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Commit Graph

4417 Commits

Author SHA1 Message Date
Thaddeus Crews
df2b117ec2 Merge pull request #100317 from TCROC/fix-collision-shape-debug-color-breaks-gdextension
Fix collision shape debug color breaking GDExtension
2024-12-30 08:58:41 -06:00
Thaddeus Crews
a9b6b3d932 Merge pull request #100776 from AThousandShips/improve_null_checks
Improve use of `Ref.is_null/valid`
2024-12-29 09:35:04 -06:00
Rémi Verschelde
ff83fdcdd7 Pre-commit: Fix applying ruff to SCsub files
Also ignore iOS template dummy.h file for header guards check.

Update ruff to 0.8.4 while at it.
2024-12-28 10:19:46 +01:00
A Thousand Ships
a1846b27ea Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
2024-12-23 16:35:02 -05:00
Travis Lange
f0c077deb8 fix collision shape debug color breaking gdextension 2024-12-23 15:02:54 -05:00
Yufeng Ying
73d85f46c9 Remove unused headers in scene.
Co-authored-by: Thaddeus Crews <repiteo@outlook.com>

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-12-24 00:40:09 +08:00
Rémi Verschelde
9f42d1c3cb Merge pull request #100678 from clayjohn/label3d-msdf
Fix shader compilation errors when using MSDF fonts with Label3D nodes
2024-12-22 00:10:16 +01:00
clayjohn
ed83e5ee4b Fix shader compilation errors when using MSDF fonts with Label3D nodes 2024-12-20 17:30:55 -07:00
Yufeng Ying
e88e30c273 Remove unused headers in servers.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-12-20 18:51:01 +08:00
Thaddeus Crews
b715fabd70 Merge pull request #76371 from ze2j/array_mesh_surface_remove
Add `ArrayMesh::surface_remove`
2024-12-19 19:59:56 -06:00
Thaddeus Crews
3d523ee86d Merge pull request #92997 from Calinou/styleboxflat-antialiasing-adjust-for-stretch-scale
Adjust StyleBoxFlat antialiasing to account for 2D stretch scale
2024-12-19 19:59:48 -06:00
Rémi Verschelde
46c8f8c5c5 Merge pull request #100093 from dalexeev/fix-collision-shape-2d-3d-debug-color
Fix `CollisionShape{2D,3D}.debug_color` inconsistencies
2024-12-18 18:23:54 +01:00
HP van Braam
eb948bc5a8 Fix a crash trying to save an empty AudioStream
My friends, gather around as I learned something about the C standard
that is horrifying and may keep you, dear reader, up at night.

My journey began trying to fix something entirely unrelated and not
wanting to wait for ubsan builds when changing a testcase. So me, in my
infinite naivete just built the engine with tests=yes, but
optimizations turned on.

This resulted in a segfault on "[Audio][AudioStreamWAV] Save empty file".

Well, then, I thought. Lets built with asan then and find out where this
happens! Would it surprise you, my fellow traveler, that the results
were that no such crash occurred?

Thus, to the debugger I go! Fearless, with great optimism. Where I find
that through many an indirection the crash came because, somehow,
CowData::_unref() was getting called with a _ptr set to 0x1.

This can of course only end in tears. Or segmentation faults as we try
to read an atomic variable at the somewhat inconveniently situated
address at 0xfffffffffffffff0.

So I went and looked at the likely culprit, blaming many an innocent
recent change along the way. I shall spare you the falsly accused. But
if for some reason you slept poorly last night, I can assure you that
the voodoo dolls have been put away and will not be harmed further.

So in AudioStreamWAV::get_data() we go, where we find a perfectly
reasonable function! It checks to see whether or not its data is empty,
and if it is not it will resize a temporary Vector to have data_bytes of
space, after which it will do a perfectly pedestrian memcpy() and all is
well in the world.

Or so it seems! After many an hour of despair and disassembly I, at
last, decided to look at where the data gets set! A breakthrough!
Because of the padding data is never empty! So the code always runs!

Eureka! One would think. But then, foolishly, I looked into the
get_data() function one more. My mortal enemy was staring me in the
face, laughing. Because it did not care about this. Sure, the check was
worthless but still... What are we left with.

At this point I could feel the method mocking me.

"I resize the vector to 0, I then memcpy zero bytes into it." It said,
DARING me to object to this state of affairs.

