Rémi Verschelde
72bfd10fa4
Merge pull request #25033 from akien-mga/android-x86_64
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Android: Add support for x86_64 architecture
2019-01-16 12:26:04 +01:00
Rémi Verschelde
7f4ee36469
Android: Add support for x86_64 architecture
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Like arm64v8, this is only supported by API 21 and later,
so we enforce 21 as min API for x86_64.
Part of #25030 .
2019-01-16 11:39:39 +01:00
Rémi Verschelde
f0893235a5
Merge pull request #25032 from akien-mga/static-analysis
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Fix some errors found by static analysis
2019-01-16 11:18:53 +01:00
Rémi Verschelde
b4ec37af2c
Merge pull request #25014 from vnen/gdscript-fixes
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Fix some GDScript issues
2019-01-16 11:03:16 +01:00
Rémi Verschelde
053d7f3765
Fix some errors found by static analysis
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Fixes items 10, 16 and 19 from PVS-Studio blog post
in #24014 .
2019-01-16 10:59:45 +01:00
corrigentia
e7844505b1
Docs: Language fixes in ARVR reference
2019-01-16 10:37:11 +01:00
Rémi Verschelde
f2dd477223
Merge pull request #25022 from jlahman/nullptr-test-order-fix
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Fix order of a nullptr test in canvas item editor
2019-01-16 10:35:08 +01:00
jlahman
b8a524efa3
Fix order of a nullptr test in canvas item editor
2019-01-16 01:11:11 -05:00
Juan Linietsky
ffcb5cd18c
Ensure texture hints are obeyed, fixes #24875
2019-01-16 00:37:00 -03:00
jlahman
6661ceadcc
Fixes export PackedScene "reset to default" throwing errors
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When exporting variables from a gdscript, default values of uninitialized variables would never be set. This caused the default value to be Variant::NIL, and when a user tried to reset the variable through the editor, an error would be thrown because too few arguments would be counted(end of argument list for calls are detected by NIL values).
Fixed by simply setting default value to an empty variant of the proper type in gdscript parser.
2019-01-15 22:20:36 -05:00
George Marques
31433ae8e4
GDScript: check for underscore prefix when type-checking
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Some classes are represented internally with an underscore prefix, so we
need to make sure we match this representation when type-checking,
otherwise the check might fail on a valid scenario.
2019-01-15 19:50:48 -02:00
George Marques
4f72c6be8a
GDScript: consider constructors as always existing
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There's always a constructor, even if implicit, especially for native
types.
Also don't check for signature match on function call, since this
information is not available in release builds.
2019-01-15 19:15:19 -02:00
George Marques
b0c3a3f2da
GDScript: allow objects to be keys of dictionaries
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The engine allows this already, so the parser should not fail in this
case.
2019-01-15 18:18:03 -02:00
George Marques
573fab7447
GDScript: don't check types on release builds
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A lot of information is missing on release, and the checks might take a
performance hit. Also, having GDScript more lenient on release is
usually desirable.
2019-01-15 17:02:15 -02:00
Juan Linietsky
96445cd90e
Clear internal vertex counter when redrawing polygons, closes #24862 .
2019-01-15 15:43:55 -03:00
Juan Linietsky
ca03d7e0d7
Ensure canvas copy texscreen will not crash if render target is configured without copy buffers. Closes #24749 .
2019-01-15 15:14:43 -03:00
George Marques
4d1551dbb5
GDScript autocomplete: don't carry values when guessing from `is`
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Guessing the type from an `is` operator should no be considered an
assigment. This would cause crashes in certain scenarios.
2019-01-15 16:03:56 -02:00
Rémi Verschelde
7d5c970eff
Merge pull request #25011 from volzhs/android-keep-screen
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Fix Android keep screen on working properly
2019-01-15 14:26:12 +01:00
Rémi Verschelde
d8cca33038
Merge pull request #25010 from Faless/mp/fix_init
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Fix MultiplayerAPI initialization, clear, set_network_peer.
2019-01-15 14:16:30 +01:00
volzhs
87db1a8971
Fix Android keep screen on working properly
2019-01-15 22:06:44 +09:00
Rémi Verschelde
72f501de13
GLES2: Fix typo in project setting
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It used a different name than the equivalent GLES3 parameter.
2019-01-15 13:26:54 +01:00
Rémi Verschelde
fadaeb06c0
Merge pull request #24909 from xDGameStudios/array_static_types
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Disallow changing array element types, when using hint (inspector fix)
2019-01-15 13:22:43 +01:00
Fabio Alessandrelli
60d235622d
Don't reset MultiplayerAPI when setting same peer.
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A GDScript call to:
`multiplayer.network_peer.some_prop = true`
seems to transalte to:
```
var temp = multiplayer.network_peer
temp.some_prop = true
multiplayer.network_peer = temp
```
Which caused the MultiplayerAPI to be resetted.
The call to set_network_peer is now ignored if the peer that's beeing
set is the same as the currently set one.
