Andreas Haas
0d8f5660f6
Input: Refactor JOY_* constants.
...
**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
2017-03-24 18:04:36 +01:00
Ferenc Arn
3730e0533c
Use atan2 rather than acos in Vector3.angle_to.
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Fixes #8111 .
2017-03-24 12:03:33 -05:00
Fabio Alessandrelli
5f681d0b0f
Allow non blocking UDP put_packet in C++.
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
2017-03-24 02:30:11 +01:00
Ferenc Arn
6bb9b58b09
Explicitly documented that Transform.basis is not necessarily an orthogonal matrix.
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Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113 .
2017-03-23 12:27:00 -05:00
Pedro J. Estébanez
f5004b78d0
Implement warped mouse panning for 2D & 3D editors
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Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-22 21:36:52 +01:00
Bojidar Marinov
927d15b815
Suppress error messages when using ConfigFile::get_value and a default is given
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Fixes #8097
2017-03-21 19:56:54 +02:00
Andreas Haas
a69e449782
Input: bind parse_input_event()
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When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.
This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
2017-03-19 09:20:44 +01:00
Karroffel
6ab3213a55
fixed ClassDB inconsistencies
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fixes #7960
2017-03-13 21:17:31 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
45438e9918
Style: prevent bogus macro formatting by clang-format
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Also prevent formatting of thirdparty snippet
2017-03-05 16:29:53 +01:00
Karroffel
1531f6fe01
really fixed PTRCALL now
2017-03-05 16:20:20 +01:00
Rémi Verschelde
f4fb19d11a
Merge pull request #7958 from karroffel/powerstate-ptrcall-fix
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Added PowerState casting operator to Variant
2017-03-05 15:48:06 +01:00
Rémi Verschelde
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
Karroffel
15838f3702
Added PowerState casting operator to Variant
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Without it Godot does not build with PTRCALL_ENABLED
2017-03-05 15:32:16 +01:00
Rémi Verschelde
e6952cad3a
Merge pull request #7950 from RandomShaper/expose-more-geom
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Expose uncapped versions of closest-point-to-segment utilities
2017-03-05 12:04:23 +01:00
Pedro J. Estébanez
0e0b6ec443
Expose uncapped versions of closest-point-to-segment utilities
2017-03-04 23:02:27 +01:00
Julian Murgia
94103c0c02
Add API to access battery power state
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
2017-03-04 18:04:29 +01:00
Rémi Verschelde
de530c1b23
Merge pull request #7940 from RandomShaper/expose-geometry
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Expose Geometry::get_closest_point_to_segment_2d()
2017-03-04 17:00:34 +01:00
Pedro J. Estébanez
eaa6433b3b
Expose Geometry::get_closest_point_to_segment_2d()
2017-03-04 01:55:12 +01:00
Rémi Verschelde
74eace2b14
Merge pull request #7911 from RandomShaper/single-field-prop-edit
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Implement single-field property change for multinode edit
2017-03-02 11:47:11 +01:00
Pedro J. Estébanez
1e867cb9d4
Implement single-field property change for multinode edit
2017-03-02 10:42:05 +01:00
Rémi Verschelde
ee53f85bea
Merge pull request #7882 from AlexHolly/PoolStringArray-join
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added join to PoolStringArray
2017-03-02 08:00:28 +01:00
Leandro Motta Barros
0e5863c86a
Fix RANDOM_MAX, which is 2^32-1 with PCG32.
2017-03-01 14:33:45 -03:00
AlexHolly
9f7ce79ea3
added join to PoolStringArray
2017-03-01 16:30:34 +01:00
Rémi Verschelde
a1cbe8e22b
Merge pull request #7878 from RebelliousX/else
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Bunch of missing `else` statements and general logic
2017-02-28 23:03:10 +01:00
Saracen
5e938f0001
Inf and NaN support added to GDScript.
2017-02-28 21:52:33 +00:00
Thaer Razeq
f50488a361
Various fixes detected using PVS-Studio static analyzer.
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Rémi Verschelde
9c2542cf26
Merge pull request #7830 from volzhs/str-format-3
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Fix zero padding formatting
2017-02-26 20:15:10 +01:00
Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
volzhs
b8e58b2b7b
Fix zero padding formatting
2017-02-18 00:20:05 +09:00
Hein-Pieter van Braam
b696beea65
Correct hash behavior for floating point numbers
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This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947 .
2017-02-16 18:44:29 +01:00
Juan Linietsky
da11d6d9e8
Many fixes to make exported scenes work better, still buggy.
