Marcel Admiraal
2ea644fda4
Set isScratchedSpaceOverrideModificator to false when removing a
...
RigidBodyBullet from a space.
2020-07-12 07:46:14 +01:00
Paulb23
bc4cee4458
Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
...
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Paulb23
156daddaaf
Expose Syntax highlighter for editor plugins
2020-07-11 15:40:00 +01:00
Paulb23
2f1080be9b
Convert syntax highlighters into a resource
2020-07-11 15:26:58 +01:00
Aaron Franke
5fd4fa0b73
Add C# XML documentation to core C# math types
2020-07-11 05:07:24 -04:00
Rémi Verschelde
d0cea291d2
Merge pull request #40193 from KoBeWi/dem_pikks
...
Allow Area2D and 3D mouse events without collision layer
2020-07-11 00:26:56 +02:00
bruvzg
5d54c015b2
[macOS, Mono] Fix "Wdeprecated-declarations" build error.
2020-07-10 18:45:12 +03:00
Marcel Admiraal
26fcf2b04c
Add override keywords.
2020-07-10 13:56:54 +01:00
Tomasz Chabora
7eebb06b55
Allow Area2D and 3D mouse events without a collision layer
...
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-10 13:23:20 +02:00
Marcel Admiraal
f31b2a1bba
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 11:39:41 +01:00
Rémi Verschelde
bd3a468fc2
Merge pull request #39726 from AndreaCatania/add_body_impr_physics
...
Optimized physics object spawn time
2020-07-07 12:15:09 +02:00
Rémi Verschelde
480cb25961
Merge pull request #39735 from AndreaCatania/bullet_phy_add_api
...
Added BulletPhysics APIs to return internal objects.
2020-07-07 12:13:51 +02:00
Aaron Franke
af80bcd2f8
Add sort and has methods to PackedArrays
2020-07-06 22:16:39 -04:00
Rémi Verschelde
b96b0d90d7
Merge pull request #40162 from vnen/autoloads-list
...
Add a map of autoloads to ProjectSettings
2020-07-07 00:12:59 +02:00
SkyJJ
e9c8bf5e1b
Fix GDScriptEditorTranslationParserPlugin instance leak
2020-07-06 22:40:52 +02:00
Rémi Verschelde
b5a73c9e5c
Merge pull request #40157 from madmiraal/fix-39765
...
Clear a Bullet Area's overlappingObjects vector when removing an area from a space.
2020-07-06 19:16:51 +02:00
George Marques
9654365547
Add a map of autoloads to ProjectSettings
...
So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
2020-07-06 12:35:51 -03:00
Rémi Verschelde
a535b9160d
Merge pull request #40155 from rcorre/warning-names
...
Include gdscript warning name in the warning message.
2020-07-06 16:49:54 +02:00
Rémi Verschelde
80582d1f82
Merge pull request #40116 from ThakeeNathees/editor-crash-on-super-constructor
...
Fix: editor crash on super constructor called
2020-07-06 16:45:37 +02:00
Ryan Roden-Corrent
de3ad3b30e
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)";
```
2020-07-06 07:22:34 -04:00
Marcel Admiraal
a615d359e8
Clear a Bullet Area's overlappingObjects vector when removing an area
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from a space.
2020-07-06 12:04:15 +01:00
Daniel Doran
c3b16e825c
Fix Mono PackedArray Marshalling
2020-07-05 14:54:31 -06:00
Rémi Verschelde
c95fbd50fe
Merge pull request #40102 from SkyLucilfer/PotGenerationFix
...
Change translation parser plugin API to parse_file()
2020-07-05 22:35:18 +02:00
Rémi Verschelde
347a55d4c2
Merge pull request #40137 from neikeq/fix-clangtidy-warnings-mono
...
Mono/C#: Fix several clang-tidy warnings and cleanup
2020-07-05 22:32:27 +02:00
Ignacio Etcheverry
2511c43972
Mono/C#: Fix several clang-tidy warnings and cleanup
2020-07-05 19:19:36 +02:00
SkyJJ
cae6f0bda2
Change translation parser plugin API to parse_file()
2020-07-05 12:14:56 +02:00
Thakee Nathees
023b3f2786
Fix: editor crash on super constructor called
...
