This switches to 64-bit integers in select locations of the Image
class, so that image resolutions of 16384×16384 (used by
lightmap texture arrays) can be used properly. Values that are larger
should also work.
VRAM compression is also supported, although most VRAM-compressed
formats are limited to individual slices of 16384×16384. WebP
is limited to 16383×16383 due to format limitations.
* Separates find_intersects from test_intersects for rays, and wraps the former.
* Changes parameter name to "r_intersection_point".
* Fixes broken old version which returned per axis t.
* Returns whether the ray origin is within the AABB.
* Returns intersection point when origin outside.
* Returns "backtracking" intersection point when inside.
* Returns sensible normal when inside.
* Returns valid results on borders.
* Returns robust results dealing with floating point error.
Co-authored-by: Claire Blackshaw <evilkimau@gmail.com>
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
* Disabled 2D navigation tests as they do not work
* Disabled tests for primitive meshes
* Unbound some `Mesh` methods that rely on 3D resources
* Unexposed `World3D` as it depends on physics (and isn't useful)
* Unexposed some `Viewport` vrs related properties that had unexposed
methods
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.
It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.
Fixes#80358.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Fixes#79036. sign(NAN) now returns 0.
This should not impact performance much in any way.
Adds a test for the NAN case. Updates the documentation to clarify the new behavior.
We allow using auto for lambdas or complex macros where a return type
may change based on the parameters. But where the type is clear, we
should be explicit.
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
GDScript has the following built-in trigonometry functions:
- `sin()`
- `cos()`
- `tan()`
- `asin()`
- `acos()`
- `atan()`
- `atan()`
- `sinh()`
- `cosh()`
- `tanh()`
However, it lacks the hyperbolic arc (also known as inverse
hyperbolic) functions:
- `asinh()`
- `acosh()`
- `atanh()`
Implement them by just exposing the C++ Math library, but clamping
its values to the closest real defined value.
For the cosine, clamp input values lower than 1 to 1.
In the case of the tangent, where the limit value is infinite,
clamp it to -inf or +inf.
References #78377Fixesgodotengine/godot-proposals#7110
Previously the `p_reversed` parameter didn't influence the order
in a correct way.
Also script overridden _notification functions were not called in
the correct order.
To fix this some `notification` functions had to add a `p_reversed`
parameter.
This made it necessary to adjust cpp-bindings.
Co-authored-by: David Snopek <dsnopek@gmail.com>
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.
This is wasteful on multiple aspects:
- Binary size: Around 20% binary size reduction with exceptions disabled
for both MSVC and GCC binaries.
- Compile time:
* More than 50% build time reduction with MSVC.
* 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.
Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.