2017-02-15 08:34:02 -03:00
Juan Linietsky
d7fd86d51a
-begin of export work, not done yet
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-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Juan Linietsky
04a6d2789e
Revert "Make nan==nan true for GDScript"
2017-02-14 17:05:16 -03:00
Hein-Pieter van Braam
adcc211feb
Make nan==nan true for GDScript
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After discussing this with Reduz this seemed like the best way to
fix #7354 . This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.
Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.
This fixes #7354 and probably also fixes #6947
2017-02-14 13:32:23 +01:00
Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
70b9aa379d
Merge pull request #7581 from Faless/v6_wild_bind
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TCP/UDP listen bind to address and bugfixes
2017-02-12 23:31:40 +01:00
Rémi Verschelde
70fff42df5
Merge pull request #7749 from Faless/fix_7697
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HTTPClient properly handle partial data in non-blocking mode
2017-02-12 23:18:59 +01:00
Rémi Verschelde
5ce18cbdb9
Merge pull request #7743 from karroffel/json_parsing-3.0
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JSON::parse reports errors on open-ended objects (master)
2017-02-12 23:17:08 +01:00
Nuno Donato
6b5c595e40
Added "Scots" locale name, fixing #7630
2017-02-08 14:54:28 +00:00
Fabio Alessandrelli
833994b294
HTTPClient properly handle partial data in non-blocking mode
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Use block to send DVector::Write out of scope in
HTTPClient::read_response_body_chunk()
2017-02-07 11:01:53 +01:00
Juan Linietsky
6bfaa0f12c
shadows were not working in-editor for nvidia, fixed now
2017-02-06 20:18:35 -03:00
Karroffel
d5071a940d
JSON::parse reports errors on open-ended objects
2017-02-06 19:34:34 +00:00
Juan Linietsky
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
Juan Linietsky
af3fabeb77
Ensure proper config version when reading the new configuration file.
2017-02-04 21:02:52 -03:00
Juan Linietsky
102b5fce85
Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x
2017-02-04 20:53:55 -03:00
volzhs
e3cf472651
Match ERROR_QUERY_FAILED enum with others
2017-02-02 21:15:47 +09:00
Rémi Verschelde
40e4c1f6ab
Merge pull request #7689 from eska014/webgl2
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Enable WebGL2 in web export, start fixing build
2017-02-02 08:18:42 +01:00
Rémi Verschelde
a506898137
Merge pull request #7681 from karroffel/classdb_type
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corrected ClassDB::instance() return type
2017-02-02 08:15:43 +01:00
Rémi Verschelde
af6d59eed6
Merge pull request #7649 from Faless/fix_input_master
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Keyboard Input modifiers do not block actions.
2017-02-02 08:07:47 +01:00
Juan Linietsky
b3aebcf6df
CSV translation import plugin
2017-02-01 20:41:05 -03:00
Juan Linietsky
2cd2ca7bbc
Lot of work in new importer, importing textures now works.
2017-02-01 09:46:36 -03:00
eska
e06edc67c0
Enable WebGL2 in web export, start fixing build
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Will not yet compile
2017-02-01 10:21:04 +01:00
Karroffel
a7b1f9ee5a
corrected ClassDB::insatnce() return type
2017-01-30 14:13:13 +01:00
Juan Linietsky
96de0141cc
Removed import/export system, will start new one from scratch.
2017-01-25 21:57:08 -03:00
Fabio Alessandrelli
9100db7b94
Keyboard Input modifiers do not block actions.
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This means, if you press "F" while holding "shift" and there is and
action registered for "F" that action should be pressed.
This commit restore this behaviour, lost when implementing
is_action_just_pressed.
If you want "blocking modifiers" you should code it via script.
Fixes 6826
2017-01-25 21:21:19 +01:00
Rémi Verschelde
831d9b925a
Merge pull request #7563 from RayKoopa/extended_list_dir_begin
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Add parameters to Directory.list_dir_begin() to skip navigational or hidden entries
2017-01-25 20:22:34 +01:00
Ilija Boshkov
1005a56e5a
Added focus tracking in X11 and Windows classes, added new confined mouse mode ( #7162 )
2017-01-25 19:21:41 +01:00
Juan Linietsky
4c28f35b2c
Merge pull request #7002 from RandomShaper/vcs-friendliness
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Greater VCS friendliness
2017-01-25 14:52:40 -03:00
Juan Linietsky
7e1afeafd4
Audio bus editing is COMPLETE!
2017-01-25 14:31:52 -03:00
Ray Koopa
1ce9bbc8ed
Added parameters to skip hidden and/or navigational file system entries
2017-01-24 21:07:02 +01:00
Juan Linietsky
87bb6cdc6f
Ability to drag and drop around audio effects!