Fix : #39909
2020-07-04 16:06:07 +05:30
Rémi Verschelde
c020eea184
Merge pull request #40092 from hinlopen/remove-find-last
...
Remove String::find_last (same as rfind)
2020-07-04 01:38:01 +02:00
Rémi Verschelde
96644d23a0
doc: Sync classref with current source
2020-07-03 16:09:12 +02:00
Stijn Hinlopen
929b98d24b
Remove String::find_last (same as rfind)
2020-07-03 15:26:22 +02:00
Rémi Verschelde
488576ade9
Merge pull request #40078 from endlesstravel/fix-print-null-in-array-3
...
fix crash when pass null in print array in GD.print
2020-07-03 15:22:25 +02:00
Rémi Verschelde
8ff99d2a8e
Merge pull request #39958 from aaronfranke/gridmap-vec3i
...
Update GridMap to use Vector3i instead of three ints
2020-07-03 13:38:46 +02:00
endlesstravel
d2461bad63
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
2020-07-03 16:55:09 +08:00
Rémi Verschelde
64aa25b2e5
Merge pull request #40050 from naithar/feature/ios-gdnative-master-2
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[4.0] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:13 +02:00
Aaron Franke
8a333cdf9f
Update GridMap to use Vector3i instead of three ints
2020-07-02 16:50:55 -04:00
Rémi Verschelde
f9c2f35dd9
Merge pull request #39415 from SkyLucilfer/PotGeneration
...
Add POT generation feature in Editor
2020-07-02 22:22:46 +02:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
...
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde
d121248562
Merge pull request #40049 from hinlopen/remove-pane-drag
...
Remove unused class PaneDrag
2020-07-02 18:33:36 +02:00
Sergey Minakov
294416c84c
GDNative export: do not add fake lookup table if static lib is not used
2020-07-02 17:43:04 +03:00
SkyJJ
efb4609425
Add translation parser plugin support
2020-07-02 14:47:35 +02:00
Stijn Hinlopen
c3d9f12a10
Remove unused class PaneDrag
2020-07-02 13:50:31 +02:00
Sergey Minakov
ad2248a3bd
GDNative Editor: Support selecting frameworks for iOS
2020-07-02 13:00:27 +03:00
Sergey Minakov
9086599ae6
GDNative: support dynamic loading of iOS frameworks
2020-07-02 12:55:49 +03:00
Rémi Verschelde
f71e258512
Merge pull request #30424 from raphael10241024/fix_noise
...
Fix OpenSimplexNoise get_image() swap axes
2020-07-02 11:50:57 +02:00
Rémi Verschelde
5c9ee93f3e
Merge pull request #39788 from bruvzg/macos_apple_silicon
...
[macOS] Add support for the Apple Silicon (ARM64) build target.
2020-07-01 16:45:23 +02:00
Rémi Verschelde
a8a2769bb6
Merge pull request #38713 from aaronfranke/string-64bit
...
Make all String integer conversion methods be 64-bit
2020-07-01 16:01:05 +02:00
RaphaelHunter
00cac6e9b6
Fix OpenSimplexNoise get_image() swap axes
2020-07-01 11:40:14 +08:00
G'lek
a5abacd1e7
Change assembly watcher after notification changes
...
Fixed Mono not building after #39986 was merged due to a constant that got renamed.
2020-06-30 17:41:38 -04:00
Rémi Verschelde
5f2295f2df
Merge pull request #39986 from reduz/app-inout-notification
...
Add a separate application focus/in notification
2020-06-30 16:58:46 +02:00
Rémi Verschelde
f3c5f12e39
Merge pull request #38920 from paulherman/tga
...
Expose loading TGA images in Image.
2020-06-30 16:40:28 +02:00
Juan Linietsky
438c380458
Add a separate application focus/in notification out from Window focus notification.
2020-06-30 10:40:06 -03:00
Marcel Admiraal
63f4e92195
Use is_equal_approx() instead of vertex_snap when checking if ray is
...
colliding with equiplanar CSG faces.
