Commit Graph

4232 Commits

Author SHA1 Message Date
Rémi Verschelde bca2633f93
Merge pull request #41931 from RandomShaper/fix_gdscript_leaks_3.2
Fix leaks in GDScript (3.2)
2020-09-24 08:33:04 +02:00
Vasiliy Makarov f388ea00bf iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Rémi Verschelde 26512dda93
Merge pull request #42170 from Razoric480/fix-vscript-value-by-type-32
Add a VScript func to sanitize variant values (3.2)
2020-09-23 09:35:22 +02:00
Francois Belair d35ced06a6 Add a VScript func to sanitize variant values
Backported to 3.2
2020-09-18 11:28:58 -04:00
Rémi Verschelde c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Marcel Admiraal fc72c3fdf5 Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:42:59 +01:00
Fabio Alessandrelli f1b2a7d1b4
Fix certificate generation with mbedtls 2.16.8 .
When generating certificates with
`Crypto.generate_self_signed_certificate` we generate the PEM in a
buffer via `mbedtls_x509write_crt_pem`.

Since version 2.16.8, mbedtls adds spurious data at the end of the
buffer due to internal optimizations, this breaks our logic when we try
to immediately parse it and return a proper `X509Certificate` object.

This commit updates the code to find the actual PEM length to parse
using `strlen`, takes extra caution always adding the terminator to the
buffer, and slightly improve error messages.

(cherry picked from commit 60687ce778)
2020-09-15 19:27:48 +02:00
Danil Alexeev 06f3cd8bd8
Several documentation improvements
(cherry picked from commit a4c5790350)
2020-09-15 19:26:40 +02:00
Marcel Admiraal edc4820430 Fix RigidBodyBullet areasWhereIam element shift. 2020-09-14 18:26:19 +01:00
Tom Daffin 46b4e82f92
Add mono log message to error for fatal errors
(cherry picked from commit c15fb42d45)
2020-09-14 12:07:12 +02:00
Ignacio Etcheverry cdc9fe154f
C#: Fix csproj not synced on file move/removal from FS dock
When NormalizePath was called with an absolute
path (with drive letter) on Windows, it would
prepend a file path separator to the path, e.g.:
'\C:\Program Files\'.
Apparently this was still accepted as a valid
path by DotNetGlob and it stopped working when
we switched to MSBuildGlob.

(cherry picked from commit 1db0395950)
2020-09-13 12:35:34 +02:00
Rémi Verschelde 36fa6369fc
stb_vorbis: Increase max alloc buffer size for big Vorbis comments
The previous max worked OK for audio data, but stb_vorbis recently gained support
for Vorbis comments, which can embed up to 2^32-1 bytes of data (e.g. cover art
encoded as base64).

We use 2^30 as max which should be sufficient for most files.

Fixes #41913.

(cherry picked from commit d16f5a57c1)
2020-09-10 12:04:19 +02:00
Pedro J. Estébanez 8e64969184 Ensure cyclic dependencies between scripts are broken at exit 2020-09-09 14:57:34 +02:00
Pedro J. Estébanez a0969662cd Prevent cyclic reference between script and its members 2020-09-09 13:51:53 +02:00
Ignacio Etcheverry 8c5ed68847
C#: Use BOM when creating a solution
At least on Windows there seems to be issues if
the solution has no BOM and contains a project
with cyrillic chars.

(cherry picked from commit 1c74fa4242)
2020-09-08 22:02:24 +02:00
Ignacio Etcheverry e72ee23c43 [3.2] C#: Fix endless reload loop if project has unicode chars
The assembly modified time wasn't picked properly
as the path was treated as latin-1, so the file
watcher was constantly firing the event.
2020-09-08 19:47:47 +02:00
PouleyKetchoupp 43b49607bb
Fix TURN server example in WebRTC documentation
WebRTC GDNative plugin uses `credential` and not `credentials`.
74f2c78db5/src/WebRTCLibPeerConnection.cpp (L35-L37)

(cherry picked from commit 280496a2c3)
2020-09-08 13:39:18 +02:00
Pedro J. Estébanez 51844febee Avoid warning about harmless unfulfilled yields 2020-09-06 22:26:16 +02:00
Alex de la Mare 6474e036ac [3.2] Handle csproj "Remove" globs
MSBuild Item returns empty strings if an attribute isn't set (which
 caused an IndexOutOfRangeException in NormalizePath).

 We were treating Excludes incorrectly, Remove directives provide the
 intended behaviour in the auto-including csproj format.
2020-09-06 12:10:54 +10:00
Marcel Admiraal c6cccdf0c6 Ensure header guards enclose entire header.
(cherry picked from commit f6ad1954f7)
2020-09-04 08:48:35 +02:00
Ignacio Etcheverry 9699e83e1e Fix parsing of C# files with spaces in the path
(cherry picked from commit 9e8a5e4b5a)
2020-09-04 08:24:17 +02:00
Rémi Verschelde 9efd555c58
Merge pull request #41754 from neikeq/3.2-csharp-hide-build-button-if-no-proj
[3.2] C#: Hide Build button if there's no solution to build
2020-09-04 08:20:06 +02:00
Rémi Verschelde 93eb9b554e
Merge pull request #41752 from neikeq/fix-invalidopexception-csproj-migration
[3.2] Fix InvalidOperationException when migrating from 3.2.1 or older csproj
2020-09-04 08:19:18 +02:00
Rémi Verschelde 1edd6aa404
Merge pull request #41751 from neikeq/3.2-issue-41745
[3.2] C#: Fix Godot failing to find class namespace
2020-09-04 08:16:30 +02:00
Ignacio Etcheverry 2bb251f628 [3.2] C#: Hide Build button if there's no solution to build
Same as we do with the bottom panel. Mainly to
avoid bothering if the project is not using C#.
2020-09-04 02:18:42 +02:00
Ignacio Etcheverry f8e3a74f9e Fix InvalidOperationException when migrating from 3.2.1 or older csproj 2020-09-04 01:49:32 +02:00
Ignacio Etcheverry b3762622be [3.2] C#: Fix Godot failing to find class namespace
Also avoid searching C# files recursively twice.
2020-09-04 01:31:38 +02:00
Ignacio Etcheverry bd18b2ff6a [3.2] Fix 'Parameter "assembly" is null' error
This error was normally being printed when
trying to open the project assembly while
the project was not yet built.
The error should not be printed. It's the job
of this method's caller to decide whether to
print an error or not if loading failed.
2020-09-04 01:09:35 +02:00
Ignacio Etcheverry 939ed5dd5b C#: Fix Windows detection for copying MSBuild stub
Previous condition checked only the host
platform. This was a problem as our official
builds are from Linux.

(cherry picked from commit 206501a45e)
2020-09-03 09:35:41 +02:00
Hugo Locurcio cc3b69cf7b
Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.

(cherry picked from commit c73c327bab)
2020-08-31 15:55:11 +02:00
Hugo Locurcio afef89014b
Cross-reference GDScript built-in rounding methods to ease discovery
This closes #19315.

(cherry picked from commit 20d0f5bbd7)
2020-08-31 15:29:42 +02:00
Thaina Yu cadd39d415
Mono: Improve MSBuildFinder logic on Windows
Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.

(cherry picked from commit 5dc3900727)
2020-08-31 15:29:41 +02:00
Ignacio Etcheverry 789d7fac8a C#: Fix crash on export when incorrectly freeing MonoAssemblyName 2020-08-30 02:01:38 +02:00
Ignacio Etcheverry a8e1a0f0bc
C#: Fix 'Parameter toolsPath cannot be null' error
(cherry picked from commit 2bd6252e92)
2020-08-25 14:36:40 +02:00
Thakee Nathees d04d329a1f autocompletion inside comments bug fixed
Fix: #41438
2020-08-23 23:01:54 +05:30
Ignacio Etcheverry f3ed06cfd7
Mono/C#: Fix editor using wrong project assembly path in rare cases
We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.

(cherry picked from commit 8bb48ae57a)
2020-08-21 02:28:18 +02:00
Ignacio Etcheverry eb30c04c4d
C#: Save newly created csproj files without BOM
(cherry picked from commit b5f6285f34)
2020-08-21 02:28:18 +02:00
Ignacio Etcheverry a7bd28760e
C#: Fix null exception in our MSBuild logger
(cherry picked from commit 7eed8c5a0c)
2020-08-21 02:28:18 +02:00
Ignacio Etcheverry c8845291c3
C#: Fix editor unable to play game after IDE PlayRequest
The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.

The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.

(cherry picked from commit 6e7da72648)
2020-08-21 02:28:18 +02:00
Hugo Locurcio f90931c47a
Add more error explanations in the BMP image loader
This closes #32166 and closes #30629.

(cherry picked from commit 40485e2479)
2020-08-21 02:28:17 +02:00
Ignacio Etcheverry c3954441f3 3.2 New csproj style with backport of Godot.NET.Sdk
This is a cherry-pick of
ced77b1e9b
with several 3.2 specific alterations.

There are a lot of build issues coming from
old style projects. At this point fixing every
single one of those would require adding patch
after patch to the project file, which is a
considerable amount work and makes the csproj
even more bloated than it already is.