2017-01-24 00:19:31 -03:00
Juan Linietsky
3b019bf644
Ability to delete, drag and drop audio buses!
2017-01-23 23:12:41 -03:00
Juan Linietsky
2527566ca8
Merge pull request #7621 from Hinsbart/modified_time
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Add ClassDB binding for File.get_modified_time
2017-01-23 22:07:02 -03:00
Andreas Haas
5ec0610c60
Add ClassDB binding for File.get_modified_time
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Closes #7613
2017-01-23 22:33:58 +01:00
Fabio Alessandrelli
88a56ba783
Remove set_ip_type from network classes (no longer needed)
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- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
2017-01-23 20:18:22 +01:00
Fabio Alessandrelli
2fe4ef6699
Implement UDP listen bind address
2017-01-23 20:18:18 +01:00
Fabio Alessandrelli
b2839343ca
Implement TCP Server bind address
2017-01-23 20:15:20 +01:00
Fabio Alessandrelli
4198291cd4
IP_Address can now be a wildcard (not a valid IP, used for binding)
2017-01-23 20:15:20 +01:00
Fabio Alessandrelli
98a7e2b4e0
Convert validity checks of IP_Address to is_valid method.
2017-01-23 20:15:20 +01:00
Juan Linietsky
0aa7242624
WIP new AudioServer, with buses, effects, etc.
2017-01-21 19:01:00 -03:00
Juan Linietsky
ee0f53df52
Merge pull request #7528 from tagcup/real_t_float_fixes
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Use real_t rather than float or double in generic functions (core/mat…
2017-01-20 19:24:49 -03:00
BastiaanOlij
d11a4c1120
Some changes in the header so Godot3 compiles again on Windows.
2017-01-18 21:55:47 +11:00
karroffel
fb16f09b15
updated method_ptrcall.h to use 3.0 naming
2017-01-17 11:36:17 +01:00
Ferenc Arn
6f4f9aa6de
Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
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Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
d13f2f9e25
Merge pull request #7560 from volzhs/issue-7555
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Fix crash when creating new project
2017-01-16 20:10:34 +01:00
Rémi Verschelde
bf05dab74f
Merge pull request #7532 from tagcup/pcg_prng
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Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
2017-01-16 20:06:54 +01:00
volzhs
57350faee4
Fix crash when creating new project
2017-01-17 03:50:42 +09:00
Pedro J. Estébanez
7dbb1c0571
Improve .tscn VCS
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Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)
Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.
This PR is back-compat; won't break the load of existing files.
2017-01-16 18:03:51 +01:00
BastiaanOlij
cef0ae5d5d
Fix compile errors related to audio on OSX
2017-01-16 20:32:44 +11:00
Rémi Verschelde
2a0ddc1e89
Style: Various fixes to play nice with clang-format
2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Rémi Verschelde
e2a3f06f3d
Style: Keep long lines for now
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clang-format does not play well with tab-aligned multiline statements...
Some more research will be needed if we want to set a column limit.
2017-01-16 08:48:24 +01:00
Rémi Verschelde
40323407df
Style: No break before list brace
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clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +01:00
Rémi Verschelde
3890256fc5
Style: Cleanups, added headers, renamed files
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Ferenc Arn
4c9004671a
Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state).
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PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
2017-01-15 19:15:16 -06:00
Juan Linietsky
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
Rémi Verschelde
e0faf8a51b
Style: Cosmetic fixes to play nice with clang-format
2017-01-15 16:42:17 +01:00
Rémi Verschelde
5e13a762ec
Add missing map.h include in color defs
2017-01-15 12:51:47 +01:00
Geequlim
c8e9937e21
Fix error while JSON::parse with empty string
2017-01-15 16:59:02 +08:00
Juan Linietsky
5dde810aa5
no more errors related to missing GlobalConfig::Get (or so I hope)
2017-01-14 21:57:22 -03:00
Rémi Verschelde
d4eb8ec884
Merge pull request #7127 from BastiaanOlij/ios_meters
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Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
2017-01-15 00:08:46 +01:00
Rémi Verschelde
8d3aedeefd
MethodBind: Make sure header order is kept
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When clang-format sorts includes alphabetically, MethodBind breaks.
Trying to move the object.h include upward in method_bind.h does
not seem to fix the problem, this needs investigation.