2020-06-29 18:21:15 +01:00
Marcel Admiraal
1a559c9889
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 17:57:07 +01:00
bruvzg
00299f15b4
[macOS] Add support for the Apple Silicon (ARM64) build target.
2020-06-29 12:33:51 +03:00
Tomasz Chabora
13298ed873
Improve the preload and load descriptions
2020-06-28 20:51:46 +02:00
Mark Kuo
3b05d2c989
VideoStreamGDNative: close file in cleanup
...
We should close the file handle when we are done.
2020-06-28 10:20:07 +10:00
Rémi Verschelde
87d2397273
Merge pull request #39837 from neikeq/fix-invalid-unbox-long-as-int
...
Mono/C#: Fix InvalidCast because of attempt to unbox long as int
2020-06-26 07:56:42 +02:00
Rémi Verschelde
aa42bd14ac
Merge pull request #39839 from neikeq/use-/restore-instead-of-/t-restore
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Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 07:49:40 +02:00
Ignacio Etcheverry
4b0c78b3ca
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 23:50:05 +02:00
Ignacio Etcheverry
e8d632720f
Mono/C#: Fix InvalidCast because of attempt to unbox long as int
2020-06-25 23:37:53 +02:00
Ignacio Etcheverry
f87ae395ee
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.
2020-06-25 23:28:53 +02:00
Rémi Verschelde
23f7f86914
Style: Fix copyright headers
2020-06-25 16:33:44 +02:00
Rémi Verschelde
04795d7f1e
Merge pull request #39739 from MichaelBelousov/fix/long-enum-fix-rider-cast
...
fix underlying type of enum crashing cast in RiderPathManager
2020-06-24 22:51:07 +02:00
Rémi Verschelde
8f5005b3eb
Merge pull request #39779 from naithar/feature/ios-modules-master
...
Enable iOS modules and fix missing symbols errors (4.0)
2020-06-24 22:49:39 +02:00
Michael Belousov
9f61f1ed54
Mono: fix bad long casts and wrong underlying enum types in GodotTools
2020-06-24 09:35:13 -04:00
Andrea Catania
a2b5e7971a
Added BulletPhysics APIs to return internal objects and fixed a typo.
2020-06-24 09:09:50 +02:00
Andrea Catania
7709a83493
Optimized physics object spawn time and optimized shape usage when the shape is not scaled
2020-06-24 08:54:11 +02:00
Rémi Verschelde
7d60a88888
Merge pull request #39783 from neikeq/messaging-codecompletion-localize-fix
...
C#: Fix completion request with case insensitive resource path
2020-06-24 01:00:05 +02:00
Ignacio Etcheverry
d569b447ff
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 20:29:19 +02:00
Sergey Minakov
c3e7aeb279
SCons: Enable iOS modules for ARKit and Camera
2020-06-23 12:48:44 +03:00
Rémi Verschelde
42c4a701dd
Merge pull request #39755 from Faless/crypto/encryption_pr_4.0
...
Crypto enhancements, AESContext, RSA public key, signature, verification.
2020-06-22 23:31:58 +02:00
Rémi Verschelde
10d2fa4210
Merge pull request #39747 from nekomatata/fix-crash-space-query
...
Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
2020-06-22 10:46:39 +02:00
PouleyKetchoupp
8b0232bf29
Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
2020-06-22 10:22:11 +02:00
Rémi Verschelde
c59be89273
Merge pull request #34236 from madmiraal/enable-bullet-debug
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Enable Bullet DEBUG on debug builds.
2020-06-21 18:41:42 +02:00
Rémi Verschelde
858af3d3b9
Merge pull request #34219 from madmiraal/check-motion-before-bullet-sweep
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Check for motion in cast_motion() before doing Bullet convexSweepTest().
2020-06-21 18:05:02 +02:00
Marcel Admiraal
8ffe905c45
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 16:20:26 +01:00
Marcel Admiraal
f5b99b578e
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 14:48:01 +01:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
...
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081 .
2020-06-19 20:49:49 +02:00
Rémi Verschelde
a8d302bd4f
Merge pull request #39678 from akien-mga/universae-fenestras
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Export: Rename 'Windows Universal' to 'UWP'
2020-06-19 18:54:34 +02:00
Rémi Verschelde
d5c659c992
Merge pull request #39652 from paulloz/generics-getnodesingroup
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[mono] Implement generics GetNodesInGroup
2020-06-19 18:52:36 +02:00
Rémi Verschelde
08ef0aab16
Export: Rename 'Windows Universal' to 'UWP'
...