As such I decided this effort would be better
spent back-porting the Sdk style support that's
already available in 4.0-dev to the 3.2 branch.

This will prevent many issues, but it will also
introduce other benefits, among them:

- While target framework stays as .NET Framework
  v4.7.2, it can be changed to .NET Standard 2.0
  or greater if desired.
- It makes it much easier to add future patches.
  They are added to Godot.NET.Sdk and the only
  change required in Godot code is to update the
  Sdk version to use.
- Default Godot define constants are also
  backported, which fixes IDE issues with the
  preprocessor.

There are a few differences in the changes
applied during patching of the csproj compared
to 4.0 with the purpose of preventing breaking
builds:

- 'TargetFramework' stays net472 both for new
  projects and when importing old ones. It can
  be manually changed to netstandard 2.0+ if
  desired though.

The following features are enabled by default for
new projects. Enabling them in imported projects
may result in errors that must be fixed manually:

- 'EnableDefaultCompileItems' is disabled as it
  can result in undesired C# source files being
  included. Existing include items are kept.
  As long as 'EnableDefaultCompileItems' remains
  disabled, Godot will continue taking care of
  adding and removing C# files to the csproj.
- 'GenerateAssemblyInfo' is disabled as it
  guarantees a build error because of conflicts
  between the existing 'AssemblyInfo.cs' and the
  auto-generated one.
- 'Deterministic' is disabled because it doesn't
  like wildcards in the assembly version (1.0.*)
  that was in the old 'AssemblyInfo.cs'.

Of importance:

This is a breaking change. A great effort was
put in avoiding build errors after upgrading a
project, but there may still be exceptions.

This also breaks forward compatibility. Projects
opened with Godot 3.2.3 won't work out of the box
with older Godot versions. This was already the
case with changes introduced in 3.2.2.

Albeit C# support in 3.2.x was still labeled as
alpha, we've been trying to treat it as stable
for some time. Still the amount of problems this
change solves justifies it, but no more changes
that break project compatibility are to be
introduced from now on (at least for 3.x).
2020-08-20 21:48:59 +02:00
Ignacio Etcheverry 4d7b7d9b73 3.2 C#: Upgrade GodotTools to nuget Microsoft.Build
This upgrade is needed in order to support
reading and editing project files that use Sdks
as well as other new features. A common example
in 3.2 is having to specify a PackageReference
version with a child element rather than the
attribute. This is no longer the case now.

Partial cherry-pick of f3bcd5f8dd
Most of the other changes from that commit were already partially
cherry-picked in 3928fe200f.
2020-08-20 21:45:34 +02:00
Ignacio Etcheverry e1f17a0b35 3.2 C#/Mono: Check assembly version when loading
Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.

Manual cherry-pick of af4acb5b11 (relevant parts)
2020-08-20 21:38:33 +02:00
Thakee Nathees d53f5b55ec Auto completion enhanced for extends and class level identifier 2020-08-17 12:54:01 +05:30
Marcel Admiraal 557dce8e72 Mark the first shape as inside, not the second shape, when CSG shapes are
co-planer.
2020-08-12 07:28:33 +01:00
Rémi Verschelde efbeafd08c
Merge pull request #41041 from qarmin/leak_bullet_shape
[3.2] Fixes leak when creating bullet shape
2020-08-10 19:47:08 +02:00
Francois Belair e3f16a83dc Fix line num of enums reported as the line before 2020-08-08 11:52:25 -04:00
Rafał Mikrut 808615ec3e Fixes leak when creating bullet shape 2020-08-05 10:08:05 +02:00
Marcel Admiraal c1290280ac Reload Bullet space override modifier even when RigidBody is inactive. 2020-08-03 11:26:44 +01:00
Hugo Locurcio fc7451204e Improve JSON-related documentation
This closes https://github.com/godotengine/godot-docs/issues/3848.

(cherry picked from commit 930e10ffff)
2020-07-31 13:09:21 +02:00
Marcel Admiraal c8d8134288 Ensure CSG parent's _make_dirty() is called when entering a tree.
(cherry picked from commit 9be7b30f35)
2020-07-30 22:45:17 +02:00
Rémi Verschelde 6d2f8dd827 doc: Sync classref with current source 2020-07-30 16:26:45 +02:00
Fabio Alessandrelli e36c100365 Fix crash in ENet changing refuse_new_connections
When the host is not started.

(cherry picked from commit e5f3159a23)
2020-07-29 18:24:12 +02:00
Hugo Locurcio 4a0568b609 Document how to perform advanced string splitting using RegEx
This closes https://github.com/godotengine/godot-docs/issues/3607.

(cherry picked from commit 5f2b6bd476)
2020-07-29 18:24:00 +02:00
Rémi Verschelde 10544f1cf7 Revert "Move Bullet physics query flush from Bullet space pre-tick callback to"
This reverts commit e7d8464f87.

Fixes #40508 regression.

This will be re-applied and the regression fixed for a future 3.2.x release.
2020-07-28 11:42:04 +02:00
Nhiqill 8d5dab5a05 Pop from front to avoid infinite loop with nested classes
(cherry picked from commit 42d1b4f389)
2020-07-28 00:57:27 +02:00
Marcel Admiraal 5692bb4c81 Ensure Bullet HeightMapShape3D data width and depth are at least 2.
(cherry picked from commit 236857c92a)
2020-07-28 00:42:32 +02:00
Rémi Verschelde 400a780050 Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 15850687a8.
2020-07-27 22:46:04 +02:00
Rémi Verschelde b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
mega-bit 93f297e1d5 Fix typos in GodotSharp code docs
(cherry picked from commit 0ca96ae2c1)
2020-07-24 10:31:57 +02:00
Ignacio Etcheverry accc30e5e0 C#: Fix restore not called when building game projects
(cherry picked from commit 4a30289eee)
2020-07-24 10:31:57 +02:00
Aaron Franke e10a1e078f
[3.2] Add C# XML documentation to core C# math types 2020-07-21 21:22:54 -04:00
Aaron Franke 3ab5183ffa
[3.2] Backport core documentation changes to 3.2
Also add AABB.abs()
2020-07-21 21:22:54 -04:00
Andy Maloney 502a3d580f Remove override keyword from csharp_script.h to fix build errors
Fixes godotengine/godot#40572
2020-07-21 13:17:58 -04:00
Marcel Admiraal 98aabe111f Use difference in position to check whether motion in Bullet is too close
to zero.
2020-07-18 13:20:19 +01:00
PouleyKetchoupp e3765e97de Optimized ScriptEditor initialization when many scripts are loaded
This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.

It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
2020-07-17 09:42:11 +02:00
Emmanuel Leblond f031e72395 Add missing has_default_value field for signals in api.json
(cherry picked from commit 37de4982ca)
2020-07-15 12:48:18 +02:00
Emmanuel Leblond 8bc44c868e Correct is_reference attribute in api.json for Reference class
(cherry picked from commit b5c80088ce)
2020-07-15 12:48:18 +02:00
Fabio Alessandrelli 18eddfc98d Funnel refuse_new_connections to Godot ENet.
(cherry picked from commit 7ec5c917d1)
2020-07-15 12:48:18 +02:00
Ryan Roden-Corrent 4677502d7c Include gdscript warning name in LSP message.
My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.

This uses parens to match what is shown in the builtin editor.

(cherry picked from commit 8dcc39ec91)
2020-07-15 12:15:16 +02:00
Ryan Roden-Corrent f7b994aef8 Revert "Include gdscript warning name in the warning message."
This reverts commit de3ad3b30e.

(cherry picked from commit d92fa3b547)
2020-07-15 12:15:12 +02:00
volzhs cfda32add0 Fix overlappingObjects vector crash
use clear_overlaps() instead of clearing overlappingObjects directly

(cherry picked from commit 4e987f5ab9)
2020-07-15 12:11:31 +02:00
Rémi Verschelde 717d4cbb73
Merge pull request #40309 from madmiraal/fix-40283-3.2
[3.2] Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 18:00:12 +02:00
Hugo Locurcio c88696cdb8 Improve the ENet channels documentation in NetworkedMultiplayerENet
This closes https://github.com/godotengine/godot-docs/issues/3598.

(cherry picked from commit c9b6833d00)
2020-07-13 15:15:09 +02:00
Marcel Admiraal a3246a5ebe Set isScratchedSpaceOverrideModificator to false when removing a
RigidBodyBullet from a space.
2020-07-12 07:53:32 +01:00
Tomasz Chabora 15850687a8 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by:    Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal e7d8464f87 Move Bullet physics query flush from Bullet space pre-tick callback to
Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
2020-07-08 11:42:29 +01:00
Marcel Admiraal d0fb6d6971 Clear a Bullet Area's overlappingObjects vector when removing an area
from a space.

(cherry picked from commit a615d359e8)
2020-07-06 19:17:11 +02:00
Ryan Roden-Corrent a8d4ca0e1b Include gdscript warning name in the warning message.
Occasionally you want to ignore a warning with a `warning-ignore`
comment, and you have to go into the settings to look up what the
actual name of the warning is. This patch appends the warning name to
the end of the warning so you know what string to use to ignore it,
similar to other linters like pylint.