And yet, if I changed the function to check for "data_bytes" rather
than data.is_empty() no crashes.

Was this a compiler bug? Am I losing my mind? But then... I remembered
the mantra of the wise compiler druids... "It Is Not A Compiler Bug".

But what then! The bug does not happen when memory is being watched!
Valgrind agreed that while accessing the SafeRefCount at
0xfffffffffffffff0 was incredibly rude, it did not inform me of anything
else untoward happening. So I read the memcpy() manpage... nothing... I
read the the memcpy() posix spec... nothing.

Finally, in despair and because I had nothing left to lose... The ISO C
language specification. As I was reading, I could hear
AudioStreamWAV::get_data() cackling, knowing that its time was up, but
proud of the madness it caused in my soul. Knowing I would never be the
same.

The behavior is undefined if either dest or src is an invalid or null pointer.

So... Here I stand before you, a broken person. But one richer in
knowledge.

I write you this from the depths of madness in the hopes that you, dear
reader, can be spared this ordeal.

May god have mercy on our souls.

We trigger the following sequence of events:

* memcpy(null, null, 0) is UB, thus dest and src cannot be null
* we inline the calls to the ctor and dtor
* now we have a function that does something that "proves"
  dest cannot be null
* we inline cowdata::_unref() which does a null check, on something
  that the compiler just convinced itself cannot be null
* the compiler removes the dead code branch where _ptr == nullptr
* we start to do pointer arithmetic on a nullptr and get send to
  uninitialized memory.

Co-Authored-By: Jason Beckmann <jasonabeckmann@gmail.com>
2024-12-17 23:14:39 +01:00
Rémi Verschelde
08508d2e01 Merge pull request #99700 from hpvb/scene_tree_editor_performance
Improve Scene Tree editor performance
2024-12-16 17:16:00 +01:00
Rémi Verschelde
66a2ea4718 Merge pull request #98610 from Flarkk/fix_sphere_capsule
Fix normals of very large `SphereMesh` and `CapsuleMesh`
2024-12-14 18:25:17 +01:00
Thaddeus Crews
9ecdeb3723 Merge pull request #98747 from tetrapod00/standardize-renderer-strings
Standardize terms for renderers in error strings
2024-12-13 16:19:37 -06:00
Pedro J. Estébanez
4bfc6f8d70 Fix deadlock possibility in threaded load of materials 2024-12-13 12:49:10 +01:00
Florent Guiocheau
4c34813b32 Fix very large radius SphereMesh and CapsuleMesh normals 2024-12-13 09:26:59 +01:00
HP van Braam
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
Thaddeus Crews
42580089b8 Merge pull request #100280 from Calinou/basematerial3d-remove-texturesize
Replace `textureSize()` with a uniform in BaseMaterial3D for MSDF rendering
2024-12-11 17:35:43 -06:00
Thaddeus Crews
1c4d12db2b Merge pull request #99981 from dsnopek/fix-compositor-effects-gdextension
`CompositorEffect` should use `GDVIRTUAL_CALL()` so it works with GDExtension
2024-12-11 17:35:28 -06:00
Hugo Locurcio
3dfc832272 Replace textureSize() with a uniform in BaseMaterial3D for MSDF rendering
This uniform was already defined for other uses previously.

`textureSize()` is known to be slow on mobile platforms due to how
the drivers implement it there, so it's best avoided.
2024-12-11 15:44:06 +01:00
Rémi Verschelde
2153a60425 Revert "Avoid duplicating signals from scene instances into packed scenes"
This partially reverts commit 8a42e3d3ef.

