Commit Graph

633 Commits

Author SHA1 Message Date
f3f76df0cd Merge pull request #103504 from lawnjelly/fti_warn_physics_non_interp4
Physics Interpolation - Add editor configuration warnings
2025-05-26 11:24:39 -05:00
c28d5d0058 Revert "Expose get_rpc_config and get_node_rpc_config"
This reverts commit 8835f326b1.
2025-05-26 15:57:38 +02:00
342266cfd9 Overhaul Variant::duplicate() for resources
This in the scope of a duplication triggered via any type in the `Variant` realm. that is, the following: `Variant` itself, `Array` and `Dictionary`. That includes invoking `duplicate()` from scripts.

A `duplicate_deep(deep_subresources_mode)` method is added to `Variant`, `Array` and `Dictionary` (for compatibility reasons, simply adding an extra parameter was not possible). The default value for it is `RESOURCE_DEEP_DUPLICATE_NONE`, which is like calling `duplicate(true)`.

Remarks:
- The results of copying resources via those `Variant` types are exactly the same as if the copy were initiated from the `Resource` type at C++.
- In order to keep some separation between `Variant` and the higher-level animal which is `Resource`, `Variant` still contains the original code for that, so it's self-sufficient unless there's a `Resource` involved. Once the deep copy finds a `Resource` that has to be copied according to the duplication parameters, the algorithm invokes the `Resource` duplication machinery. When the stack is unwind back to a nesting level `Variant` can handle, `Variant` duplication logic keeps functioning.

While that is good from a responsibility separation standpoint, that would have a caveat: `Variant` would not be aware of the mapping between original and duplicate subresources and so wouldn't be able to keep preventing multiple duplicates.

To avoid that, this commit also introduces a wormwhole, a sharing mechanism by which `Variant` and `Resource` can collaborate in managing the lifetime of the original-to-duplicates map. The user-visible benefit is that the overduplicate prevention works as broadly as the whole `Variant` entity being copied, including all nesting levels, regardless how disconnected the data members containing resources may be across al the nesting levels. In other words, despite the aforementioned division of duties between `Variant` and `Resource` duplication logic, the duplicates map is shared among them. It's created when first finding a `Resource` and, however how deep the copy was working at that point, the map kept alive unitl the stack is unwind to the root user call, until the first step of the recursion.