2017-01-14 22:07:28 +01:00
Rémi Verschelde
52666b88b3
Merge pull request #7525 from neikeq/pr-plus_file
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String: plus_file(String) no longer adds a root
2017-01-14 19:53:35 +01:00
Wilhem Barbier
54b20874b6
Fix _Directory::get_current_drive error condition
2017-01-14 18:47:06 +01:00
Ignacio Etcheverry
95396067b7
String: plus_file(String) no longer adds a root
2017-01-14 18:18:44 +01:00
Rémi Verschelde
ce99286362
Merge pull request #7524 from neikeq/pr-dir-getcurdrive
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Directory: Bind get_current_drive() method
2017-01-14 17:22:06 +01:00
Ignacio Etcheverry
0b2ae7313b
Directory: Bind get_current_drive() method
2017-01-14 17:20:16 +01:00
Juan Linietsky
7c4167de64
Merge pull request #7010 from AlexHolly/format-string2
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advanced string format
2017-01-14 11:56:24 -03:00
Juan Linietsky
dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
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added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5
Style: Fix whole-line commented code
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
78e90ac60b
Unexpose the video mode API, will be completely removed when multi-window support is implemented.
2017-01-14 10:06:15 -03:00
Juan Linietsky
da4170540c
Fixed dir access return value, changed it to Error like all other funcs
2017-01-14 09:17:15 -03:00
Juan Linietsky
6c512b88c2
UDP.set_send_address to UDP.set_dest_address
2017-01-14 00:54:21 -03:00
Juan Linietsky
d9d77291bc
rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename()
2017-01-14 00:51:09 -03:00
Juan Linietsky
6e88b1096a
Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming
2017-01-13 20:00:43 -03:00
Juan Linietsky
a97551902e
rename Input.get_mouse_speed() to Input.get_last_mouse_speed()
2017-01-13 19:24:28 -03:00
Rémi Verschelde
d2aae675e9
Replace Engine version API by preexisting OS one
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It outputs a single Dictionary with all relevant information as
keys, that will less bloat the documentation and provide all details
in one function call.
2017-01-13 18:25:49 +01:00
Juan Linietsky
e53c247cb1
Created new Engine singleton, and moved engine related OS functions to it.
2017-01-13 12:51:14 -03:00
Juan Linietsky
ad224295c0
made math functions inlnie
2017-01-12 08:55:42 -03:00
BastiaanOlij
5e4dcb3b7f
Added support for getting gravity vector from iOS
2017-01-12 16:37:27 +11:00
Juan Linietsky
c84d618b4e
Made InputEvent use floating point coordinates.
2017-01-12 00:12:54 -03:00
Juan Linietsky
bfef8de1bc
More efficient iteration syntax, and range() is converted behind the scenes to it.
2017-01-11 20:10:23 -03:00
Juan Linietsky
f698e2be4f
Proper inheritance checking when requesting theem resources
2017-01-11 18:29:59 -03:00
Juan Linietsky
b7d69c2444
Added a BACK notification besides QUIT, so they go in separate channels.
2017-01-11 16:42:31 -03:00
Juan Linietsky
7bf4b592f8
using VariantParser to parse engine.cfg
2017-01-11 16:42:31 -03:00
Juan Linietsky
e6583117df
Both Array and Dictionary are always in shared mode (removed copy on write).
2017-01-11 08:54:17 -03:00
Rémi Verschelde
57166cd292
Merge pull request #7093 from bojidar-bg/named-colors
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Add named colors to GDScript/Visual Script/core.
2017-01-11 10:36:15 +01:00
Juan Linietsky
bc26f90581
Type renames:
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
710692278d
Merge pull request #7426 from m4nu3lf/bugfix/physics
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Fixed inertia tensor computation and center of mass
2017-01-10 22:27:32 -03:00
Juan Linietsky
6671670e81
Merge pull request #7445 from tagcup/2d_math_fixes
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Various corrections in 2D math.
2017-01-10 22:25:45 -03:00
Juan Linietsky
0acd4fccd5
Merge pull request #7438 from tagcup/matrix3_rotate_fix
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Fix the order in which additional transformations are applied
2017-01-10 22:22:56 -03:00
Juan Linietsky
4338c90163
It is now possible to name layers of different kinds!
2017-01-10 22:20:57 -03:00
Ferenc Arn
f271591ac2
Various corrections in 2D math.
...
This is the follow up for the 2D changes mentioned in PR #6865 . It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.
Affected code in the Godot code base is also fixed in this commit.
The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Rémi Verschelde
0507f87de9
Merge pull request #7491 from BastiaanOlij/tools-no-fixes
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Few small fixes so tools=no and target=release compiles
2017-01-10 15:31:03 +01:00
Rémi Verschelde
82ea31e42a
Merge pull request #7490 from touilleMan/issue-7481
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Remove deprecated Vector2.floorf method
2017-01-10 15:30:41 +01:00
Rémi Verschelde
9856843717
Merge pull request #7462 from karroffel/error_code
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expose OS.set_exit_code and OS.get_exit_code to ClassDB
2017-01-10 15:29:39 +01:00
BastiaanOlij
bf990b0822
Few small fixes so tools=no and target=release compiles
2017-01-10 21:42:14 +11:00
Emmanuel Leblond
0fbf3b990d
Remove deprecated Vector2.floorf method
2017-01-10 09:11:36 +01:00
Juan Linietsky
a503f8aadc
Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
...
