121 Commits

Author SHA1 Message Date
Rémi Verschelde
0097a4f49c Add README and Godot license text
(cherry picked from commit a5ae9d9b6b)
2020-06-20 17:56:54 +02:00
Rémi Verschelde
df6fd145a4 Image: Include S3TC compression via Squish in non-tools build
We already build Squish in templates build for S3TC decompression,
so we can as well expose the compression feature.

Fixes #25640.
3.2.1-stable 3.2-stable
2020-01-13 15:58:49 +01:00
Rémi Verschelde
2e98068c7d 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
bruvzg
68ea8aaa10 iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Fabio Alessandrelli
4f8866df84 Remove libwebsocket. No longer used, yay! 2019-07-04 15:03:04 +02:00
Rémi Verschelde
289fa4347e SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Ibrahn Sahir
7ec9c75f82 Png driver reworked to use libpng 1.6 simplified API
Wrapped libpng usage in a pair of functions under PNGDriverCommon,
which convert between Godot Image and png data.
Switched to libpng 1.6 simplified API for ease of maintenance.
Implemented ImageLoaderPNG and ResourceSaverPNG in terms of
PNGDriverCommon functions.
Travis, switched to builtin libpng (thus builtin freetype and zlib also)
so we can build on Xenial.
2019-06-19 11:05:58 +01:00
BastiaanOlij
2511f40e25 Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
hbina085
d53c20c5f4 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Rémi Verschelde
02705ef2cb SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Rémi Verschelde
fc6c5bd709 SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.

As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html

- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
  not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
  default, this includes the value of $CCFLAGS, so that setting
  $CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
  included in any command that uses the C preprocessor, including not
  just compilation of C and C++ source files [...], but also [...]
  Fortran [...] and [...] assembly language source file[s].

TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
2019-04-24 16:57:58 +02:00
Guilherme Felipe
3b0d863ac7 Add Input::get_current_cursor_shape
[Clean up] Removed unused/unnecessary methods.
2019-04-15 15:22:09 -03:00
Sebastian Hartte
7dd7757708 Remove ContextGL since as an abstraction it's unused. 2019-04-06 17:52:52 +02:00
Rémi Verschelde
4e32ea9f05 Use mix rate and output latency constants in audio drivers
Fix default mix rate in Xaudio2 and potential shadowing issue in JAndroid.
2019-04-06 12:37:25 +02:00
Juan Linietsky
da2523458e -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
3.1.1-stable 3.1-stable
2019-02-26 11:58:47 -03:00
Hein-Pieter van Braam
c89b26f883 Don't use -ffast-math or other unsafe math optimizations
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.

I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.

Bunnymark: (higher is better)
(bunnies)    min    max  stdev average
fast-math   7332   7597    71     7432
this pr     7379   7779   108     7621 (102%)

FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math  15441  16127   192    15764
this pr    15671  16855   326    16001  (99%)

Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math   5.49   5.78  0.07     5.65
this pr     5.65   5.90  0.06     5.76  (98%)

Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math  11.70  12.36  0.18    11.99
this pr    11.92  12.32  0.12    12.12  (99%)

Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math  11.72  12.17  0.12    11.93
this pr    12.01  12.62  0.17    12.26  (97%)

I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.

I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.