Thanks to that common map of duplicates, this commit is able to fix the issue that `Resource::duplicate_for_local_scene()` used to ignore overridden duplicate logic.
2025-05-26 10:06:40 +02:00
c4c28f8f62 Merge pull request #106281 from KoBeWi/false
Fix wrong children range when duplicating node
2025-05-13 01:05:23 +02:00
258062e312 Fix wrong children range when duplicating node 2025-05-12 20:21:40 +02:00
795ed8fd12 Faster Node::get_child_count()
There is no need to update the children cache when including internal nodes in the count.
2025-05-10 11:35:59 +01:00
a404b668a1 Change Node set_name to use StringName 2025-05-01 15:15:19 -07:00
70ff5770c9 Merge pull request #83757 from HauntedBees/master
Add `Node.get_orphan_node_ids`, edit `Node.print_orphan_nodes`
2025-04-29 11:24:08 -05:00
0ccdcb4a16 added list_orphan_nodes, edited print_orphan_nodes
print_orphan_nodes now prints the script file attached to the node.
list_orphan_nodes was created to return the same data as print_orphan_nodes in a dictionary format for users who wish to process this data differently than the print_orphan_nodes behavior.
2025-04-28 20:33:01 -07:00
b7d4426fff Merge pull request #104269 from lawnjelly/fti_scene_tree4
Physics Interpolation - Move 3D FTI to `SceneTree`
2025-04-28 10:01:34 -05:00
ae04a3a5dd Physics Interpolation - Move 3D FTI to SceneTree
Moves 3D interpolation from server to the client code (`SceneTree`).
Complete rework of 3D physics interpolation, but using the same user API.
2025-04-26 14:13:30 +01:00
40c05c69f9 Physics Interpolation - Add editor configuration warnings
* For physics bodies that are on non-interpolated branches
2025-04-20 10:03:04 +01:00
23ffdd79e8 fix gdextension Object/Node::to_string to check is_valid before returning the result
at best, this results in an empty string, at worst, the result is never
initialised when is_valid is false.
2025-04-19 10:45:12 +12:00
3c745c0315 Replace duplicate code of is_ancestor_of in node.cpp 2025-04-13 14:05:21 +08:00
bf963e767e Add Options, Functions and Settings to convert Node-Names and Strings to kebab-case
- refactored and renamed String::_camelcase_to_underscore to String:_separate_compound_words
- refactored String::to_snake_case to work with the refactored String::_separate_compound_words
- created char_utils::is_hyphen to catch all hyphen variants in kebab-case conversion
- created String::to_kebab_case using the new String::_separate_compound_words
- created corresponding Documentation in String and StringName
- simplified both switch statements in EditorNode and ProjectDialog
- added new kebab-casing Option for Node Names in ProjectSettings
- added missing camelCase Options to Scene- and Node-Names in ProjectSettings
- simplified Mono RuntimeInterop Functions
- hooked up the ConnectionsDialog
- created additional Unit Tests
2025-04-10 21:22:21 +02:00
b106dfd4f9 Base accessibility API. 2025-04-08 20:14:28 +03:00
22b5ec17fb Using iterator pattern instead of List::Element *.
Co-authored-by: Adam Scott <ascott.ca@gmail.com>
2025-03-28 13:29:15 +08:00
f09ee0171a Style: Begin integrating simple .clangd fixes 2025-03-22 13:24:35 -05:00
b377562b52 Merge pull request #91660 from AThousandShips/methodinfo_vec
[Core] Use `Vector` for `MethodInfo::arguments`
2025-03-14 10:06:13 -05:00
14b1e40e36 Fix missing binding for NOTIFICATION_WM_POSITION_CHANGED 2025-03-13 16:12:16 -04:00
7d677fe761 Merge pull request #96372 from CreatedBySeb/fix-signal-copying
Fix copying a Node with a signal potentially resulting in an Editor crash
2025-03-11 09:35:01 -05:00
d9721954e6 [Core] Use Vector for MethodInfo::arguments 2025-03-10 13:57:53 +01:00
77022096ef Merge pull request #102451 from ryevdokimov/add-fail-cond-msg-reparent-self
Add `ERR_FAIL_COND_MSG` for reparenting to self
2025-03-07 15:12:35 -06:00
92ab92114e Don't duplicate internal nodes 2025-03-07 16:08:53 +01:00
e23460ae78 Merge pull request #102585 from KoBeWi/localichangetion
Don't send `TRANSLATION_CHANGED` outside tree
2025-03-05 12:07:50 -06:00
e46993f0db Physics Interpolation - Auto-reset on set_physics_interpolation_mode()
Fixes historical bug where auto-reset wasn't working correctly.
Also fixes process modes on Cameras when mode is changed.
2025-02-10 10:19:54 +00:00
1680e9e77f Don't send TRANSLATION_CHANGED outside tree 2025-02-08 16:14:05 +01:00
80869063bd Add ERR_FAIL_COND_MSG for reparenting to self 2025-02-05 15:15:38 +04:00
6f7525c396 Improve Scene Tree editor performance
We now cache the Node*<>TreeItem* mapping in the SceneTreeEditor. This
allows us to make targeted updates to the Tree used to display the scene
tree in the editor.

Previously on almost all changes to the scene tree the editor would
rebuild the entire widget, causing a large number of deallocations an
allocations. We now carefully manipulate the Tree widget in-situ saving
a large number of these allocations.

In order to know what Nodes need to be updated we add a
editor_state_changed signal to Node, this is a TOOLS_ENABLED,
editor-only signal fired when changes to Node happen that are relevant
to editor state.