For example

```
"The signal 'blah' is declared but never emitted.";
```

is now

```
"The signal 'blah' is declared but never emitted. (UNUSED_SIGNAL)";
```

(cherry picked from commit de3ad3b30e)
2020-07-06 16:51:17 +02:00
Thakee Nathees 9ce1fe59ea Fix: editor crash on super constructor called
Fix: #39909
(cherry picked from commit 023b3f2786)
2020-07-06 16:47:44 +02:00
endlesstravel 13d4813ddf fix crash when pass null in print array in GD.print
fix crash when pass null in print array in GD.print 2

fix crash when pass null in print array in GD.print 3

fix space

(cherry picked from commit d2461bad63)
2020-07-03 15:38:07 +02:00
Paul Herman 850f07a4d9 Expose loading TGA images in Image.
(cherry picked from commit 7d4b3e6587)
2020-07-03 13:17:57 +02:00
Rémi Verschelde 24f527b561
Merge pull request #39996 from naithar/feature/ios-gdnative
[3.2] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:45 +02:00
Rémi Verschelde 44a516986d
Merge pull request #39084 from madmiraal/backport-37314
[3.2] Better damping implementation for Bullet rigid bodies
2020-07-02 13:26:03 +02:00
Sergey Minakov 0e2bc779ed GDNative export: do not add fake lookup table if static lib is not used 2020-07-02 12:47:58 +03:00
Sergey Minakov 8fff25df09 GDNative Editor: Support selecting frameworks for iOS 2020-07-02 12:47:20 +03:00
Sergey Minakov 6001e10054 GDNative: support dynamic loading of iOS frameworks 2020-07-02 12:38:51 +03:00
Rémi Verschelde 3247ac4b0e
Merge pull request #39981 from madmiraal/fix-39919-3.2
[3.2] Fix CSG Visual Bug.
2020-07-01 08:48:09 +02:00
Marcel Admiraal 22ff17793c Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
2020-06-29 19:48:47 +01:00
Marcel Admiraal 8e120230a1 Create degenerate triangles when inserting an edge into a CSG face.
They will be deleted when the faces are merged, but their edges are
needed for merging faces.
2020-06-29 16:40:53 +01:00
Rémi Verschelde b833296cbb
Merge pull request #39943 from bruvzg/macos_apple_silicon_3
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.
2020-06-29 15:30:03 +02:00
bruvzg 43888ebfaf
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 14:43:29 +03:00
Tomasz Chabora 5b7eb3fd3f Improve the preload and load descriptions
(cherry picked from commit 13298ed873)
2020-06-29 10:58:25 +02:00
Mark Kuo cb9bc18102 VideoStreamGDNative: close file in cleanup
We should close the file handle when we are done.

(cherry picked from commit 3b05d2c989)
2020-06-29 10:57:59 +02:00
Rémi Verschelde 34c5133e6a
Merge pull request #39604 from Faless/js/3months_backport
[HTML5 - 3.2] Backport most changes/improvement in master.
2020-06-26 20:50:58 +02:00
Rémi Verschelde d6ff55f30b
Merge pull request #39784 from neikeq/3.2-visualstudio-support
[3.2] C#: Add Visual Studio support
2020-06-26 20:49:35 +02:00
Ignacio Etcheverry c682410379 Mono/C#: Fix unhandled exception not being printed
For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.

(cherry picked from commit f87ae395ee)
2020-06-26 08:10:24 +02:00
Rémi Verschelde c8586d3837
Merge pull request #39840 from neikeq/3.2-use-/restore-instead-of-/t-restore
[3.2] Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 08:08:40 +02:00
Ignacio Etcheverry abc453f9b6 [3.2] Mono/C#: Use /restore instead of /t:restore when building
Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
2020-06-25 23:57:44 +02:00
Ignacio Etcheverry 7af6a4cc50 [3.2] Fix DebugPlay request handler ignoring BuildBeforePlaying
This must have been missed when backporting the new protocol to 3.2.
2020-06-25 21:20:44 +02:00
Rémi Verschelde 8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Ignacio Etcheverry d0f365fe0f [3.2] C#: Fix completion request with case insensitive resource path
Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
2020-06-23 21:04:08 +02:00
Ignacio Etcheverry d8af79140e [3.2] C#: Add VisualStudio support 2020-06-23 21:01:54 +02:00
Sergey Minakov 45a6628b15 SCons: Enable iOS modules for ARKit and Camera 2020-06-22 23:23:03 +03:00
PouleyKetchoupp d2aa3031dc Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
(cherry picked from commit 8b0232bf29)
2020-06-22 12:03:21 +02:00
Rémi Verschelde 327479472e Revert "return boxed long when marshalling a godot int to mono runtime in dynamic contexts"
This reverts commit 42a31501a8.

It breaks compat as is and needs some further work before it can be
cherry-picked for 3.2.x.
2020-06-22 08:35:21 +02:00
Rémi Verschelde f99cbb94cc Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).

(cherry picked from commit 08ef0aab16)
2020-06-21 21:39:44 +02:00
Rémi Verschelde 804b53bdbb
Merge pull request #37500 from madmiraal/check-motion-before-bullet-sweep-3.2
[3.2] Check for motion in cast_motion() before doing Bullet convexSweepTest().
2020-06-21 18:31:52 +02:00
Marcel Admiraal b006f5402d Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:28:01 +01:00
Marcel Admiraal fa0ee28826 Check if point's index exists before adding it to the list of points
that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
2020-06-21 14:41:05 +01:00
Michael Belousov 42a31501a8 return boxed long when marshalling a godot int to mono runtime in dynamic contexts
(cherry picked from commit 60fcefba69)
2020-06-19 16:17:27 +02:00
Hugo Locurcio 88c22cb648 Document Mono-specific classes
This fully documents all Mono-specific classes.

(cherry picked from commit 24a8d43272)
2020-06-18 11:33:18 +02:00
Rémi Verschelde bf913d6917 DocData: Skip language-specific ClassDoc without methods/constants
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.

(cherry picked from commit ba0db95909)
2020-06-18 11:29:28 +02:00
Rémi Verschelde d8b543c991 DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
MSDN says:

> When you write .dds files, you should set the DDSD_CAPS and
> DDSD_PIXELFORMAT flags, and for mipmapped textures you should also
> set the DDSD_MIPMAPCOUNT flag. However, when you read a .dds file,
> you should not rely on the DDSD_CAPS, DDSD_PIXELFORMAT, and
> DDSD_MIPMAPCOUNT flags being set because some writers of such a file
> might not set these flags.

https://docs.microsoft.com/en-us/windows/win32/direct3ddds/dds-header

¯\_(ツ)_/¯

Fixes #39516.

(cherry picked from commit 0f21249a2d)
2020-06-18 11:29:28 +02:00
Thakee Nathees 438f1a8238 Fix: Ctrl + Click not working for subclasses
(cherry picked from commit 95b0a00d2c)
2020-06-18 11:29:28 +02:00
Thakee Nathees fc92f83c30 Debugger stepping to incorrect line fix
Fix: #39296
(cherry picked from commit fc89c5c76d)
2020-06-18 11:29:28 +02:00
Thakee Nathees 931a927a40 shodowed var warning for `for` loop counter
Fix: #39268
(cherry picked from commit 54835a5302)
2020-06-18 10:51:45 +02:00
Thakee Nathees bf9df88a7c GDScript debugger incorrect error line fixed
if the first line of an else or an elif throws a runtime error the
debugger shows incorrect line number.

(cherry picked from commit 9325671faa)
2020-06-18 10:51:45 +02:00
Fabio Alessandrelli 806b23208f Fix modules with closure compiler. 2020-06-18 09:21:14 +02:00
Rémi Verschelde 1cf8652945
Merge pull request #39263 from ThakeeNathees/is-operation-fail
[3.2] Fix `is` operation fail on get_script()
2020-06-16 16:28:43 +02:00
Rémi Verschelde 93e20a4cd4 GDScript LSP: Fix wrong error checks added in #39385
Reverts `latest_client_id` back to 0, as I misunderstood how the client
IDs are assigned and, without further testing and debugging, I can't
say if this was a bug or a valid default value.
Similarly, a `latest_client_id` of -1 is no longer raising an error.

Fixes #39548.

(cherry picked from commit 786f4ada35)
2020-06-15 14:34:35 +02:00
Maganty Rushyendra 87f999274b Fix RegEx example in class doc and correct typo
Fix minor errors to do with `search_all` example in RegEx and
typo in RegExMatch class docs.

(cherry picked from commit e5d93f7a66)
2020-06-15 14:34:35 +02:00
Maganty Rushyendra 158e8ee051 Enable Unicode support for RegEx class
Build PCRE2 thirdparty library with unicode support. RegEx objects
in Godot can now be used to recognize unicode strings.

(cherry picked from commit 9f10f6779c)
2020-06-11 10:00:06 +02:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde 3edae035d5 GDScript LSP: Fix crash in notify_client
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`.

Also fix typo in notification `gdscrip_client/changeWorkspace`,
and fix argument names in method binds.

Fixes #39375.