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00
Juan Linietsky
1f8451001d
-Translation text will change automatically for in-game buttons, labels, poups when translation is changed.
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-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
2017-01-09 16:43:44 -03:00
Juan Linietsky
e9bb65db81
-All types have editable script now in properties
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-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
Juan Linietsky
62273e51a2
Moved JSON functions to built-in to_json, parse_json, validate_json
2017-01-08 22:40:00 -03:00
m4nu3lf
2e38b32e0f
Fixed inertia tensor computation and center of mass
2017-01-09 00:13:54 +00:00
Juan Linietsky
fdc3380cf6
Remove XML format, as promised, for 3.0
2017-01-08 21:12:19 -03:00
Juan Linietsky
13cdccf23b
Variant INT and REAL are now 64 bits (other types remain at 32)
2017-01-08 20:58:39 -03:00
Rémi Verschelde
8b7a86ec7b
Move tests again from core to main
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As advised by @reduz, as tests depend on other libs.
2017-01-08 21:33:37 +01:00
Juan Linietsky
10938e8bb9
Made Variant::NIL printable as "Null". Please everyone be on the lookout of bugs related to assigning an empty variant to a string, and expecting it to be not empty!
2017-01-08 17:23:04 -03:00
Juan Linietsky
547a57777b
renamed joystick to joypad everywhere around source code!
2017-01-08 17:06:33 -03:00
Juan Linietsky
0a59c3c3a6
Dictionary keys are now sorted by insertion order
2017-01-08 14:17:04 -03:00
Ferenc Arn
6b1252cdfa
Fix the order in which additional transformations are applied in Matrix3 and Transform.
...
This is a part of the breaking changes proposed in PR #6865 , solving the issue regarding the order of affine transformations described in #2565 . This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too.
Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion.
Also replaced the few instances of float with real_t in Matrix3 and Transform.
Furthermore, this PR fixes an issue introduced due to the API breakage in #6865 . Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition.
Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
2017-01-08 10:36:14 -06:00
Rémi Verschelde
ede36aca8d
i18n: Add support for Scots (sco) language
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Fixes #6931 .
2017-01-08 16:48:30 +01:00
Rémi Verschelde
790f629e5e
Move core engine tests to core/
2017-01-08 14:08:18 +01:00
Juan Linietsky
8b912d1115
-Fix bugs related to PoolVector crashes
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-Added ability to request nodes using $Name in GDScript :)
2017-01-08 02:04:53 -03:00
Juan Linietsky
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
karroffel
fbfcc981d9
exposed OS.set_exit_code and OS.get_exit_code to ClassDB
2017-01-07 18:55:48 +01:00
Juan Linietsky
53ce643e52
-Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
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-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
Juan Linietsky
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
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-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky
9e477babb3
-GDScript support for accessing properties directly
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-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -03:00
Juan Linietsky
76c2e8583e
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
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-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Ferenc Arn
bd7ba0b664
Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
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Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.
This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00
Juan Linietsky
3fae505128
Begin modifying properties to make them more friendly to script and doc.
2017-01-03 00:38:16 -03:00
Juan Linietsky
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
0b2771bd65
Merge pull request #7271 from Faless/ipv6_cleanup
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Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +01:00
Rémi Verschelde
c7bc44d5ad
Welcome in 2017, dear changelog reader!
...
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
a62c99c4e4
Some fixes and clean ups
2016-12-31 10:53:29 -03:00
Juan Linietsky
37f558cd7b
Some BRDF fixes
2016-12-21 14:22:17 -03:00
Bojidar Marinov
474eafbbf6
Remove extraneous line in .po reader, which caused it to disregard first line
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Fixes #7337
2016-12-20 21:10:44 +02:00
Juan Linietsky
075fde7f26
work in progress global illumination
2016-12-20 00:21:07 -03:00
Bojidar Marinov
23381a530b
Add named colors to GDScript/Visual Script/core.
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Fabio Alessandrelli
d194e1c48e
Expose HTTP classes' set_ip_type to scripting
2016-12-13 11:09:37 +01:00
Juan Linietsky
22a90e8f2a
DOF blur, near and far fields..