We also now make sure that when nodes are moved/renamed we don't check
expensive properties that cannot contain NodePaths. This saves a lot of
time when SceneTreeDock renames a node in a scene with a lot of
MeshInstances. This makes renaming nodes go from ~27 seconds to ~2
seconds on large scenes.

SceneTreeEditor instances will now also not do all of the potentially
expensive update work if they are invisible. This behavior is turned off
by default so it won't affect existing users. This change allows the
editor to only update SceneTreeEditors that actually in view. In
practice this means that for most changes instead of updating 6
SceneTreeEditors we only update 1 instantly, and the others only when
they become visible.

There is definitely more that could be done, but this is already a
massive improvement. In complex scenes we see an improvement of 10x,
things that used to take ~30 seconds now only take 2.

This fixes #83460

I want to thank KoBeWi, TokisanGames, a-johnston, aniel080400 for
their tireless testing. And AeioMuch for their testing and providing a
fix for the hover issue.
2024-12-12 22:47:05 +01:00
ff6eea5042 Prevent infinite recursion in first _draw 2024-11-22 17:42:58 +01:00
e379cc76e5 Core: Fix Callable.get_bound_arguments{,_count}() return incorrect data 2024-11-04 22:41:56 +03:00
16524a8a01 Add "Game" editor for better runtime debugging 2024-10-30 11:42:17 -03:00
203d3be200 [Core] Add way to check if a signal has any connections
Added to `Object` and `Signal`
2024-09-20 16:39:09 +02:00
c5d147b9b5 Allow configuring which translation domain Object.tr uses 2024-09-17 13:09:44 +08:00
8ebfd89359 Merge pull request #96024 from Ryan-000/expose_get_rpc_config
Expose `get_rpc_config` and `get_node_rpc_config`
2024-09-16 13:34:34 +02:00
8835f326b1 Expose get_rpc_config and get_node_rpc_config
add documentation

Update doc/classes/Node.xml

change name of get_node_rpc_config to get_rpc_config

Co-Authored-By: moondog <159832633+dog-on-moon@users.noreply.github.com>
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
2024-09-04 15:45:22 -04:00
7563c3a4df Avoid copying a signal with a Node if the target path is empty 2024-08-31 10:41:19 +01:00
154049ce17 StringName Dictionary keys
also added 'is_string()' method to Variant
and refactored many String type comparisons to use it instead
2024-08-29 13:39:27 -07:00
6d22b8026d Merge pull request #90992 from RadiantUwU/fix_node_duplicate
Fix `Node.duplicate()` crash when duplicating a node that cannot be instantiated.
2024-08-19 14:33:31 +02:00
70f41e414e Fix node.duplicate, return nullptr if this operation fails. 2024-08-02 16:26:19 +03:00
2f8ab4a654 Fixed Timestep Interpolation (3D)
Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 22:15:23 +02:00
ceadbaa299 Fixed Timestep Interpolation: Fix behaviour on pause
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 16:48:17 +02:00
bef2e62c88 Fix duplicating nodes with Array properties 2024-06-27 19:17:50 +02:00
0ec023f101 Merge pull request #92678 from warriormaster12/dup_prop_before_remap_resources
Duplicate properties first before remapping resources
2024-06-18 14:08:39 +02:00
29bf60cc02 Use GDExtension to_string in Node
Matches the `Object::to_string` implementation.
2024-06-11 17:40:51 +02:00
e4d0d1344b Duplicate properties first before remapping resources 2024-06-02 13:27:35 +03:00
59f05ed31a Cleanup unused/underused singleton StringNames 2024-05-14 18:18:29 +02:00
413c11357d Use Core/Scene stringnames consistently 2024-05-13 23:41:07 +02:00
2f442ff21a Fix outdated name for script StringName 2024-05-13 12:39:41 +02:00
3bb7fd8ac4 Merge pull request #91329 from warriormaster12/dont-do-things-twice
Fix a performance regression when duplicating a node
2024-05-13 12:05:34 +02:00