(cherry picked from commit e34f33711b)
2020-06-10 15:30:52 +02:00
unknown 56da70f2e8 Removed variables and #include in EditorSceneImporterAssimp::import_scene that became unused after the recent commit ec1bf96(#39363).
(cherry picked from commit 365c35f30e)
2020-06-10 15:30:52 +02:00
Marcus Elg f1ca218ce7 Fix fbx import assimp error
(cherry picked from commit 29abbccc5f)
2020-06-10 15:30:52 +02:00
Rémi Verschelde e891fae52b
Merge pull request #39134 from abustin/fbx_mesh_compression_fix
Respect 'mesh compression' editor import option in Assimp and glTF importers
2020-06-08 13:16:39 +02:00
Hugo Locurcio aeb5513bab Tweak the GDScript error message about passed argument type mismatch
This makes it less confusing.

This closes https://github.com/godotengine/godot-proposals/issues/670.

(cherry picked from commit 30053de182)
2020-06-05 12:50:55 +02:00
Fabio Alessandrelli 0db5315f8a Fix WebRTCPeerConnection set_local_description doc
ice_candidate_created should be emitted after set_local_description no
matter the type of the description (assuming no error is returned of
course).

(cherry picked from commit 39bcbf5690)
2020-06-05 12:47:16 +02:00
Thakee Nathees 837cba7567 predefined var check for `for` loop counter
(cherry picked from commit e153772de2)
2020-06-05 12:45:12 +02:00
Swarnim Arun 83c15ff469 Fix crashing of VisualScript due to...
Attempting to move the function node to another function whose data connection is a dependency of the node the specific node being moved to a different function during changes to sequence connections.
By skipping, if the from_node is a function_node during the data connection dependencies scan.
Should fix #37991

(cherry picked from commit 5c48631509)
2020-06-04 12:16:40 +02:00
NutmegStudio 96a3b91eee Fixes building mono release templates
(cherry picked from commit a77f633161)
2020-06-04 12:09:40 +02:00
George Marques a8332e30f0 GDScript: Fix assert message when no custom message is set
(cherry picked from commit f29a2e2606)
2020-06-04 12:09:39 +02:00
Maganty Rushyendra e34929feaa Update Mono C# warning to reflect latest list of platforms supported
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.

(cherry picked from commit 3d03be7a56)
2020-06-04 12:09:39 +02:00
Rémi Verschelde 1bd51883c0 xatlas: Sync with upstream 470576d
(cherry picked from commit 59780fd046)
2020-06-04 11:15:06 +02:00
Thakee Nathees 8f795cb38e Fix `is` operation fail on get_script()
Fix: #39244
2020-06-03 21:04:48 +05:30
George Marques a0983637cf
GDScript: Allow get_script() to be considered a type 2020-06-03 10:48:43 -03:00
Alex Bustin 8a024ca294 Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers 2020-05-28 15:28:47 -07:00
Marcel Admiraal 5d8b0649be Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.

Include patch applied to Bullet master to enable dampings greater than 1.
2020-05-27 17:53:43 +01:00
Marcel Admiraal 8f0f2bf4ef Better damping implementation for Bullet rigid bodies 2020-05-27 17:50:24 +01:00
Marcel Admiraal 08fa7cd8d9 Correct Bullet's default Area angular damp value. 2020-05-27 11:53:41 +01:00
Rémi Verschelde 7c332d9386
Merge pull request #39040 from Xrayez/modules-search-path-3.2
[3.2] Add `custom_modules` build option to compile external user modules
2020-05-25 17:02:27 +02:00
Ignacio Etcheverry f0bc3482d4 Mono/C#: Don't try to load project assembly in project manager
This was causing an error message when launching the manager,
because there is no project assembly to load.

(cherry picked from commit d7e21ecd63)
2020-05-25 16:34:15 +02:00
Tan Wang Leng 48a2fd7a3d gdscript_parser: Fix "unreachable code" false positive for loops
Depending on the conditional statements of the 'for' and 'while' loops,
their body may not even execute once. For example:

    func a():
        var arr = []
        for i in arr:
            return i
        # can be reached, but analysis says cannot
        return -1

    func b():
        var should_loop = false
        while should_loop:
           return 1
        # can be reached, but analysis says cannot
        return 0

The parser will complain that the statements after the comment cannot
be reached, but it is clearly possible for our scenario. This is
because the parser falsely assumes that the loop body will always
execute at least once.

Fix the code to remove this assumption for both of those loops.

(cherry picked from commit 7b1423a61e)
2020-05-25 16:31:07 +02:00
James Buck 9347a6ad6a Trigger an error when trying to define a preexisting signal in GDScript
A class can't have multiple signals with the same name, but previously users
would not be alerted to a conflict while editing the script where it occurred.
Now a helpful error will appear in the editor during script parsing.

(cherry picked from commit 9e44739324)
2020-05-25 16:29:20 +02:00
Andrii Doroshenko (Xrayez) 133997654c Add `custom_modules` build option to compile external user modules
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.

```
scons platform=x11 tools=yes custom_modules="../project/modules"
```

Features:

- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.

Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.

Implementation details:

- `env.module_list` is a dictionary now, which holds both module name as
  key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
  second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
  split into `detect_modules` which collects a list of available modules
  and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
  or absolute paths respectively. `custom_modules` scons converter
  ensures that the path is absolute even if relative path is supplied,
  including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
  that there's no need to change include paths in cases where custom
  modules are included as dependencies in other modules.

(cherry picked from commit a96f0e98d7)
2020-05-25 17:08:38 +03:00
Thakee Nathees d611bd970d regression: dictionary key no autocomplete fix
Fix: #38998
(cherry picked from commit 13c372b522)
2020-05-25 15:58:25 +02:00
Ignacio Etcheverry 0da84b50c0 Mono/C#: Fix values not updated in remote inspector
(cherry picked from commit 51e1614d28)
2020-05-25 11:46:03 +02:00
Ignacio Etcheverry ce09d0c5e1 Add SCons option to not build C# solutions 2020-05-22 03:12:54 +02:00
Ignacio Etcheverry 6dfd80673a Mono/C#: Remove script load error about not a Godot.Object
Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.

If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.

(cherry picked from commit 38cd2152e6)
2020-05-20 11:41:01 +02:00
Pedro J. Estébanez 8f90d423b9 Fix too eager GDScriptFunctionState stack cleanup
(cherry picked from commit 1f0548efd4)
2020-05-20 11:40:45 +02:00
bruvzg d255cc9e4d
Fix GDNative Variant type size on 32-bit platforms, add size checking static asserts. [3.2] 2020-05-17 16:11:49 +03:00
pepegadeveloper123 23d51ac325 Fix inherited C# scene not inheriting parent's fields (3.2)
When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
This is a manual backport of PR #38638 for 3.2.
2020-05-16 11:18:58 +02:00
Thakee Nathees 9ee77179b5 break, continue outside of a loop, match statement handled
(cherry picked from commit c076a2b7e9)
2020-05-16 00:08:37 +02:00
Oliver Frank 2173d041af Fix incorrect capabilities notification in LSP 2020-05-15 16:43:48 -04:00
Oliver Frank dac8b7b6f4 Improve jsonrpc error reporting 2020-05-15 16:42:24 -04:00
Thakee Nathees d13f46bc41 shadowed var warning in nested block bug fix
Fix: #38552
(cherry picked from commit 79eee93b9a)
2020-05-14 22:01:45 +02:00
Thakee Nathees 40c43da96f set parser error when infer type is null
(cherry picked from commit 687b1941b4)
2020-05-14 22:01:26 +02:00
Thakee Nathees e42318e41c regression: var declaration type info parser bug fix
(cherry picked from commit e5d735851d)
2020-05-13 16:14:22 +02:00
Thakee Nathees 6d7fb3d322 regression: static func can't access const fix
(cherry picked from commit e7f056dfac)
2020-05-13 16:14:08 +02:00
Thakee Nathees 72aa9ce7fc range() with non-numeric const argument crash fix
(cherry picked from commit 3e10392d48)
2020-05-13 16:08:33 +02:00
Rémi Verschelde 44c1c5840c
Merge pull request #38674 from madmiraal/fix-physicsw-warning-3.2
[3.2] Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
2020-05-11 21:19:34 +02:00
Ignacio Etcheverry 3928fe200f [3.2] C#: Support for building with the dotnet CLI
By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
2020-05-11 19:48:50 +02:00
Marcel Admiraal b4302d0d04 Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp 2020-05-11 13:33:20 +01:00
Ignacio Etcheverry 683e19306e Mono: Use msbuild instead of nuget.exe for restoring
- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.

