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Update from original (#2) #23792

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Update from original (#2) #23792

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ash1247
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@ash1247 ash1247 commented Nov 18, 2018

Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.

Fixes #23437.

  • Let user fix dependencies in resources

  • Let TileSet editor sanitize out tiles with wrong textures

  • Remove unused "dtoll" methods

These methods aren't used anywhere in Godot's code, and all they do is cast floating types to int64_t. There's no reason to have these lines, they literally do nothing, and they aren't useful functions to begin with.

  • TileMap: Fix floor precision in world_to_map on tile borders

Fixes #23250, supersedes #23315.

  • Cleaning up some uninitialised variables in GLES2 stuff.

Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).

Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.

Added assignments for state.current_main_tex based on same in GLES3.

This fixes exporting the NvOptimusEnablement export when building with
MingW. This also adds the equivalent for AMD.

This fixes #23400

  • Fix UWP build.

Add missing os_uwp.cpp include for VisualServerWrapMT.
Add global env forced include to fix freetype in UWP.

  • Fix condition test

  • end of the week ;-)

  • Update libwebsocket to 3.0.1

  • Hide some RMB options in the filesystem dock when files are searched

  • Fixes CollisionShape extends not updating when draggind handles

  • Docs: Expression class docs

  • Fix access to freed mem in WS client after Remove unneeded strncpy in lws_client. #23241

I was wrong in assuming that String had to survive long enough to avoid
it, what actually needed to survive was the CharString obtained from the
acsii() or utf8() function.
At least according to valgrind

  • Add an Export All button to the Export dialog

  • Simplified boolean logic in GLES2/3 rasterizers

  • Fix .app bundle crash on macOS

  • Fix initial blank screen on macOS Mojave (except splash).

  • Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D

Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.

  • Add option for automatic project updating.

  • Fix clone line undo history and extra new line, issue 21811

  • Fixed typos

  • Fix error with a specific dock layout

  • Removed unnecessary assignments

  • General fixup of the "Find in Files" dialog

  • doc: Use HTTPS for docs.godotengine.org and point to latest branch

Fixes #23509.

  • Fix false error when exporting enum in c#

  • Update AUTHORS and DONORS list

[ci skip]

When creating script and file selected in filesystem dock,
between file name and directory path there is no "/" symbol.
This commit fix that bug.

  • Fix creating a visual script virtual function after minimizing crashes Creating a visual script virtual function after minimizing crashes #23536

  • On virtual method creation cancel don't do anything.

  • Fixes uniform scaling weird behavior

  • Preset saved export path is now shown on the Export window

  • Add missing flag for exported enum

  • Fix angular velocity property range in editor for ParticlesMaterial

  • Fix empty script interface crash on tscn load.

Add fail conditions to protect the visual script function and also fix the initiating cause.

  • Fixes uniform scaling issues (for real this time)

  • Set DRI_PRIME=1 by default on X11 if not already set

This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.

  • Notify node's moved children after sibling removed

Fixes #16213.

  • Expose OS::move_window_to_foreground

  • Fix binaries incorrectly detected as shared libraries on some linux distros

  • Fixes icons in itemlist not working

  • fix tile set editor crash when drawing polygon shapes

  • Improve the C# API projects generation

  • Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
  • GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
  • This also simplifies the command line option to generate this solution: 'godot --generate-cs-api '
  • Lower minimum margin for collision shapes

  • -Moved EditorDefaultValue to ClassDB, made it core
    -Removed one and zero hints for properties, replaced by default value

  • Fix assertion fail when loading assembly on project export

  • 2D Rigid Body CCD should work again, fixes High speed physics2d collision - intermittent tunneling #6664

  • Make it possible to call move_and_slide from _process, even if it is not recommended

Previously, it would reuse the _physics_process delta, causing it to move faster on faster framerates

Fixes #17516

Fixes #23330

  • User more correct plus file on get_current_dir.

  • Fix formatting -0.0 by %+f displays +-0.0

  • Remove junk SCons file

  • Use a more compatible (and certain to work) mechanism to check default value on scene packing.

