Commit Graph

33436 Commits

Author SHA1 Message Date
b3506bc63b Update AUTHORS and DONORS list
New contributor added to AUTHORS:
@Ev1lbl0w

Thanks to all contributors and donors for making Godot possible!
2021-03-08 17:36:20 +01:00
ee13944f9c Merge pull request #46795 from angad-k/use_collision_mask_in_vehicle_raycast
use collision mask in vehicle raycast
2021-03-08 17:30:14 +01:00
8507b69c13 Merge pull request #46796 from Faless/js/4.x_pwa_simple
[HTML5] Add PWA support to the editor page.
2021-03-08 17:29:48 +01:00
d8bd54fbf2 [HTML5] Add PWA support to the editor page.
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.

The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.

Special thanks to Hugo Locurcio (Calinou) for the initial work.
2021-03-08 17:06:24 +01:00
0816011e86 [HTML5] Catch audio worklet errors on disconnect.
Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
2021-03-08 17:06:24 +01:00
bfc533fc4c use collision mask in vehicle raycast 2021-03-08 20:57:23 +05:30
8af3d56631 Merge pull request #46792 from akien-mga/linux-fix-detect_prime-steam
Linux: Fix PRIME detection on Steam
2021-03-08 16:13:27 +01:00
14f330c95e Merge pull request #46771 from socket220/master
pop-up usability enhancement for support-level button
2021-03-08 16:02:09 +01:00
ae850177a3 Linux: Fix PRIME detection on Steam
To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦

So if we detect Steam, we skip this check.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-03-08 15:51:14 +01:00
26d1b30d35 Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-event
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08 13:26:47 +01:00
6061ff7ba1 Added mono_unhandled_exception call to unhandled_exception hook 2021-03-08 12:57:50 +01:00
aa6bbdc7a8 Merge pull request #46787 from nemerle/fix_animation_track_editor_opt_confirm
Fix incorrectly connected optimize_dialog/confirmed signal in AnimationTrackEditor
2021-03-08 11:35:35 +01:00
7bbacb5ff6 fix incorrectly connected optimize_dialog signal 2021-03-08 11:14:45 +01:00
d52974ba95 Merge pull request #46776 from jmb462/fix-label-visible_characters_bad_precision
fix Label visible_characters bad precision (Fix #46775)
2021-03-08 10:30:50 +01:00
9a33c1b6a6 Merge pull request #46782 from bruvzg/fix_def_theme_size
Improve bitmap font scaling. Fix default theme font size.
2021-03-08 10:03:12 +01:00
aafbeb2be3 Merge pull request #43459 from MaxMutantMayer/hashing_context_unit_tests
Add unit tests for HashingContext
2021-03-08 09:53:07 +01:00
43c7c279d5 Improve bitmap font scaling. Fix default theme font size. 2021-03-08 09:56:40 +02:00
3856bc5afe Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00
3bd44f3cb6 fix Label visible_characters bad precision 2021-03-07 23:18:16 +01:00
7739db3799 Merge pull request #46774 from akien-mga/scons-respect-path
SCons: Fix parsing PATH when constructing base environment
2021-03-07 22:50:52 +01:00
5d217a9441 SCons: Fix parsing PATH when constructing base environment
We constructed the SCons environment without taking any (shell) environment
variables into account, and then appended a few, but too late. This would
cause variables like `env[CXX]` not to be properly expanded to respect a
non-standard `PATH`.