2016-12-10 01:13:20 -03:00
Fabio Alessandrelli
c1c1ec690e
Separate hostname resolve cache based on ip_type
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
1aff508dd9
IP_Address now handle IPv4 and IPv6 transparently
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IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
a77a0118f6
Allow setting ip_type for TCP/UDP and HTTP classes
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
c18c5013f8
Migrate int.IP_TYPE_ constants to IP.TYPE_
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
95bdd97768
Use an instance variable for ip_type in raw sockets
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PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
2016-12-09 18:24:59 +01:00
Juan Linietsky
a299c3ebf1
Support for SSAO
2016-12-04 12:45:30 -03:00
George Marques
a692b7a1c1
Merge pull request #7149 from Kazuo256/array-last
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Add Array.front() and Array.back()
2016-11-22 08:08:59 -02:00
Fabio Alessandrelli
cdc97ca453
Properly localize absolute path.
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Calling localize_path will return a localized path in res:// if the
path starts with the resource file-system/folder, and will return
the unchanged absolute path otherwise.
Closes #6979 and #7161 .
2016-11-22 09:09:39 +01:00
Ariel Manzur
159650fe6f
memory ops implemented as OS functions by default
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(cherry picked from commit 67f65f6639
)
2016-11-18 21:55:30 +01:00
Kazuo256
bf4fda64fd
Add Array.front() and Array.back()
2016-11-18 18:45:51 -02:00
Rémi Verschelde
ea87f0f9d9
Blimey! Ye Pirate locale be anchor' a'port!
2016-11-15 09:01:51 +01:00
Ignacio Etcheverry
c93c2a6be8
Merge pull request #6968 from neikeq/pr-register-trnglmesh
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Core: Register TriangleMesh type
2016-11-12 14:01:59 +01:00
Rémi Verschelde
7751a933a9
Merge pull request #6802 from henriquelalves/master
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Added small modification on gdscript parser to allow users insert '+' before variables
2016-11-11 10:55:26 +01:00
Rémi Verschelde
f0f04d5082
Merge pull request #6862 from Faless/fix_6388
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Fix Keyboard Input Hangs when using modifiers
2016-11-11 10:47:10 +01:00
Juan Linietsky
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
Rémi Verschelde
2ba1b58374
Merge pull request #7039 from RandomShaper/fix-triangulation
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Clean/fix triangulation internals
2016-11-09 15:46:13 +01:00
Rémi Verschelde
45f0903839
Merge pull request #7070 from ISylvox/vsnc-to-vsync
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Renames vsnc to vsync
2016-11-09 12:03:04 +01:00
ISylvox
b5c383fd61
vsnc --> vsync
2016-11-08 21:06:57 +07:00
SPTelur
df737ebb46
Some missing License notice has been added
2016-11-07 06:16:18 +06:00
George Marques
88b00cb658
Merge pull request #7048 from neikeq/pr-marshals-singleton
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Add singleton instance to _Marshalls
2016-11-06 13:34:18 -02:00
Ignacio Etcheverry
6d6d9bc7f9
Core: Add singleton instance to _Marshalls
2016-11-05 17:13:04 +01:00
Pedro J. Estébanez
0e1972aa51
Clean/fix triangulation internals
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Drop unused variable
Remove commented-out code
Fix leak by using Vector instead of raw memory
2016-11-05 10:16:44 +01:00
volzhs
42f2380190
Fix wrong number for ERR_* on comment
2016-11-04 00:57:34 +09:00
AlexHolly
d8129719c2
advanced string format
2016-11-01 15:14:48 +01:00
Rémi Verschelde
f34151ff0f
style: Various other PEP8 fixes in Python files
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Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde
817dd7ccbb
style: Fix PEP8 blank lines issues in Python files
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Done with `autopep8 --select=E3,W3`, fixes:
- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
d4c17700aa
style: Fix PEP8 whitespace issues in Python files
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Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e
style: Start applying PEP8 to Python files, indentation issues
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Done with `autopep8 --select=E1`, fixes:
- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Fabio Alessandrelli
7eef15b734
Set proper ip_type default for listen() and resolve_hostname()