  • AnimationPlayer, snap absolute position instead of motion.

Fixes #22663

  • [macOS] Fix blank splash screen

  • Fix mouse mode restoration on Windows

Fixes #23494.

  • Fixed tilemap saving, format FORMAT_2 was not correctly written since it was recognized as default value, hence
    FORMAT_1 was always the case even when the tile_data was written in FORMAT_2.

  • Allow to specify a custom strength when calling Input.action_press(), this allows virtual axis, mainly for mobile.

  • Make TextureRegion grid settings occupy less space, closes Texture Region dock doesn't resize when the windows resizes #12679

  • Fix deploy with network filesystem

Also make some prints only happen in verbose mode.

Fixes #23556 and should fix #21549

  • Fix GDScript placeholder fallback

  • [macOS] Fix file associations (for *.scn, *.tscn and project.godot).

  • Fixed floating point issue in find() of animation.

Fixes #23504

  • Make enum values not be script constants if enum is named

Anonymous enums still creates script constants.

Also add a check to see if name used for enum is already defined.

Adding angular and linear springs

Added getters

  • ParticlesMaterial: Simplify PARAM_SCALE texture validation

Using the same helper method as other param textures.

Also document that it only counts visible characters.

Fixes #23720

Fixes #23718.

  • Use VScrollBar when calculating horiz. offset in ScrollContainer

Someone forgot to change h_scroll to v_scroll when copy-pasting the code ;)

Nulling mainShape when it's deleted to avoid double free.
Initialising vector in inertia calculation to work around bug in bullet.

No other option uses a dash in its identifier.

  • Fixup to previous commit, missed one occurrence

* fixed issue with PrismMesh size, ignore for VS code .code-workspace

* Update 3D physics to match fix from #22933

* Fix CSG shape generation with meshes without indices, fixes #23364

* Fix init of VisualServerRaster

Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.

Fixes #23437.

* Let user fix dependencies in resources

* Let TileSet editor sanitize out tiles with wrong textures

* Remove unused "dtoll" methods

These methods aren't used anywhere in Godot's code, and all they do is cast floating types to int64_t. There's no reason to have these lines, they literally do nothing, and they aren't useful functions to begin with.

* TileMap: Fix floor precision in world_to_map on tile borders

Fixes #23250, supersedes #23315.

* Cleaning up some uninitialised variables in GLES2 stuff.

Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).

Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.

Added assignments for state.current_main_tex based on same in GLES3.

* No longer force mipmaps on import of VRAM textures, closes #10221

* Fix possible crash with VideoPlayer _mix_audio function

* -Fix problem in OWC logic closes #11357
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D

* Simple workaround to make one way moving platforms work, fixes #9399

* Allow plugin scene change signal to report null for empty scenes.

* Properly export the various 'use dGPU' symbols when building with MingW

This fixes exporting the NvOptimusEnablement export when building with
MingW. This also adds the equivalent for AMD.

This fixes #23400

* Fix UWP build.

Add missing os_uwp.cpp include for VisualServerWrapMT.
Add global env forced include to fix freetype in UWP.

* Fix condition test

* <fales> end of the week ;-)

* Update libwebsocket to 3.0.1

* Hide some RMB options in the filesystem dock when files are searched

* Fixes CollisionShape extends not updating when draggind handles

* Docs: Expression class docs

* Fix access to freed mem in WS client after #23241

I was wrong in assuming that String had to survive long enough to avoid
it, what actually needed to survive was the CharString obtained from the
acsii() or utf8() function.
At least according to valgrind

* Add an Export All button to the Export dialog

* Simplified boolean logic in GLES2/3 rasterizers

* Fix .app bundle crash on macOS

* Fix initial blank screen on macOS Mojave (except splash).

* Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D

Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.

* Add option for automatic project updating.

* Fix clone line undo history and extra new line, issue 21811

* Fixed typos

* Fix error with a specific dock layout

* Removed unnecessary assignments

* General fixup of the "Find in Files" dialog

* doc: Use HTTPS for docs.godotengine.org and point to latest branch

Fixes #23509.