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).
2020-06-19 16:31:28 +02:00
Paul Joannon
183dc04d70
[mono] implement generics GetNodesInGroup
2020-06-19 08:49:24 +02:00
Rémi Verschelde
9562fb900e
Merge pull request #39629 from MichaelBelousov/dont-slice-longs-to-mono
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Dont slice 64-bit integers marshaled to mono in dynamic contexts
2020-06-19 07:50:34 +02:00
Fabio Alessandrelli
8e3f9aa681
Implement RSA encryption/decryption.
2020-06-18 15:29:39 +02:00
Fabio Alessandrelli
dfcc11fa52
Implement sign and verify in crypto.
2020-06-18 15:29:39 +02:00
Fabio Alessandrelli
788f18086e
CryptoKey supports public keys.
2020-06-18 15:29:39 +02:00
Fabio Alessandrelli
f03b7f3d7a
Better zeroizing in CryptoKey.
...
Small code clenup (after PoolByteArray change).
2020-06-18 15:26:01 +02:00
Hugo Locurcio
24a8d43272
Document Mono-specific classes
...
This fully documents all Mono-specific classes.
2020-06-18 10:32:34 +02:00
Michael Belousov
60fcefba69
return boxed long when marshalling a godot int to mono runtime in dynamic contexts
2020-06-17 17:16:17 -04:00
Rémi Verschelde
d341181f30
Merge pull request #38067 from ThakeeNathees/elif-error-line-fixed
...
GDScript debugger incorrect error line fixed
2020-06-17 19:17:44 +02:00
Thakee Nathees
9325671faa
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.
2020-06-17 21:24:01 +05:30
Rémi Verschelde
ba0db95909
DocData: Skip language-specific ClassDoc without methods/constants
...
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-06-17 15:09:07 +02:00
Rémi Verschelde
697897cc61
Merge pull request #39275 from ThakeeNathees/shadowed-warning-for-loop-counter
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Added shadowed var warning for `for` loop counter
2020-06-16 15:51:31 +02:00
Rémi Verschelde
cb4ca328bf
Merge pull request #39578 from neikeq/visualstudio-support
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C#: Add Visual Studio support
2020-06-16 09:31:19 +02:00
Rémi Verschelde
6cefb8d368
Merge pull request #39314 from ThakeeNathees/debugger-incorrect-line-fix
...
GDScript debugger stepping to incorrect line fix
2020-06-16 09:26:49 +02:00
Rémi Verschelde
df0779acfd
Merge pull request #39315 from ThakeeNathees/ctrl-click-fix-for-subclasses
...
Fix: Ctrl + Click not working for subclasses
2020-06-16 09:26:15 +02:00
Ignacio Etcheverry
7756351f47
Fix dynamic linking of MSVC Mono with MinGW Godot
2020-06-15 21:29:50 +02:00
Ignacio Etcheverry
54df72dcc6
C#: Add VisualStudio support
2020-06-15 21:29:16 +02:00
Rémi Verschelde
bcef549b3e
Merge pull request #39560 from akien-mga/fix-dds-validation
...
DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
2020-06-15 19:57:17 +02:00
Rémi Verschelde
e720118a75
Merge pull request #39556 from akien-mga/lsp-fix-39548
...
GDScript LSP: Fix wrong error checks added in #39385
2020-06-15 14:27:41 +02:00
Rémi Verschelde
0f21249a2d
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 .
2020-06-15 13:10:24 +02:00
Rémi Verschelde
b5dfe45efc
Merge pull request #39183 from bruvzg/gdnative_merge_structs
...
GDNative: merge API structs, bump version of merged structs.
2020-06-15 12:02:26 +02:00
Rémi Verschelde
786f4ada35
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 .
2020-06-15 09:51:56 +02:00
Maganty Rushyendra
e5d93f7a66
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.
2020-06-15 10:25:09 +08:00
bruvzg
c3e615e21b
GDNative: merge API structs, bump version of merged structs.