(cherry picked from commit b61ffef0ab)
2020-05-11 11:01:13 +02:00
Ignacio Etcheverry 34132d2f67 Mono: Fix hot-reloading of nested classes
(cherry picked from commit e0a001549e)
2020-05-11 11:01:13 +02:00
Thakee Nathees 55b4e0c44a parser error for static func access non-static variables
Fix: #38408
(cherry picked from commit ce978517e0)
2020-05-11 11:01:13 +02:00
Thakee Nathees e417528f67 fix: dict2inst crash when constructor has arguments
(cherry picked from commit 9f6b20936e)
2020-05-11 11:01:12 +02:00
Thakee Nathees a446e8671d autocompleting with indexing for native types added
Fix: #37768
(cherry picked from commit 3c45377c6e)
2020-05-11 10:50:46 +02:00
Thakee Nathees 22053ed75f GDScript class var type resolve bug fixed
Fix: #37545
(cherry picked from commit e67eb5ca36)
2020-05-11 10:50:46 +02:00
Thakee Nathees 6b0cfc87af more clearer unexpected statement end error messages
(cherry picked from commit 5758d87f09)
2020-05-11 10:50:46 +02:00
Thakee Nathees 7111aa0688 pass keyword inside a class implemented
(cherry picked from commit 63ce1fc438)
2020-05-11 10:50:46 +02:00
Thakee Nathees f3149817ff fixed: saving gdscript with cyclic inheritance crash the editor
Fix: #9609
(cherry picked from commit c2ab35bdde)
2020-05-11 10:50:45 +02:00
Rémi Verschelde 56a513d70d
Merge pull request #38639 from neikeq/3.2-godottools-new-messaging-protocol
[3.2] C#: Rewrite GodotTools messaging protocol
2020-05-11 07:55:29 +02:00
janglee d16abbdee4 Improved go-to definition (Ctrl + Click)
Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
(cherry picked from commit be7a353c70)
2020-05-11 09:33:21 +05:30
Ignacio Etcheverry fb2e00a854 [3.2] C#: Rewrite GodotTools messaging protocol 2020-05-10 21:05:00 +02:00
Rémi Verschelde aa57bb0473
Merge pull request #38482 from RandomShaper/improve_yield_3.2
Fix object leaks caused by unfulfilled yields (3.2)
2020-05-09 22:03:00 +02:00
Pedro J. Estébanez 64344e6d1d Fix object leaks caused by unfulfilled yields
Now the stack saved in a `GDScriptFunctionState` is cleared as soon as the `yield()` operation is known not to be resumed because either the script, the instance or both are deleted.

This clears problems like leaked objects by eliminating cases of circular references between `GDScriptFunctionState`s preventing them and the objects they refer to in their saved stacks from being released. As an example, this makes using `SceneTreeTimer` safer.

Furthermore, with this change it's now possible to print early warnings about `yield()`s to released script/instances, as now we know they won't be successfully resumed as the condition for that happens. However, this PR doesn't add such messages, to keep the observed behavior the same for the time being.

Also, now a backup of the function name in `GDScriptFunctionState` is used, since the script may not be valid by the time the function name is needed for the resume-after-yield error messages.
2020-05-05 17:53:47 +02:00
simpuid 92964c5889 Changed default for p_validate_certs to true.
Fixes #37084

(cherry picked from commit 2584eb9c69)
2020-05-05 13:41:40 +02:00
Rémi Verschelde ef715f37d5
Merge pull request #35091 from Faless/dtls/enet
[3.2] DTLS support + optional ENet encryption
2020-05-05 13:40:59 +02:00
Steven Schoen 40125c7cce Mention offending function name in "Indented block expected" error
(cherry picked from commit e6e5ba32cd)
2020-05-04 16:10:22 +02:00
Rémi Verschelde 607d688d45 tinyexr: Enable C++11 threaded loading
(cherry picked from commit 2175397210)
2020-05-01 11:10:16 +02:00
Nannaquin 9e4de37e88 Fix growMargin() not returning modified Rect2/Rect2i
(cherry picked from commit 0ac6f4c40b)
2020-05-01 10:56:58 +02:00
Tom Evans 2859ceec6f Fix for marking assert lines as safe bug
Calling _reduce_node_type from GDScriptParser::_parse_block for assert
was using a current class with a scope that didn't include all
functions. Now calling in GDScriptParser::_check_block_types uses the
right class type. We also now check the assert node message. The assert
line was added to the set_errors associated with assert, since before
the error would be reported on the next line

(cherry picked from commit bd081df519)
2020-05-01 10:56:58 +02:00
Marcel Admiraal 966139ca4c Fix CSG vertex normal calculation.
(cherry picked from commit 9bd305bfe2)
2020-05-01 10:56:58 +02:00
Thakee Nathees 1a4530e84c export var type reduce() implemented
(cherry picked from commit cd487201c6)
2020-05-01 10:56:58 +02:00
Andrea Catania b7dace75c7 Make softbody completelly stiff to attachment point
(cherry picked from commit ca7ee56759)
2020-05-01 10:56:57 +02:00
Pedro J. Estébanez 68cca6e619 Fix leaked objects when game ends with yields in progress 2020-04-29 14:13:36 +02:00
Rémi Verschelde 4dda00461f
Merge pull request #38011 from madmiraal/fix-csg-3.2
[3.2] Fix multiple issues with CSG module.
2020-04-27 17:05:47 +02:00
Ignacio Etcheverry 8cdcb410e0 Mono/C#: Fix load hook not called for some assemblies on domain reload
(cherry picked from commit f5510262bc)
2020-04-27 10:15:24 +02:00
Ignacio Etcheverry a98d44f654 C#: Fix always saving copy of csproj even with no changes
This was a regression from 93d7ec8836 (#38110).
Mono's old implementation of Microsoft.Build hardcodes HasUnsavedChanges to
always return true.
This workaround can be reverted once we switch to official Microsoft.Build.

(cherry picked from commit 81f13f6171)
2020-04-27 10:15:07 +02:00
Tom Evans 3bd5fc2e5e Mark assert lines as safe in gdscript
Now calling _reduce_node_type with debugging enabled to determine
if assert line is safe. Part of doing this required the assert line
to be stored away. Now the AssertNode line is being correctly set.
Newlines are now marked safe always

(cherry picked from commit 8dc8833782)
2020-04-27 10:10:20 +02:00
Umang Kalra 94d0f34f70 Fixed the bool _static logic
(cherry picked from commit b192c7d1ac)
2020-04-27 10:09:49 +02:00
Ignacio Etcheverry 6aca932659 C#: Revert marshalling of IDictionary/IEnumerable implementing types
Added marshalling for `System.Collections.Generic.List<T>` and
`System.Collections.Generic.Dictionary<TKey, TValue>`.
2020-04-23 15:36:01 +02:00
Ignacio Etcheverry dfdb7bdc87 Mono/C#: Fix assemblies being reloaded a second time unnecesarily
(cherry picked from commit c9882e61e2)
2020-04-23 11:34:42 +02:00
Ignacio Etcheverry cf729f2111 Mono/C#: Allow exporting System.Array of type Godot.Object
(cherry picked from commit 0fec3cb5ed)
2020-04-23 11:17:23 +02:00
Ignacio Etcheverry 317d8decad Mono/C#: Allow debugging exported games
- Include PDB files in exported games.
- Release export templates also allow debugging now.

Right now the only way to enable debugging in exported games is with the  environment variables, which may be cumbersome or not even possible on some platforms.

(cherry picked from commit 71fc87e101)
2020-04-23 11:15:35 +02:00
Ignacio Etcheverry 08f41f474b C#: Save copy of sln and csproj before applying fixes
(cherry picked from commit 93d7ec8836)
2020-04-23 11:14:57 +02:00
Thakee Nathees 95f6bdfa78 GDScript class name existance check enhanced
(cherry picked from commit 62280c3d47)
2020-04-23 11:10:51 +02:00
Thakee Nathees 12c776dba3 line unsafe for indexing with known base type & unkown identifier
(cherry picked from commit 0780ad2800)
2020-04-23 11:10:28 +02:00
Stoofin 243711e77f Pattern bind counts as assignment
Fixes #34697

(cherry picked from commit 44281f233d)
2020-04-23 11:10:06 +02:00
Rémi Verschelde 253fc093b8 DocData: Skip unexposed classes
Properly expose classes that we actually want accessible.

(cherry picked from commit 0ef8bcac4d)
2020-04-21 14:15:34 +02:00
Marcel Admiraal 11b7f050df Fix multiple issues with CSG module.
- Replaces BuildPoly with Build2DFaces, which creates faces as each
  pair of face intersections are processed, instead of trying to create
  them after all the intersections are processed. Ensures that faces are
  merged when possible, and removes degenerate triangles.

- Treats the child as inside the parent when faces are coplanar.

- General clean up of csg.h and csg.cpp.
2020-04-19 14:32:45 +01:00
Rémi Verschelde cb1366f006 Mono: Fix include for Android support
This was a typo in #37153.

Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
(cherry picked from commit 408fab8442)
2020-04-18 22:02:07 +02:00
Nico Mitchell 616d106247 Change round return type to float
(cherry picked from commits c2ffaf5b2b
and f7cc2b090c)
2020-04-16 12:57:21 +02:00
Thakee Nathees 3d69fe95e5 autocomplete for disconnect, is_connected implemented
(cherry picked from commit efe90fce01)
2020-04-16 12:47:19 +02:00
lupoDharkael c0047023e6 NoiseTexture: prevent race condition because of Ref::unref()
(cherry picked from commit 1f0f0b8cea)
2020-04-16 12:47:18 +02:00
Thakee Nathees 3658f7127e `:=` fails on some nodes fix: #37357
(cherry picked from commit bdd7048cb5)
2020-04-16 11:46:23 +02:00
Ignacio Etcheverry 445f1c6e7b Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-04-14 18:03:10 +02:00
Ignacio Etcheverry 6b38fe691a Mono/C#: Fix MinGW build not supporting `.lib` libraries
MinGW should support both its own format `.a` and MSVC's format `.lib`, but Mono's module was only using the former. With this change it's now possible to build with MinGW and link the official Mono for Windows which is built with MSVC.
2020-04-14 18:03:10 +02:00
Thakee Nathees df87601c88 Fix for loop range bug: #37358
(cherry picked from commit 0b5bad78c0)
2020-04-06 20:58:21 +02:00
Hugo Locurcio dd4569f15c Remove syntax highlighting for C# verbatim strings due to bugs
This closes #32336.

(cherry picked from commit 49efd6093e)
2020-04-06 18:18:38 +02:00
Thomas ten Cate c2469d0c6d Add missing docs for assert message in GDScript
Seems like this was overlooked in PR #31142. See also issue #17082.

(cherry picked from commit 4c3c73ef9c)
2020-04-06 18:17:59 +02:00
Ivan.Shakhov 66e4c8be23 fix RiderPathLocator - searching for toolbox on Mac
(cherry picked from commit dc16b8742a)
2020-04-06 18:15:20 +02:00
Ignacio Etcheverry bda993dd79 C#: Fix uses of old Configuration names
(cherry picked from commit 66c0b7ce98)
2020-04-06 18:14:07 +02:00
Rajat Goswami 19e71f94d8 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143

(cherry picked from commit 2ecf928ae3)
2020-03-25 11:38:54 +01:00
Rémi Verschelde bdde501594 opus/vorbis: Remove dead code not used since 3.0
Since the new audio system in 3.0 we switched the OGG support to
stb_vorbis, and the Opus stream support was disabled as incompatible
(see #7496).

We still build the libraries as they are needed by the theora and webm
modules, but we don't need any Godot code apart from `register_types`.

Fixes #7496.

(cherry picked from commit 7f6b62cef0)
2020-03-25 11:38:54 +01:00
Andrii Doroshenko (Xrayez) 8fedcfbed2 Generate command line help text for `mono` module
(cherry picked from commit 94b6c1363c)
2020-03-25 11:38:54 +01:00
Ivan.Shakhov 9d0518cf80 Fix warning: Property not found: mono/editor/editor_path_optional (#36995)
(cherry picked from commit 05946be2f1)
2020-03-25 11:38:54 +01:00
Ignacio Etcheverry d46fcbb16a C#: Replace uses of old Configuration and update old csprojs
(cherry picked from commit 1b634785b5)
2020-03-25 11:38:54 +01:00
Ivan Shakhov b874e84147 reorder solution configurations + migration
(cherry picked from commit ce01b83c4a)
2020-03-25 11:38:54 +01:00
Thakee Nathees 5798c8135f logic error in gdscript_parser.cpp for-loop-range
there was a logic error in for loop range argument that
check if all of the argument were constants, fixed

(cherry picked from commit bcbcf0f1ea)
2020-03-25 09:45:47 +01:00
Thakee Nathees 40b53bc29a duplicate arguments in a function handled
(cherry picked from commit 5424b626f9)
2020-03-25 09:44:51 +01:00
Rafael Delboni 5736e43fe4 fix: Return only scenes for script owners on LSP completion
Fix: #36680
(cherry picked from commit 2f08f4ef4e)
2020-03-25 09:44:09 +01:00
Rafael Delboni ecfe9c24a2 Improve LSP completion using scene owner
Fixes: #36473

(cherry picked from commit 06bce137e3)
2020-03-25 09:43:49 +01:00
Oliver Frank 41500249e3 Fix crash after closing a GDScript LSP session
(cherry picked from commit ed482f6167)
2020-03-25 09:43:28 +01:00
of9 511105be67 Migrating language server from Websockets to raw TCP
(cherry picked from commit 24b27043fe)
2020-03-25 09:43:05 +01:00
Ignacio Etcheverry d1a5f8dbf2 [3.2] Sync csproj when files are changed from the Godot FileSystem dock 2020-03-18 17:57:45 +01:00
Thakee Nathees 708aab7920 typo in gdscript_workspace.cpp/remove_cache_parser() fixed
(cherry picked from commit 07c99340d1)
2020-03-09 09:51:59 +01:00
Phischermen 69c1805735 Added parameters to Load()
(cherry picked from commit 1b0819bd59)
2020-03-06 23:55:25 +01:00
Rémi Verschelde 98d0bf7d7a assimp: Clean and document buildsystem, prepare for unbundling
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
  to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
  of the new ArmaturePopulate API that Gordon authored. We'll have to
  wait for a public release with that API (5.1?) to enable unbundling.

(cherry picked from commit 9d8a9ea826)
2020-03-06 23:53:23 +01:00
Rémi Verschelde 4c325c0732 Mono: Fix detection of Apple platforms in build script
(cherry picked from commit 5b040ef2e8)
2020-03-06 23:51:26 +01:00
Ivan Shakhov 88f0cd0b27 On Windows find Rider installed for CurrentUser
(cherry picked from commit c95e20a089)
2020-03-04 12:40:15 +01:00
Raul Santos 447acafa97 Fix missing null check in Mono Binding of GD.print
(cherry picked from commit 6b9c22542f)
2020-03-04 12:40:15 +01:00
Hugo Locurcio a78bbcf8ce Improve the RegEx class documentation
This closes https://github.com/godotengine/godot-docs/issues/2522.

(cherry picked from commit 5b78f5c464)
2020-03-04 12:40:14 +01:00
Hugo Locurcio 08cb8420f7 Mention the `duration` parameter unit in `UPNP.add_port_mapping()`
(cherry picked from commit 810be27c78)
2020-03-04 12:40:14 +01:00
Hugo Locurcio d679edfa7f Add a practical example for `@GDScript.linear2db()`
One of its most common applications in games is for volume sliders.

See https://www.dr-lex.be/info-stuff/volumecontrols.html for
more information.

(cherry picked from commit a6fd6b78dd)
2020-03-04 12:40:14 +01:00
Hugo Locurcio 21a45dda7a Improve the `@GDScript.inverse_lerp()` documentation
This closes https://github.com/godotengine/godot-docs/issues/2589.

(cherry picked from commit 6b5573700b)
2020-03-04 12:40:14 +01:00
Ivan Shakhov f0b63b47aa use Rider MSBuild on Windows, when Rider is selected as external editor
(cherry picked from commit a9c2ab81cf)
2020-03-04 12:40:14 +01:00
Ivan Shakhov 8337cc5f7d Support toolbox custom "Tools install location", by reading .settings.json
(cherry picked from commit 33af53c1a6)
2020-03-04 12:40:14 +01:00
Rafał Mikrut d001ca320d Fix suspicious | and + operators
(cherry picked from commit d0621b954b)
2020-03-04 12:40:14 +01:00
Phischermen c75459ac95 Enabled concave collision detection with Areas in Bullet.
(cherry picked from commit 2c01cf54f8)
2020-03-04 09:51:15 +01:00
Fabio Iotti 45248fb0ec Fix OGG audio loops
(cherry picked from commit 4f8d1c47b8)
2020-03-04 09:50:21 +01:00
clayjohn 2c0d391c48 Force mipmaps off when importing RGBA4444 textures 2020-02-29 19:23:56 -08:00
Fabio Alessandrelli 3a73c3f260 Add documentation for new DTLS features. 2020-02-25 11:40:17 +01:00
Fabio Alessandrelli 5e721d07a3 NetworkedMultiplayerENet dtls support. 2020-02-25 11:35:47 +01:00
Fabio Alessandrelli 35a9f0fe64 New PacketPeerDTLS and DTLSServer classes.
Custom instance implementation via the mbedtls module.
2020-02-25 11:35:47 +01:00
Fabio Alessandrelli dbbd836931 Move mbedlts print func to SSLMbedTLSContext. 2020-02-25 11:35:47 +01:00
SkyJJ 0c53718e7b Add abort mechanism when invoking EditorNavigationMeshGenerator::bake in-game 2020-02-23 02:43:17 +01:00
Fabio Alessandrelli 50763ecac4 Fix EMWSClient::get_connection_status(), try catch
(cherry picked from commit ebeeb67224)
2020-02-18 14:20:34 +01:00
Hugo Locurcio a083fcc109 Improve error explanations related to NetworkedMultiplayerENet
(cherry picked from commit 61bf5bf73f)
2020-02-18 14:16:53 +01:00
Hugo Locurcio 6edb5ac9e9 Optimize the editor icon generation
Icons are no longer upsampled when using an integer editor scale.
This makes some icons slightly less crisp, but the icons themselves
can be adjusted to mitigate this. When using a non-integer editor
scale setting, upsampling is kept as it improves crispness in a
far more visible manner.

When upsampling is disabled, this speeds up the theme generation
by about 100 ms on average, making the project manager and editor
start slightly faster. This also speeds up switching between themes.