Comment improvements and the test case were kept, with one part commented out.
2024-12-10 10:42:58 +01:00
Thaddeus Crews
e9679a28ff Merge pull request #91604 from nongvantinh/implement-7946
Save color palette as resources to reuse later
2024-12-09 14:33:29 -06:00
Thaddeus Crews
a607bca2fd Merge pull request #100024 from Ivorforce/optimize-string-single-char
Optimize string single char contains calls.
2024-12-09 14:33:24 -06:00
Lukas Tenbrink
b5c31ebb41 Add contains_char() for single-character 'contains' calls. 2024-12-06 20:23:35 +01:00
Hei
b4c6f9b3d9 Mend gaps in meshes caused by trigonometric funcs. 2024-12-06 17:10:12 +02:00
Nông Văn Tình
e6a49ab6ac Save color palette as resources to reuse later
Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
2024-12-06 20:16:06 +07:00
Danil Alexeev
8bf2afd341 Fix CollisionShape{2D,3D}.debug_color inconsistencies 2024-12-06 15:12:20 +03:00
Thaddeus Crews
b34a643404 Merge pull request #96346 from DeeJayLSP/qoa-opt
Use `qoa.c` and custom compress procedure
2024-12-05 14:12:15 -06:00
DeeJayLSP
afd68d785b Use qoa.c and custom compress procedure 2024-12-05 13:20:09 -03:00
Thaddeus Crews
53f59619e2 Merge pull request #99983 from MewPurPur/followup
Codestyle improvements in style_box_flat.cpp
2024-12-04 11:02:04 -06:00
Hugo Locurcio
b43c47d6dd Adjust StyleBoxFlat antialiasing to account for 2D stretch scale
This prevents the antialiasing feather from becoming too wide
at viewport sizes higher than the default, which can lead to blurry visuals.

This is adjusted to account for the 2D scale factor returned on the root
Window, so it takes both the `canvas_items` scaling and
`content_scale_factor` into account.
2024-12-04 01:07:25 +01:00
Thaddeus Crews
42eb4fbc07 Merge pull request #93831 from what-is-a-git/wav-runtime
Add runtime file loading to `AudioStreamWAV`
2024-12-03 14:40:42 -06:00
Thaddeus Crews
70ff57b5f3 Merge pull request #99716 from DarioSamo/material-dirty-updates
Restore dirty list for BaseMaterial3D but don't use it on resource loader.
2024-12-03 14:40:41 -06:00
MewPurPur
08a8f430f4 Codestyle improvements in style_box_flat.cpp 2024-12-03 22:03:53 +02:00
David Snopek
ca12f350db CompositorEffect should use GDVIRTUAL_CALL() so it works with GDExtension 2024-12-03 12:57:56 -06:00
what-is-a-git
707f1038c3 Add runtime file loading to AudioStreamWAV 2024-12-02 20:03:53 -05:00
Rémi Verschelde
fa264115ce Merge pull request #98664 from bruvzg/ts_reset_subpixel_shift
[TextServer] Reset subpixel shift on blank glyphs.
2024-12-02 17:20:07 +01:00
Rémi Verschelde
e6125ef51b Merge pull request #98763 from AThousandShips/more_sname_uses
Use `SceneStringName` in more places
2024-12-02 15:50:44 +01:00
A Thousand Ships
af56d6e8e8 Use SceneStringName in more places 2024-12-02 14:39:16 +01:00
rune-scape
d58b2e879f Get rid of easily removable uses of const_cast 2024-12-01 17:50:13 -08:00
Rémi Verschelde
5e87bdae74 Merge pull request #98605 from bruvzg/lbl_mult_para
[Label] Handle text as multiple independent paragraphs.
2024-11-29 22:46:42 +01:00
Rémi Verschelde
7f5ffdf787 Merge pull request #98541 from ydeltastar/zero-multi-fix
Fix `MultiMesh` errors in editor and resource duplication
2024-11-29 22:46:38 +01:00
Rémi Verschelde
5d9ffb7d1c Merge pull request #97365 from aaronp64/vector_compose_input_defaults
Keep existing `VectorCompose` input values when setting vector type
2024-11-29 22:46:05 +01:00
Rémi Verschelde
ab08876e5c Merge pull request #89566 from AThousandShips/range_val_fix
Fix some invalid `int` property ranges
2024-11-29 22:45:35 +01:00
Rémi Verschelde
5d462ee4c5 Merge pull request #67857 from anvilfolk/extended-curve
Extend Curve to allow for domains outside of [0, 1].
2024-11-29 22:45:19 +01:00
cixil
8a42e3d3ef Avoid duplicating signals from scene instances into packed scenes 2024-11-29 18:29:08 +01:00
Thaddeus Crews
c5cd7c66ee Merge pull request #85443 from smix8/gridmap_castshadows
Add ShadowCastingSetting to MeshLibrary / GridMap items
2024-11-27 10:47:10 -06:00
Thaddeus Crews
21542298aa Merge pull request #99743 from clayjohn/material-texture-mask
Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane
2024-11-27 10:47:03 -06:00