2016-10-30 17:46:05 +01:00
Fabio Alessandrelli
2f1c859272
Add optional IP type param in TCP/UDP connect/set_send_address
2016-10-30 17:46:05 +01:00
Fabio Alessandrelli
ee69bd81cf
TCPServer listen now default to IP type ANY (v6 socket with v4 support)
2016-10-30 17:46:05 +01:00
Rémi Verschelde
89001369e7
Merge pull request #6751 from SuperUserNameMan/new_PRNG_for_rand_from_seed
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xorshift32 PRNG for Math::rand_from_seed()
2016-10-30 10:49:22 +01:00
Ignacio Etcheverry
313b7a50b6
Core: Register TriangleMesh type
2016-10-30 01:14:15 +02:00
Ignacio Etcheverry
33766a4935
Merge pull request #6901 from volzhs/fix-inputevent-compare
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Fix comparison bug with InputEvent
2016-10-29 22:29:18 +02:00
Damon
1e7f078ce9
Fix locale for macOS-style locales
2016-10-27 07:29:00 -05:00
Damon Myers
470ead74db
Change set_locale to fallback to the global language ( #6910 )
2016-10-27 10:36:32 +02:00
Rémi Verschelde
c67e3a485d
Merge pull request #6925 from godotengine/ipv6
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Adding IPv6 support
2016-10-26 14:32:51 +02:00
volzhs
b76a0ca40c
Fix comparison bug with InputEvent
2016-10-23 05:47:36 +09:00
Henrique L. Alves
6a4b4c7db4
Added small modification on parser for '+'
2016-10-22 14:26:48 -02:00
Ariel Manzur
a3131a6b5b
added implementation of is_valid_ip_address()
2016-10-20 09:58:00 -03:00
Ariel Manzur
672225b710
added windows support for ipv6, cleaned up unix code
2016-10-20 07:04:10 -03:00
Ariel Manzur
1c2ac490cf
address type for http client
2016-10-19 18:49:41 -03:00
Ariel Manzur
1d45f35a4a
fixed some byte order and parsing problems
2016-10-19 18:32:36 -03:00
Fabio Alessandrelli
17d7e6a142
Fix Keyboard Input Hangs when using modifiers
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Main input parsing loop only update actions for keyboard if the state has changed.
`InputMap::event_is_action` now ignores keyboard modifiers if the event is not pressed.
Clarify difference between `InputMap::action_has_event` and `InputMap::event_is_action` in docs.
Fixes #6388 .
2016-10-19 17:52:49 +02:00
Juan Linietsky
4428115916
Everything returning to normal in 3D, still a long way to go
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-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Ariel Manzur
887a897c02
adding ipv6
2016-10-18 18:53:18 -03:00
Rémi Verschelde
e96c49f849
Merge pull request #6850 from akien-mga/pr-scsub-shebang
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SCsub: Add python shebang as a hint for syntax highlighting
2016-10-17 20:13:18 +02:00
Rémi Verschelde
fc8ccd5b8c
SCsub: Add python shebang as a hint for syntax highlighting
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Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
c7ea842416
Merge pull request #6733 from Cruel/patch-1
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Use int consistently instead of int32_t for Vectors
2016-10-17 09:53:06 +02:00
Rémi Verschelde
fb257f7f24
Merge pull request #6698 from razvanc-r/fix_hash_float
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Fixes hash float negative 0 problem
2016-10-17 09:41:39 +02:00
Fabio Alessandrelli
2f2cea070e
Properly handle absolute paths in Globals::localize_path
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This give a proper fix for #4280 - #3106 , allowing absolute paths
that starts from the file system, not the resource folder
2016-10-13 11:51:38 +02:00
Răzvan Cosmin Rădulescu
9ad0850301
Fixes hash float negative 0 problem
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Before this was giving an error:
var a = {Vector2(1, 0): 5, Vector2(-1, 0): 7}
print(a)
print(a[Vector2(1, 0)])
print(a[-Vector2(1, 0)])
This simple commit fixes the issue.
2016-10-12 21:24:07 +02:00
Juan Linietsky
1527cf8c0d
2D Shaders are working again using the new syntax, though all is buggy in general
2016-10-10 18:31:01 -03:00
yg2f
a747c8ccee
xorshift32 PRNG for Math::rand_from_seed()
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should fixes #1043
PRNG adapted from : http://excamera.com/sphinx/article-xorshift.html
2016-10-10 20:41:36 +02:00
Rémi Verschelde
b9e010fb7f
Merge pull request #6743 from mateka/issue-6296
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Issue #6296 : When searching for control, checking if matrix is inversible
2016-10-09 14:53:32 +02:00
Mateusz Adamczyk
8671836b76
Added simple check to viewport, if matrix32 is invesile ( https://github.com/godotengine/godot/issues/6296 ).