(cherry picked from commit 9e3393a624)
2020-02-14 16:14:56 +01:00
Yuri Roubinsky 74f3fbf7ef Fix VisualScriptClassConstant to be updated properly
(cherry picked from commit 386d0fe988)
2020-02-14 16:12:09 +01:00
Yuri Roubinsky 61901bd7cc Fix GlobalConstant/BasicTypeConstant return type in visual scripts
(cherry picked from commit c19933eec4)
2020-02-14 16:11:54 +01:00
Rémi Verschelde 57de8397b2 Fix Mono check for unsafe object references
(cherry picked from commit 09534e2922)
2020-02-14 16:10:06 +01:00
geequlim 57151c5e31 Fix hover symbol content position
(cherry picked from commit 03d2d01082)
2020-02-14 16:08:14 +01:00
Raul Santos 0fb35401d4 Avoid going out of bounds in IsSubsequenceOf
Closes #35598

(cherry picked from commit 4b79ef5ebe)
2020-02-14 16:03:18 +01:00
Rémi Verschelde ac63e5d613 Workaround WebM playback bug after AudioServer latency fixes
af9bb0ea15 fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.

While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.

As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.

This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.

Fixes #35760.

(cherry picked from commit da411d1625)
2020-02-14 16:02:34 +01:00
Aaron Franke 9a396a4e07 [Mono] Basis/Transforms Array operator comments and improvements
The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior. 

(cherry picked from commit 0a39c7b354)
2020-02-14 15:53:59 +01:00
Hugo Locurcio a45aa3a46f Implement zooming using Ctrl + Mouse wheel in the GridMap editor
The minimum value of the slider was changed to 0.2 as zooming
works in increments of 0.2. This way, the value can go back to 1
after you've reached the slider's minimum value.

(cherry picked from commit 4c1b2171b0)
2020-02-14 15:52:21 +01:00
Hugo Locurcio 1898240af8 Increase the maximum number of octaves in OpenSimplexNoise to 9
An error message is now printed when trying to set the number of octaves
above the maximum allowed value.

The magic constant was also replaced with a define that can be
easily changed.

This closes #28714.

(cherry picked from commit 13622d40fc)
2020-02-06 13:02:08 +01:00
Fabio Iotti 5765154ff2 Fix empty audio infinite loop
(cherry picked from commit 5ed4ad81c3)
2020-02-06 13:02:07 +01:00
Fabián L 04cfcb3ba0 Fixed GetNodeOrNull<T>
GetNodeOrNull<T> was using GetNode instead of GetNodeOrNull

(cherry picked from commit f595486076)
2020-02-06 13:02:07 +01:00
Francois Belair f6968d5f17 Fix static functions loop using class' functions
Besides being incorrect, it also caused a hard editor crash for purely
static classes or classes with more static functions than methods.
2020-01-28 14:19:09 -05:00
Fabio Alessandrelli a48d0b5eef Disable Nagle's algorithm for WebSocket TCP.
This should greatly decrease latency for the most common use cases.
A new function WebSocketPeer::set_no_delay will allow to configure it if
so desired.
2020-01-28 14:10:46 +01:00
Rémi Verschelde f0f0f38d1a
Merge pull request #35516 from Faless/ws/fix_latency_32
Lower WebSocket latency, fixes.
2020-01-26 19:03:00 +01:00
Rémi Verschelde 4cee1cda5e
Merge pull request #35589 from akien-mga/doc-drop-category-property
doc: Drop unused 'category' property from header
2020-01-26 16:34:13 +01:00
Rémi Verschelde 09ced94dd4 doc: Do not expose Variant::NIL as a type in the class reference
Fix signals Variant arguments incorrectly listed as Nil.

Fixes #12520.
2020-01-26 16:08:11 +01:00
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde fe26e53065
Merge pull request #35581 from akien-mga/doc-color-constants
doc: Document named color constants
2020-01-26 13:36:44 +01:00
Rémi Verschelde cbdbfb00ca doc: Document named color constants
Busywork but it's good for our completion rate :)
2020-01-26 12:08:16 +01:00
Rémi Verschelde bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
Rémi Verschelde 139ff35e76
Merge pull request #35567 from Xrayez/doc-noise-null-data
Mention that `NoiseTexture` uses threads internally
2020-01-26 10:22:26 +01:00
clayjohn c5700f7464 Complete various class references 2020-01-26 00:27:51 -08:00
Andrii Doroshenko (Xrayez) 5b1c6656d3 Mention that `NoiseTexture` uses threads internally
Provided a snippet on how to properly retrieve the noise texture data
given that it's generated in a thread.
2020-01-26 02:40:09 +02:00
Rémi Verschelde c96f08dc86
Merge pull request #35527 from neikeq/issue-35259
Mono/C#: Fix _update_exports possible crash with Reference types
2020-01-24 21:51:57 +01:00
Rémi Verschelde 75ab07546b
Merge pull request #35524 from neikeq/issue-35496
Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
2020-01-24 21:51:38 +01:00
Ignacio Etcheverry 966a126186 Mono/C#: Fix _update_exports possible crash with Reference types
The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.