With this fix, setting:
```
PATH=$GODOT_SDK/bin:$PATH
```
will now properly use `$GODOT_SDK/bin/gcc` if available over `/usr/bin/gcc`.
2021-03-07 22:28:46 +01:00
1e59443cd2 Merge pull request #46769 from Calinou/assetlib-widen-pagination-buttons
Make the pagination buttons wider in the asset library browser
2021-03-07 21:48:27 +01:00
efe05a166e mod: pop-up usability enhancement for support button
Now after choosing support level pop-up doesn't hide after each click
2021-03-07 22:51:40 +03:00
f12d205c1f Add unit tests for HashingContext 2021-03-07 20:33:08 +01:00
25c6acb702 Make the pagination buttons wider in the asset library browser
This makes the page number buttons easier to click.
2021-03-07 20:11:58 +01:00
9b853d7a7b Merge pull request #46572 from jmb462/fix-selection-error-after-commenting-or-indenting
Fix selection error after commenting or indenting text (Fix #46477 issue)
2021-03-07 17:03:54 +01:00
dc2207d8e8 Merge pull request #46627 from jmb462/fix-incorrect-autoindentation-in-multiline-brackets
Fix incorrect auto-indentation in multiline brackets (fix #46384)
2021-03-07 16:55:32 +01:00
daab4c9ac4 Merge pull request #46760 from qarmin/fix_memory_leak_vulkan
Fix memory leak in VulkanContext
2021-03-07 16:40:32 +01:00
f9d0ea9f6b Fix memory leak in VulkanContext 2021-03-07 15:28:47 +01:00
c487f1e854 Merge pull request #46643 from YeldhamDev/hide_all_the_things
Hide more options of disabled properties
2021-03-07 15:12:15 +01:00
afd0df7921 Merge pull request #46386 from KoBeWi/projekt_settingz
Clarify ProjectSettings.save for exported projects
2021-03-07 10:17:59 +01:00
156c402f2b Allow to save override.cfg with ProjectSettings 2021-03-07 01:21:44 +01:00
15bd2bf03f Merge pull request #46713 from neikeq/csharp-source-generators-init
Add C# source generator for ScriptPathAttribute
2021-03-07 01:04:47 +01:00
dea8105a38 Merge pull request #46704 from Duddino/master
Checking if there is a collider when calling `SoftBody::remove_collision_exception_with`
2021-03-07 00:21:13 +01:00
9bc9948cbf Merge pull request #46739 from KoBeWi/hungry_spinbox_eats_cursor
Release mouse when SpinBox leaves scene tree
2021-03-07 00:06:08 +01:00
27aacabf81 Merge pull request #46742 from bruvzg/thread_id_fix
Improve thread IDs to avoid collisions with threads not created by the Godot API.
2021-03-07 00:01:52 +01:00
9887c2b4f0 Improve thread IDs to avoid collisions with threads not created by the Godot API. 2021-03-07 00:17:20 +02:00
83f6c6b360 Release mouse when SpinBox leaves scene tree 2021-03-06 22:22:24 +01:00
e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00
05248535f7 Merge pull request #46641 from KoBeWi/unsaved_forever
Don't save unchanged script upon closing
2021-03-06 21:06:06 +01:00
12f5a5a701 Don't save unchanged script upon closing 2021-03-06 20:17:19 +01:00
a4b5edf468 Merge pull request #46728 from Faless/js/4.x_fetch_world
[HTML5] Replace XMLHttpRequest(s) with Fetch.
2021-03-06 16:15:09 +01:00
ac249032bf Merge pull request #46727 from RandomShaper/fix_nfs_crash
Fix crash on cleanup of EditorFileServer
2021-03-06 16:11:23 +01:00
565796518d Fix crash on cleanup of EditorFileServer 2021-03-06 13:29:40 +01:00
c47070e165 Added some checks to prevent accessing a null collider
Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651
2021-03-06 12:07:27 +01:00
fd76977183 [HTML5] Replace XMLHttpRequest with Fetch.
This has some advantages:
- Streaming/chunked response support.
- Broader headers support.
2021-03-06 11:44:07 +01:00
17e66382b8 Merge pull request #46686 from akien-mga/doc-irc-rocketchat
Link to Godot Contributors Chat instead of IRC
2021-03-06 00:05:44 +01:00
edbc8488a5 Merge pull request #46709 from Ev1lbl0w/bugfix-negative_vram
Fix negative VRAM values
2021-03-05 23:53:25 +01:00
1f0b60c47d Fix negative VRAM values 2021-03-05 21:48:20 +00:00
3ff56719fc Merge pull request #46706 from fabriceci/improvement-raycast2d-debug-shape2
Raycast2D debug Shape: fix a regression + improvement on tiny ray (fix #46680)
2021-03-05 22:38:49 +01:00