This fixes #24540 and fixes #24841
2019-01-09 02:06:13 +01:00
Rémi Verschelde
390903b16d Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
84bf66df19 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.
2018-11-01 19:23:12 +01:00
George Marques
a8bf18945d Fix initialization of visual server in all platforms
Avoid leaking an extra instance when using threads. Also fix threaded
loading issues on Android and iOS.
2018-11-01 10:27:04 -03:00
Aaron Franke
0cbdd5a965 Remove redundant "== true" code
If it can be compared to a boolean, it can be evaluated as one in-place.
2018-10-06 16:12:36 -04:00
Rémi Verschelde
ba121dfdcc Fix warnings on virtual methods [-Woverloaded-virtual] [-Wdelete-non-virtual-dtor]
Fixes the following Clang 7 warnings:
```
editor/editor_help.h:123:7: warning: 'EditorHelpIndex::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/editor_help.h:95:7: warning: 'EditorHelpSearch::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/editor_help.h:96:7: warning: 'EditorHelpSearch::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/plugins/curve_editor_plugin.h:141:15: warning: 'CurvePreviewGenerator::generate' hides overloaded virtual function [-Woverloaded-virtual]
editor/plugins/script_editor_plugin.h:70:7: warning: 'ScriptEditorQuickOpen::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/quick_open.h:69:7: warning: 'EditorQuickOpen::popup' hides overloaded virtual function [-Woverloaded-virtual]
main/tests/test_io.cpp:53:15: warning: 'TestIO::TestMainLoop::input_event' hides overloaded virtual function [-Woverloaded-virtual]
servers/audio/effects/audio_effect_record.h:69:15: warning: 'AudioEffectRecordInstance::process_silence' hides overloaded virtual function [-Woverloaded-virtual]

core/os/memory.h:119:2: warning: destructor called on non-final 'ContextGL_X11' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'EditorScriptCodeCompletionCache' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'Engine' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'PhysicalBone::JointData' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'VisualServerScene' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'VisualServerViewport' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
```
2018-10-02 13:40:17 +02:00
Rémi Verschelde
b52e4fd2c7 SCons: Remove avoidable defines from main env's CPPPATH
Also finally move freetype to its own env and disable warnings for it.
Still needs some work to fix the awkward situation of the freetype and
svg modules used in scene/ and editor/ respectively.
2018-10-01 11:59:22 +02:00
Rémi Verschelde
4ba037a9c2 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Adrien Destugues
6624b186ba Rebase patches for fixing haiku build. 2018-08-11 17:20:51 +02:00
Rémi Verschelde
748ff3d520 Fix some more build issues after c69de2ba4
Fixes #20301.
2018-07-20 11:56:18 +02:00
Juan Linietsky
e0d6362e5c -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Hugo Locurcio
a221c85800 Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
Hugo Locurcio
6aa5d63ca7 Tweak some help texts in the build system
This also removes `unix_global_settings_path` from SConstruct
since it is no longer used.
2018-06-07 21:40:54 +02:00
Rémi Verschelde
63cbf6d2f0 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
3.0.6-stable 3.0.4-stable 3.0.3-stable 3.0.2-stable 3.0.1-stable 3.0-stable 3.0.5-stable
2018-01-05 01:22:23 +01:00
Duy-Nguyen TA
2d8ccae545 Fix macOS and other builds after #15299
Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Emmanuel Leblond
52f44a96ba Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Rémi Verschelde
ac7319b508 Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde
55e60cf44a Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Guilherme Silva
254c8a3142 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Stefano Bonicatti
d5bffbe3cb Fixes vsync setting ignored when using a separate thread for rendering
Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.

Fixes #13447
2017-12-09 01:43:23 +01:00
Rémi Verschelde
98ed70d40e Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde
b65c6801b2 Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Rhody Lugo
b3ca68fa6d disable caching for targets using helper functions 2017-11-28 23:24:12 -04:00
Rémi Verschelde
f1a088314f Merge pull request #12988 from akien-mga/xdg-home-paths
Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde
63bab816a6 Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).

Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
  ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
  ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
  ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows

So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.

Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.

user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.

For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.

Part of #3513.
2017-11-19 20:54:24 +01:00
Rémi Verschelde
013a355eef Cleanup old references to GLES2 renderer
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19 17:52:18 +01:00
Juan Linietsky
d22c0d4025 Make video mode initialization more intuitive, fixes #12022 2017-11-09 13:02:26 -03:00
AndreaCatania
256f1096b5 Implemented physics plug
Moved init_physics

Implemented physics 2D plug

Fix clang

Fix clang

Fix static check

Fix clang

Fix static check

Moved physics server initialization

Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
Rémi Verschelde
218fd3070c Drop unusued LEGACYGL_ENABLED check
[ci skip]
2017-10-13 00:18:04 +02:00
Elliott Sales de Andrade
c285f10f2e Use EnumVariable for choice-based build options. 2017-09-25 14:36:01 -04:00
Rémi Verschelde
a37d7598b0 Merge pull request #11243 from hpvb/add-debug-info-on-release
Create separate debug info files by default
2017-09-21 10:30:17 +02:00
letheed
f0b665f387 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
e83891b599 Merge pull request #11252 from marcelofg55/fix_noaudio_crash
Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Hein-Pieter van Braam
380b249aee Create separate debug info files by default
Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.

This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.

Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.

This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
2017-09-16 12:00:46 +02:00
Marcelo Fernandez
e89ab74585 Fix crash when no audio driver is available 2017-09-13 20:54:55 -03:00