The fix is to make the dynamic cast before disposal.
2020-01-24 18:28:40 +01:00
Ignacio Etcheverry 0604b1839d Fix C# preprocessor infinite loop and incorrect parsing of `#if!` 2020-01-24 17:53:17 +01:00
Fabio Alessandrelli 5bd9f14ad9 Lower WebSocket latency, fixes.
WSLPeer now tries to flush packet queue after put_packet call.
WSLServer::listen correctly returns TCP_Server::listen return value.
2020-01-24 14:50:53 +01:00
Hugo Locurcio a002b93d86
Add explanations for errors related to Vector/Quat normalization 2020-01-24 14:19:23 +01:00
Rémi Verschelde 55f580b24a
Merge pull request #35491 from neikeq/issue-35450
Mono/C#: Lighten up unsafe reference checks
2020-01-23 23:06:58 +01:00
Ignacio Etcheverry 55b2e58a98 Mono/C#: Lighten up unsafe reference checks
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
2020-01-23 21:23:32 +01:00
Rémi Verschelde cadf946863
Merge pull request #35478 from neikeq/issue-32260
Mono/C#: Add setting to include I18N assemblies in the exported game
2020-01-23 18:24:15 +01:00
Ignacio Etcheverry 59ec19d5a8 Mono/C#: Add setting to include I18N assemblies in the exported game 2020-01-23 17:47:09 +01:00
Rémi Verschelde b75fff5a56
Merge pull request #35473 from neikeq/default-to-net47
Mono/C#: Default to net47 for new projects
2020-01-23 17:23:33 +01:00
Ignacio Roldán Etcheverry 8dc7f3960c
Merge pull request #35472 from neikeq/issue-35448
Mono/C#: Add Basis.Slerp, update Quat.Xform and add some math checks
2020-01-23 16:21:09 +01:00
Ignacio Etcheverry 82b0899e54 Mono/C#: Add Basis.Slerp, update Quat.Xform and add some math checks 2020-01-23 16:13:28 +01:00
Ignacio Etcheverry d9ff5f7fc2 Mono/C#: Default to net47 for new projects 2020-01-23 15:57:47 +01:00
clayjohn 6b66957b85 Finish documenting CSG* and *probes 2020-01-23 13:54:17 +01:00
Rémi Verschelde ba177ccaec doc: Misc updates for AnimationNode* and others
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
  * Make `AnimationNodeTransition.input_<number>` properties internal
    so that they don't appear in the docs. They still appear in the
    inspector based on the actual number of inputs requested.
  * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
    particles in `ParticlesMaterial`, and thus only relevant for
    `CPUParticles3D`.
2020-01-23 12:37:33 +01:00
Rémi Verschelde 36e11d1c34
Merge pull request #35412 from DaividFrank/check_overriding_self
Disabled re-assigning 'self'
2020-01-22 20:47:52 +01:00
DaividFrank badabdf8b9 GDScript: Added checks in assign operations to disable re-assigning 'self' 2020-01-22 19:00:54 +02:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Rémi Verschelde 79aaafc686
Merge pull request #35408 from Faless/ws/fix_packet_count
Fix MultiplayerAPI crash when peer implementation misbehave.
2020-01-21 21:06:11 +01:00
Fabio Alessandrelli 50f1b035b8 Fix MultiplayerAPI crash when peer impl misbehave.
Also fix WebSocketMultiplayer::get_available_packet_count() return value
when peer is not configured to use the multiplayer API.
2020-01-21 20:46:32 +01:00
Ignacio Roldán Etcheverry 24960e2254
Merge pull request #35407 from neikeq/issue-27285
Add dummy preprocessor for the C# script class parser
2020-01-21 20:39:23 +01:00
Ignacio Etcheverry d53c15b12c Make script class parser errors to not abort the build
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.
2020-01-21 20:07:26 +01:00
Ignacio Etcheverry 378fc592b1 Add dummy preprocessor for the C# script class parser
No attempts are made at conditional compilation. The main if branch is always assumed to be true.
2020-01-21 19:57:38 +01:00
Rémi Verschelde 41b21dee01 Bullet: Prevent potential division by zero
Fixes #33715.
2020-01-21 00:20:57 +01:00
Ignacio Etcheverry e4330e33e6 Mono/C#: Fix error when parsing nested generics
Also fixed the editor not including the parse error message in the error.
2020-01-20 19:08:08 +01:00
Rémi Verschelde f70438ac45
Merge pull request #35270 from ChibiDenDen/fix_extends_sub_subclass
Fix subclass finding in extend statement for sub-sub classes
2020-01-19 23:18:40 +01:00
Ignacio Etcheverry a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Dani Frank 8f5e424c66 Fix subclass finding in extend statement for sub-sub classes
lookup was always done on top level script instead of advancing to subclass each time.
this commit changes the lookup to always be at last found subclass
2020-01-18 11:55:27 +02:00
Rémi Verschelde ba7aca4199
Merge pull request #35224 from ChibiDenDen/constant_lookup_through_subclass_instance
Fix constant access in base class through subclass instance
2020-01-17 06:58:00 +01:00
ChibiDenDen 9ffa9a6bac Fix constant access in base class through subclass instance
Fixes as issue where a subclass calls a base class method that tries to access a constant from the script.
The original code went through every ower class, and for each owner, went through its inheritance tree.
This seems like the wrong order, the modified code goes to each base class, and for each base class goes through the owner tree.
This is more in line with what the parser does, as the current impelemtation allows an access that the parser does not support.
This change should not negatively affect existing code due to the way the parser works
2020-01-17 00:12:45 +02:00
Rémi Verschelde 4c99301d69
Merge pull request #34789 from Faless/enet/disconnect_relay
ENet optional server_relay when disconnecting peer
2020-01-16 23:12:40 +01:00
Rémi Verschelde 8b0e2a409b
Merge pull request #35218 from bojidar-bg/26691-parse-error-errors
Fix errors raised when showing parse errors in the editor
2020-01-16 22:32:49 +01:00
Ignacio Roldán Etcheverry 1191d26ddc
Merge pull request #35208 from neikeq/mono-lazy-thread-attach
Mono/C#: Script interface calls now attach the current thread
2020-01-16 21:27:08 +01:00
Bojidar Marinov da5b138e64
Fix errors raised when showing parse errors in the editor
Fixes #26691
2020-01-16 22:12:24 +02:00
Ignacio Etcheverry d68b9c20d6 Mono/C#: Script interface calls now attach the current thread
Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
2020-01-16 17:47:36 +01:00
Rémi Verschelde f2aa99a8e2
Merge pull request #35201 from bojidar-bg/27582-gdfunction-validate-instance
Validate instances of objects before trying to check their type in GDScript
2020-01-16 15:57:44 +01:00
Rémi Verschelde 4998983bd5
Merge pull request #35199 from dalexeev/master
Fix function arguments hint format in GDScript editor
2020-01-16 15:53:28 +01:00
Rémi Verschelde df13245408
Merge pull request #35203 from timothyqiu/image-loader-null
Adds null check before using image loader
2020-01-16 15:51:46 +01:00
Rémi Verschelde cd7b51b943
Merge pull request #35102 from ChibiDenDen/reuse_orphaned_subclass
#34161: Keep a weak reference to orphan subclasses to reuse on class reload
2020-01-16 15:49:52 +01:00
Bojidar Marinov dc4455d819
Validate instances of objects before trying to check their type in GDScript
Fixes #27582
2020-01-16 16:39:59 +02:00
Rémi Verschelde 9986f3804c
Merge pull request #35198 from bojidar-bg/27575-poolarrayexport-default
Fix slight problems related to default values of exported typed arrays
2020-01-16 14:58:06 +01:00
Haoyu Qiu 92b36d4706 Adds NULL check before using image loader 2020-01-16 21:49:23 +08:00
Bojidar Marinov 19ce2d5159
Fix slight problems related to default values of exported typed arrays 2020-01-16 14:50:29 +02:00
Danil Alexeev 45b510b332 Fix function arguments hint format in GDScript editor
for consistency with the format of the documentation:
"type func_name(arg1: type, arg2: type)"
2020-01-16 15:41:02 +03:00
Rémi Verschelde 1de633205f Validate input in (CPU)Particles set_emission_shape()
Fixes #29777.

Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-16 11:08:51 +01:00
Ignacio Etcheverry 1a40f250bd Mono/C#: Fix false positive in unsafe reference checks 2020-01-15 23:46:42 +01:00
ChibiDenDen 86aa12e806 Keep a weak reference to orphan subclasses to reuse on class reload 2020-01-15 22:54:01 +02:00
Rémi Verschelde 5f99e3396f
Merge pull request #35156 from MadEqua/fix-grid-map
Fix GridMap getter of baked meshes.
2020-01-15 17:55:52 +01:00
Bruno Lourenço da9eede933 Fix GridMap getter of baked meshes. 2020-01-15 14:30:17 +00:00
Rémi Verschelde 9b8d1383ce Mono: Fix parsing assembly names as UTF-8
Fixes #27185.
2020-01-15 11:51:03 +01:00
Houkime e1a0ce5af9 Prevent GDScript language server from listening to external hosts by default
* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone)
* Set default for GDscript Language Server to listen only to localhost

Fixes potential security issue with GDScript language server being exposed to the
broad net by default.
Since it is the server which primary usage is to provide utility to the local
editor there is no need to expose it.
2020-01-15 00:29:59 +00:00
Rémi Verschelde 40f0649e5b Fix typos with codespell
Using codespell 1.16.0.

See ab3bccdb78 for procedure.
2020-01-15 00:49:52 +01:00
Rémi Verschelde 3d88a7bb22
Merge pull request #35122 from ChibiDenDen/fully_qualified_name_gdscript
Add fully_qualified_name for GDScript class
2020-01-14 18:54:52 +01:00
Rémi Verschelde 1bafd2d2c8
Merge pull request #35120 from Faless/docs/html5_restrictions
Update documentation to reflect HTML5 limitations.
2020-01-14 17:23:54 +01:00
Dani Frank d6f10cd08e Add fully_qualified_name for GDScript class 2020-01-14 17:33:33 +02:00
Fabio Alessandrelli aa744aee7d Update documentation to reflect HTML5 limitations. 2020-01-14 15:42:47 +01:00
Haoyu Qiu ddde73cc62 Makes adding port in Visual Script nodes deferred 2020-01-14 21:03:09 +08:00
Rémi Verschelde f06372cb73
Merge pull request #35097 from neikeq/issue-34954
Mono/C#: Fix _update_exports() leaking temporary Object/Node instances
2020-01-13 22:01:11 +01:00
Ignacio Etcheverry a6a5ef0fd6 Mono/C#: Add error checks to detect possible Reference leaks 2020-01-13 21:00:07 +01:00
Ignacio Etcheverry ea737db43c Mono/C#: Fix _update_exports() leaking temporary Object/Node instances 2020-01-13 20:58:46 +01:00
George Marques 1d129f9bec
GDScript: Check function arguments on release too
Needed because otherwise the certain type operations (such as type
casting) used as a function argument might become unresolved on release,
causing a compilation failure.

Fix #28680
2020-01-13 15:58:53 -03:00
Rémi Verschelde c7b701dfd2 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.
2020-01-13 15:58:49 +01:00
Rémi Verschelde e32d232053
Merge pull request #35076 from vnen/gdscript-type-match-assign
Type match on assignment only if operators have type
2020-01-13 13:14:57 +01:00
George Marques e6060706ca
GDScript: Type match on assignment only if operators have type
This ensures that a value without type won't be wrongly assigned to a
typed variable when the types mismatch.
2020-01-13 08:51:24 -03:00
Geequlim d5e1890c85 Fix infinite loop error in document link parsing 2020-01-13 19:23:29 +08:00
geequlim e804eebfe5 Remove completion triggers for ',' and '(' which may conflict with signature helper 2020-01-11 23:51:25 +08:00
geequlim d901d5993b Allow enable/disable threading for LSP server
Restart LSP server when configurations change without restart the editor
2020-01-11 23:50:32 +08:00
Rémi Verschelde 0b185278f3
Merge pull request #34225 from madmiraal/fix-34210
Add check for zero length motion at beginning of each sweep test loop in SpaceBullet::test_body_motion
2020-01-11 11:57:41 +01:00
Rémi Verschelde 0ab1726b43
Merge pull request #35003 from vnen/gdscript-forbid-script-as-member
GDScript: Forbid using "script" as member name
2020-01-11 00:03:55 +01:00
George Marques 4c20d9407d
GDScript: Forbid using "script" as member name
Avoids the user breaking things by creating a "script" variable with
something else, effectively overwriting the "script" slot on Object.
2020-01-10 19:43:33 -03:00
K. S. Ernest (iFire) Lee dfb713bce6 Use cycle and loop hint flags in FBX. 2020-01-10 08:23:24 -08:00
Rémi Verschelde 673f4fabd8
Merge pull request #34962 from KoBeWi/randocs
Complete documentation of various classes
2020-01-10 14:41:30 +01:00
Tomasz Chabora 508e624b87 Complete documentation of various classes 2020-01-10 14:14:07 +01:00