* Fix false error when exporting enum in c#

* Update AUTHORS and DONORS list

[ci skip]

* (#23480) Wrong directory path in filesystem dock when creating script.

When creating script and file selected in filesystem dock,
between file name and directory path there is no "/" symbol.
This commit fix that bug.

* Fix creating a visual script virtual function after minimizing crashes #23536

* On virtual method creation cancel don't do anything.

* Fixes uniform scaling weird behavior

* Preset saved export path is now shown on the Export window

* Add missing flag for exported enum

* Fix angular velocity property range in editor for ParticlesMaterial

* Fix empty script interface crash on tscn load.

Add fail conditions to protect the visual script function and also fix the initiating cause.

* Fixes uniform scaling issues (for real this time)

* Set DRI_PRIME=1 by default on X11 if not already set

This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.

* Notify node's moved children after sibling removed

Fixes #16213.

* Expose OS::move_window_to_foreground

* Fix binaries incorrectly detected as shared libraries on some linux distros

* Fixes icons in itemlist not working

* fix tile set editor crash when drawing polygon shapes

* Improve the C# API projects generation

- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'

* Lower minimum margin for collision shapes

* -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value

* Fix assertion fail when loading assembly on project export

* 2D Rigid Body CCD should work again, fixes #6664

* Make it possible to call move_and_slide from _process, even if it is not recommended

Previously, it would reuse the _physics_process delta, causing it to move faster on faster framerates

Fixes #17516

* Effectively ensure that surface materials are the right size when setting them, fixes #23596

* Proper time tracking in AnimationNodeAnimation, closes #22887

*  Made AnimationPlayer timeline only advance when keyframing frame variables

Fixes #23330

* User more correct plus file on get_current_dir.

* Fix formatting -0.0 by %+f displays +-0.0

* Remove junk SCons file

* Use a more compatible (and certain to work) mechanism to check default value on scene packing.

* AnimationPlayer, snap absolute position instead of motion.

Fixes #22663

* [macOS] Fix blank splash screen

* Fix mouse mode restoration on Windows

Fixes #23494.

* Fixed tilemap saving, format FORMAT_2 was not correctly written since it was recognized as default value, hence
FORMAT_1 was always the case even when the tile_data was written in FORMAT_2.

* Allow to specify a custom strength when calling Input.action_press(), this allows virtual axis, mainly for mobile.

* Make TextureRegion grid settings occupy less space, closes #12679

* Fix deploy with network filesystem

Also make some prints only happen in verbose mode.

* Make sure rotated shapes with one way direction collisions work, fixes #12791

* doc: Sync classref with current source

* Avoid double underscore from breaking glsl compiler, fixes #12880

* Was missing calling _mkid() in shader_gles2.cpp, regarding fix for #12880

* Fix wrong editor hints for angular_velocity properties

* Fixed error spam when deleting cell in tileset

Fixes #23556 and should fix #21549

* Fix GDScript placeholder fallback

* [macOS] Fix file associations (for *.scn, *.tscn and project.godot).

* Fixed floating point issue in find() of animation.

Fixes #23504

* Make enum values not be script constants if enum is named

Anonymous enums still creates script constants.

Also add a check to see if name used for enum is already defined.

* Fix scene dock not showing custom icons

* Many fixes to script editor remote debugger, closes #13346

* Fix AudioStreamPlayback::stop not being called on AudioStreamPlayer::stop

* Fixed various uninitialised member variables in editor plugins.

* Remove unused variable in ScriptEditorDebugger

* Properly remember EOF when interactive loader is done, fixes #14936

* Do not allow samplers where they dont belong (variables/return types), fixes #15133

* Fix compile recent compile issues with gcc 5.5

* Use `ResourceLoader::exists` to check for default audio bus layout

* Fix missing bind for _export_path_changed

* Add new PacketBuffer class for buffered peers

* RingBuffer::decrease_write

* Convert WebSocket module to use PacketBuffer class

* Implement random number generator
Co-authored-by: Zirak <[email protected]>

* Added angular restitution

Adding angular and linear springs

Added getters

* ParticlesMaterial: Simplify PARAM_SCALE texture validation

Using the same helper method as other param textures.

