Paweł Fertyk
ee8c9bb614
Return error when decompressing empty PoolByteArray
2021-05-25 18:43:26 +02:00
Rémi Verschelde
215e43242c
Merge pull request #49037 from vnen/fix-callable-freed-crash
2021-05-24 19:52:32 +02:00
George Marques
ea44744e2d
Make Callable not crash on call when the object has been freed
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Also add a GDScript test for this case.
2021-05-24 14:23:02 -03:00
Marcel Admiraal
afdc5edb2a
Remove alloca from loop and use a single fixed size array declaration
2021-05-21 13:04:55 +01:00
JohnM666
b19544e91d
Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot
2021-05-20 10:46:24 +03:00
Rémi Verschelde
ed11756d26
GDNative: Fix size mismatch on 32-bit platforms for Signal and Callable
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Fixes #48645 .
2021-05-11 20:25:01 +02:00
Rémi Verschelde
01f80201bf
Merge pull request #38645 from KoBeWi/FMR
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Add filter, map and reduce to Array
2021-05-06 20:44:01 +02:00
Hugo Locurcio
3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores
2021-05-06 02:52:01 +02:00
Tomasz Chabora
c50acc7339
Add filter, map and reduce to Array
2021-05-05 15:54:57 +02:00
Rémi Verschelde
c9e874b62d
Merge pull request #48442 from akien-mga/posmod-int64_t
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Re-bind posmod, use int64_t instead of int
2021-05-04 15:15:52 +02:00
Rémi Verschelde
e196733e88
Re-bind posmod, use int64_t instead of int
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Fixes #48420 , fixes #48421 .
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2021-05-04 13:25:08 +02:00
reduz
c76acf6890
Add RPC to Callable
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-Up to each scripting language to implement this
-If not supported for the function, it will just error when you try to call
2021-05-03 19:21:37 -03:00
Rémi Verschelde
f9b9992c25
Merge pull request #35245 from qarmin/unsigned_bit_shift
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Don't allow to use in bit shift negative operands
2021-05-03 15:48:49 +02:00
Rémi Verschelde
9e9ac9f6ad
Merge pull request #46476 from DarknessCatt/master
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Add fill method to Arrays and PackedArrays
2021-04-28 16:52:31 +02:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
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Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Florian Kothmeier
a2c419bdc9
Raise error if Resource is of wrong type as function argument
2021-04-27 21:24:08 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639
.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Matheus Lima Cunha
efd27a63c1
Add fill method to Arrays and PackedArrays
2021-04-21 11:33:53 -03:00
George Marques
a6c5938909
Remove return value type adjust of builtin method calls
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Make calls faster with the caveat that the caller needs to make sure
that the return value type is already correct.
2021-04-16 12:04:34 -03:00
Julien Nguyen
026b8497d1
Fix PackedFloat32Array get index not working
2021-04-12 23:33:06 +02:00
reduz
e67c63108b
Add marshalling to PackedByteArray
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-Decode/Encode functions for u8,s8,u16,s16,u32,s32,u64,s64,half,float,double,variant
-Improved binder template to allow this
Given in Godot 4.0 PackedByteArray is passed as reference, it is now possible to have these functions there, which makes the most sense.
2021-04-10 13:09:22 -03:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements`
2021-04-05 14:09:59 +02:00
Rémi Verschelde
4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
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Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
Rémi Verschelde
aba03110ba
Merge pull request #46830 from vnen/gdscript-typed-arrays
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GDScript typed arrays
2021-03-29 16:47:38 +02:00
Marcel Admiraal
755c70b871
Rename Array.invert() to Array.reverse()
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Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Aaron Franke
affe3c817a
Use real_t in GridMap and VariantParser
2021-03-19 00:56:34 -04:00
George Marques
997a8ae9e8
Make Variant setget use set() method of Array
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This ensure that typed arrays are properly checked when setting an
element.
Moved the macro to a straight declaration since the macro was only used
for Array and it now is quite specific to the Array class.
2021-03-18 10:18:59 -03:00
George Marques
fbfdd5e110
Add functions to retrieve type of a typed Array
2021-03-18 10:18:58 -03:00
George Marques
497dab94be
Don't check type when assigning Array
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The array should just assimilate the type of the other one since
assignment in this case means a change in the reference.
This also adds a `typed_assign` function for the cases where type
validation is wanted.
2021-03-18 10:18:58 -03:00
Rémi Verschelde
224f5cab99
Merge pull request #46378 from reduz/static-method-in-variant-types
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Add static method support to core Variant types
2021-03-16 15:44:04 +01:00
reduz
ecfa570ccb
Add static method support to core Variant types
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* Properly exposed, including validated and variant call
* Bound static functions in String and Color
* Did not add support for scripting languages, will have to be added manually.
2021-03-16 10:53:05 -03:00
Anshul7sp1
91181c2086
Fixes small typos and grammar correction
2021-03-12 19:05:16 +05:30
Rémi Verschelde
83b1acdc60
Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
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Relaxes node name sanitization in gltf documents.
2021-03-09 14:54:33 +01:00
Alex Hirsch
6985967c3b
Add missing ERR_FAIL_INDEX check to Variant::construct
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Other functions in the same file validate parameters using the ERR_FAIL
macros. This validation was missing for Variant::construct resulting in
a crash when called with invalid data (p_type < 0).
fix #46067
2021-03-04 18:50:37 +01:00
Rafał Mikrut
2cbdcb03a1
Don't allow to use in bit shift negative operands
2021-03-04 16:25:40 +01:00
abaire
61cc1c8624
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-02-24 08:22:27 -08:00
George Marques
f1088e1b70
Bind ClockDirection enum
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It's the only enum in math_defs.h not bound, and it's used by Plane.
2021-02-23 13:56:28 -03:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector
2021-02-16 18:33:23 -05:00
JestemStefan
2c71ff1119
Added signed_angle_to for Vector3
2021-02-16 05:07:33 -05:00
kobewi
fb83d905da
Change sort_custom/bsearch_custom to use Callables
2021-02-04 14:37:52 +01:00
Aaron Franke
f55445079a
Replace ColorN and from HTML with a string constructor
2021-02-01 17:27:19 -05:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
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Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Rémi Verschelde
976e768e71
Merge pull request #45489 from aaronfranke/core
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Type consistencies in core
2021-01-27 21:16:20 +01:00
Aaron Franke
1be0d6b30e
Type consistencies in core
2021-01-26 13:04:22 -05:00
Yuri Roubinsky
38a5d22079
Renamed String.ord_at to unicode_at
2021-01-26 20:36:12 +03:00
Marcel Admiraal
8b983bddfb
Remove Quat set methods in favour of constructors
2021-01-26 06:52:04 +00:00
Rémi Verschelde
f6be114d02
Merge pull request #44427 from briansemrau/fix-variant-bitand-validated-eval
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Fix bitwise-and eval not updating return type
2021-01-11 13:53:27 +01:00
Rémi Verschelde
eea3287c2d
Merge pull request #44661 from AndreaCatania/AndreaCatania-patch-5
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Fixes: GDscript min and max are inverted
2021-01-05 13:42:08 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00