mega-bit
93f297e1d5
Fix typos in GodotSharp code docs
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(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
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(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
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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
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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
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to zero.
2020-07-18 13:20:19 +01:00
Emmanuel Leblond
f031e72395
Add missing has_default_value field for signals in api.json
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(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
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(cherry picked from commit b5c80088ce
)
2020-07-15 12:48:18 +02:00
Fabio Alessandrelli
18eddfc98d
Funnel refuse_new_connections to Godot ENet.
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(cherry picked from commit 7ec5c917d1
)
2020-07-15 12:48:18 +02:00
Ryan Roden-Corrent
4677502d7c
Include gdscript warning name in LSP message.
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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."
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This reverts commit de3ad3b30e
.
(cherry picked from commit d92fa3b547
)
2020-07-15 12:15:12 +02:00
volzhs
cfda32add0
Fix overlappingObjects vector crash
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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
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[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
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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
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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
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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
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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
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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.
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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
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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
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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.
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(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
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[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
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[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
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[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
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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.
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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
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[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
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(cherry picked from commit 13298ed873
)
2020-06-29 10:58:25 +02:00
Mark Kuo
cb9bc18102
VideoStreamGDNative: close file in cleanup
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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
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[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
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[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
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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
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[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
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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
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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
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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
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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
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(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"
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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'
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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
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[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().
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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
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that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
2020-06-21 14:41:05 +01:00