* doc: Sync classref with current source

* Ability to remove buses while they are being used on 2D and 3D stream players. Fixes #15115

* It is now possible to cancel on 2D polygon editor. RMB (previously close) and ESC will cancel polygon. Closes #15474

* Make 2D particles work OOTB (again)

* Add a limit of previously known last element to timer timeout traversal in SceneTree, fixes #15559

* Add parameter for fog max depth and use alpha as density.

* Fix gcc version check when running scons in python 3.

* Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617

* Ability to toggle flipping of tangent and binormal in depth parallax materials. Fixes #15934.

* Do not error on empty shader, just treat it as invalid by default. Fixes #15998.

* Add proper warnings when attempting to create a ViewporTexture in a resource that is not fit for it. Closes #16006.

* Show theme values from default theme always, fixes #16011, fixes #13071

* Ensure that array passed to physics is always counter clockwise, fixes #15361.

* Proper validation of out arguments in built-in shader functions, closes #16244

* Always use default theme for overrides, closes #13071

* Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250

* No one seems to like the error icon, so I made it invisible. Fixes #16344

* Fix Particles2D animation regression from #23702

* Fix return value of get_total_character_count

Also document that it only counts visible characters.

Fixes #23720

* Assign pointer null in RegEx::clear to avoid double free on destruction.

* -Send mouse motion events again to CollisionObjects (Area/Body) if they move, even if mouse does not. Fixes #16536 (likely many others should check)
-Add ability for viewports to set input events as handled locally

* ViewportContainer was not passing unhandled input. Pass it, fixes #17326

* Fix CanvasLayer trying to re-stack while out of tree

Fixes #23718.

* Use VScrollBar when calculating horiz. offset in ScrollContainer

Someone forgot to change `h_scroll` to `v_scroll` when copy-pasting the code ;)

* Add store_csv_line method for File

* -Make sure monitorable cant be flipped while flushing queries, fixes #17330
-Also added set_deferred, this was missing.

* Get rid of gridmap error due to not yet valid cursor instance, fixes #17546

* Proxies were being mishandled, leading to the now fixed #17651

* Adding mikkt tangent support to CSG objects

* Corrected some points discussed in #17491

* Removed unnecesary normal multiplication (only culling was really needed), fixes #17776

* Fix some undefined behaviour in Bullet module.

Nulling mainShape when it's deleted to avoid double free.
Initialising vector in inertia calculation to work around bug in bullet.

* Check if setting exists to prevent warning
Fixes #23332

* Ensure environment radiance is not used on refprobe interiors, fixes #17868

* Fixes drag and drog of image files on scaled nodes

* Do not allow controls in ignore mouse to get focus via their children, fixes #17955

* Fix shader bug likely introduced recently.

* Clearing history increments version, else it does not generate an asterisk on modification if the scene was just saved. Fixes #18027.
Still I feel this line was commented for a reason. If you bisect a bug and find
this commit, let me know.

* Fix Squish decompression, closes #18109

* Avoid duplicate visility changed notification, fixes #18160

* Fix AudioStreamPlayer2D/3D::is_playing right after a play()

* EditorSettings: Rename invert_y-axis to invert_y_axis for consistency

No other option uses a dash in its identifier.

* Fixup to previous commit, missed one occurrence
@akien-mga
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If you're looking into updating your fork, that's not how to do it :)

@aaronfranke
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aaronfranke commented Jan 29, 2019

@ash1247 If you need help rebasing or fast-forwarding your branch, let me know. Godot has a guide on pull request workflow which covers how to use Git and GitHub. I also recommend GitKraken.

@bojidar-bg
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@aaronfranke This PR is around 3 months stale. Please avoid bumping old threads 😃.

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