2016-10-08 12:33:10 +02:00
Thomas Edvalson
6debabe57e
Use int instead of int32_t for Vectors
2016-10-06 16:51:19 -04:00
Răzvan Cosmin Rădulescu
f2af5ab949
fixes #6331 , Variant::can_convert
2016-10-04 15:58:12 +02:00
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Rémi Verschelde
917f5e9bbc
Merge pull request #6675 from J08nY/issue-vector3-angle-to
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Adds Vector.angle_to(Vector other), fixes #3912
[ci skip]
2016-10-03 13:53:46 +02:00
J08nY
deb36b44d1
Vector3: added angle_to(Vector3 other)
2016-10-03 13:41:59 +02:00
J08nY
f468cfc379
Vector3: format properly, fix indents
2016-10-03 13:41:45 +02:00
Rémi Verschelde
1d2743302f
Merge pull request #6686 from Faless/inputevent_none_fix
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Properly encode InputEvent of type NONE. Fix #5987
2016-10-03 12:11:53 +02:00
Rémi Verschelde
b675710b46
Merge pull request #6677 from J08nY/issue-pck-packer
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PCKPacker: Move to core from tools, fixes #4129
2016-10-03 12:06:19 +02:00
Rémi Verschelde
bf89f43927
Merge pull request #6650 from volzhs/resource-path
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Fix error when using 2 or more slashes on resource path
2016-10-03 12:00:22 +02:00
Rémi Verschelde
1dfa52ba59
Merge pull request #6608 from Hinsbart/signal_err
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Throw error when trying to emit a non-existing signal.
2016-10-03 11:55:35 +02:00
Rémi Verschelde
90f4e76a46
Merge pull request #6479 from RandomShaper/improve-debug-focus
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Improve debug focus behavior
2016-10-03 11:36:01 +02:00
Rémi Verschelde
cf4693cf18
Merge pull request #6304 from razvanc-r/master
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(Array) .pop_front, .pop_back & .remove return values instead of void
2016-10-03 11:34:03 +02:00
Fabio Alessandrelli
941f460384
Properly encode InputEvent of type NONE. Fix #5987
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In the editor settings you can disable default editor shortcuts.
When a default shortcut is disabled an InputEvent of type NONE must
be stored in the config file to allow the editor to remember that setting.
variant_parser.cpp was not properly encoding InputEvent of type NONE causing
the "corruption" of the editor settings file.
2016-10-03 02:40:53 +02:00
J08nY
b1fba2e013
PCKPacker: moved from tools into core, fixes #4129
2016-10-01 22:07:07 +02:00
volzhs
c333659ebc
Fix typo for word_wrap
2016-09-30 03:28:05 +09:00
volzhs
0866f49f4e
Fix error when using 2 or more slashes on resource path
2016-09-30 03:11:45 +09:00
Andreas Haas
5e7db2a5b4
Code completion for is_action_just_{pressed, released}
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fixes #6621
2016-09-26 22:16:27 +02:00
Rémi Verschelde
73a7b91459
Merge pull request #6568 from Hinsbart/joy_names
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Add functions to get readable names for joystick events
2016-09-26 12:45:31 +02:00
Andreas Haas
276087e92d
Throw error when trying to emit a non-existing signal.
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closes #6017
2016-09-25 19:26:01 +02:00
Andreas Haas
e0fcd9331a
Add function to get readable names for joystick events
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Closes #6476
2016-09-20 23:36:09 +02:00
Ignacio Etcheverry
1c50dfdf6c
Merge pull request #6557 from anneomcl/master
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Fix for #6158
2016-09-20 09:28:26 +02:00
anneomcl
aa5ade834c
Fix for #6158 . Converting Vector2 to Size2 for scaling functions.
2016-09-19 23:31:45 -07:00
Rémi Verschelde
82f5130cad
Merge pull request #6552 from Hinsbart/vec2_clamped
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Expose Vector2::clamped() to scripts
2016-09-20 06:33:55 +02:00
Andreas Haas
c21412fa7e
Expose Vector2::clamped() to scripts
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Needed this and wondered that there's no built-in function for it.
So I wanted to implement it and saw that it's actually already there, just wasn't bound ^^
2016-09-19 23:10:30 +02:00
Rémi Verschelde
1830b80719
Merge pull request #6504 from Hinsbart/joy_axis
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Fix input action pressed state not changing for quick joystick moveme…
2016-09-17 18:37:15 +02:00
Andreas Haas
84783fe77b
Fix input action pressed state not changing for quick joystick movements.
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fixes #6488
Also removes a bunch of dead code related to checking if a joystick axis is pressed.
2016-09-15 19:30:35 +02:00
Juan Linietsky
a75f5f039e
Added API version and hashing to ObjectTypeDB
2016-09-14 19:37:37 -03:00
Pedro J. Estébanez
66dac878ac
Improve debug focus behavior
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Fix focusing debugged game on Windows
Add re-focusing editor on continue
2016-09-14 04:02:18 +02:00
Juan Linietsky
827a9aa829
Added a generic AStar implementation to Godot.
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It's pretty fast, use it for games where Navigation does not cut it.
2016-09-13 18:17:18 -03:00