2019-01-15 11:14:51 +01:00
Rémi Verschelde
96899b7ee1
Merge pull request #25000 from staddy/master
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Fixed typo in StreamTexture::is_pixel_opaque
2019-01-15 11:03:37 +01:00
Fabio Alessandrelli
1f7846abf8
Fix MultiplayerAPI initialization, clear.
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rpc_sender_id is now correctly initialized to 0 so get_rpc_sender_id()
work reliably even if called before receiving any RPC.
root_node is initialized to NULL (fix crashes when incorrectly using the
MultiplayerAPI).
clear function now resets the packet cache size to free more memory when
not running.
2019-01-15 10:35:26 +01:00
Stanislav
3beca92d61
Fixed typo in ImageTexture:: & StreamTexture::is_pixel_opaque
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Fixes #24946
2019-01-15 12:28:50 +03:00
Juan Linietsky
9ed34d4423
Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852
2019-01-14 20:41:12 -03:00
Juan Linietsky
ee3eadf345
Implement black margins in GLES2, which was missing, fixes #24556
2019-01-14 19:00:36 -03:00
Juan Linietsky
6af8b7c955
Defer activated signal after tree has been traversed.
2019-01-14 17:20:54 -03:00
Rémi Verschelde
7346afb0ee
Merge pull request #24987 from akien-mga/gles2-nvidia-rect-hack-opt-in
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GLES2: Make Nvidia flicker workaround opt-in
2019-01-14 20:20:56 +01:00
Juan Linietsky
95a5803c92
wtf
2019-01-14 15:52:43 -03:00
Juan Linietsky
91290f0ded
Added a flag to specify an exported node path must be supplied from scene root, fixes #24412
2019-01-14 15:46:56 -03:00
Rémi Verschelde
02ffc59270
GLES2: Make Nvidia flicker workaround opt-in
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It has a big impact on 2D and text rendering performance (cf. #24466 )
so the solution seems worse than the bug it aims to work around.
It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.
Fixes #24466 .
2019-01-14 19:02:07 +01:00
Juan Linietsky
6f884cc884
Use SceneTreeDock to replace particles node properly, fixes #24162
2019-01-14 13:41:54 -03:00
Juan Linietsky
ed9b230744
Hide visible popups by default if visible when entering tree, unless on editor. Fixes #24737
2019-01-14 13:16:19 -03:00
Juan Linietsky
81180b266a
Hide worldenvironment settings not relevant in GLES2. Fixes #23281
2019-01-14 12:59:31 -03:00
Juan Linietsky
f4ac678d58
Removed ancient code for set_edited that was doing nothing.
2019-01-14 12:44:16 -03:00
Rémi Verschelde
0222841357
i18n: Sync translation template with current source
2019-01-14 16:42:58 +01:00
Rémi Verschelde
19c562991c
i18n: Sync translations with Weblate
2019-01-14 16:42:57 +01:00
Juan Linietsky
b3dc02b5df
Was not properly re-setting light uniforms, fixes #24976
2019-01-14 12:04:26 -03:00
Rémi Verschelde
577659cb1b
Merge pull request #24981 from akien-mga/property-editor-rid
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Add EditorPropertyRID as read-only label showing RID
2019-01-14 15:53:39 +01:00
Juan Linietsky
6d8083ea65
Do not use the workaround for desktop nvidia on mobile and html5.
2019-01-14 11:24:00 -03:00
Juan Linietsky
ae99530a8d
Do not allow flushing while already flushing the message queue. Added to help track bugs in ProgressDialog in editor.
2019-01-14 11:04:25 -03:00
Juan Linietsky
4bb0080b3d
Do not allow adding tasks while in the middle of flushing a message queue
2019-01-14 11:00:05 -03:00
Rémi Verschelde
0b48484d49
Add EditorPropertyRID as read-only label showing RID
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Fixes #24827 .
2019-01-14 11:50:42 +01:00
Rémi Verschelde
c6b587636b
Merge pull request #24939 from Rubonnek/null-editor-icon-fix
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Fixed null editor icon crash
2019-01-13 15:51:14 +01:00
Wilson E. Alvarez
4a15f5522d
Fixed null editor icon crash
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Fixes #24932
2019-01-13 09:28:56 -05:00
Rémi Verschelde
14c2cf01c1
Merge pull request #24964 from godotengine/revert-24897-master
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Revert "fixed invalid implementation of Plane::intersects_segment and Plane::intersects_ray"
2019-01-13 11:27:47 +01:00
Rémi Verschelde
9ddf1115bc
Revert "fixed invalid implementation of Plane::intersects_segment and Plane::intersects_ray"
2019-01-13 11:06:34 +01:00
Rémi Verschelde
1ff170e67f
Redo serial name fixup from 799ed2b989
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reduz wanted the original PR reverted due to issues, so this follow-up had to be too
(done in 8cb54182ad
). But he ended up adapting part of
the original PR in 27d7772381
without including this fix.
2019-01-11 23:02:57 +01:00