00