2020-06-11 18:26:47 +03:00
Maganty Rushyendra
9f10f6779c
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.
2020-06-11 14:49:02 +08:00
Rémi Verschelde
d9f0477dad
Merge pull request #39385 from akien-mga/lsp-crash-notify_client
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GDScript LSP: Fix crash in notify_client
2020-06-08 13:26:51 +02:00
Rémi Verschelde
581dcadf40
Merge pull request #39370 from Anutrix/remove-usused-assimp-var
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Removed variables in EditorSceneImporterAssimp::import_scene that became unused.
2020-06-08 13:22:20 +02:00
Rémi Verschelde
f6430eec2c
Merge pull request #39152 from abustin/fbx_mesh_compression_fix_master
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Respect 'mesh compression' editor import option in Assimp and glTF importers [master]
2020-06-08 13:16:31 +02:00
Rémi Verschelde
e34f33711b
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 .
2020-06-08 11:01:45 +02:00
unknown
365c35f30e
Removed variables and #include in EditorSceneImporterAssimp::import_scene that became unused after the recent commit ec1bf96( #39363 ).
2020-06-08 11:59:17 +05:30
Marcus Elg
29abbccc5f
Fix fbx import assimp error
2020-06-07 15:11:40 +02:00
Rémi Verschelde
39d84fef89
denoise: Restrict build to 64-bit desktop platforms
...
One of OIDN's dependencies only supports x86_64 and aarch64.
For now we also exclude potential future Android tools builds,
but this could be re-evaluated in the future.
Fixes #38759 .
2020-06-06 21:23:46 +02:00
Rémi Verschelde
c7632208fe
Merge pull request #39297 from Faless/webrtc/local_description_doc
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Fix WebRTCPeerConnection set_local_description doc
2020-06-05 11:39:07 +02:00
Rémi Verschelde
36f6103026
Merge pull request #39301 from Calinou/fix-argument-parameter-confusion
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Tweak the GDScript error message about passed argument type mismatch
2020-06-05 11:33:53 +02:00
Rémi Verschelde
150ba031de
Merge pull request #39276 from ThakeeNathees/predefined-check-for-loop-counter
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Added predefined var check for `for` loop counter
2020-06-05 11:01:55 +02:00
Thakee Nathees
95b0a00d2c
Fix: Ctrl + Click not working for subclasses
2020-06-05 12:25:07 +05:30
Thakee Nathees
fc89c5c76d
Debugger stepping to incorrect line fix
...
Fix : #39296
2020-06-05 12:15:37 +05:30
Hugo Locurcio
30053de182
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 .
2020-06-04 22:31:37 +02:00
Fabio Alessandrelli
39bcbf5690
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).
2020-06-04 21:10:34 +02:00
Rémi Verschelde
6a7b55805b
Merge pull request #39041 from swarnimarun/patch-1
...
Fix crashing of VisualScript due to function change
2020-06-04 11:55:12 +02:00
Thakee Nathees
e153772de2
predefined var check for `for` loop counter
2020-06-04 10:37:22 +05:30
Thakee Nathees
54835a5302
shodowed var warning for `for` loop counter
...
Fix : #39268
2020-06-04 10:28:09 +05:30
Rémi Verschelde
7c74312217
SCons: Validate dependencies for linked multimedia modules
...
This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.
Fixes #39219 .
2020-06-03 11:00:10 +02:00
Aaron Franke
25c978730b
Rename String bin_to_int64 to bin_to_int
...
And also change String static to_int(const char *) to return int64_t
2020-06-03 00:04:15 -04:00
Aaron Franke
e5ae89775a
Remove 32-bit String hex_to_int method
2020-06-03 00:03:34 -04:00
Aaron Franke
bb8aa107fd
Remove 32-bit String to_int method
2020-06-03 00:03:34 -04:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code
2020-06-02 23:18:59 -04:00
NutmegStudio
a77f633161
Fixes building mono release templates
2020-05-30 12:21:24 +07:00
Alex Bustin
9175af6f13
Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers
2020-05-29 13:06:39 -07:00
George Marques
0f1da72492
Actually set GDScript static reference
2020-05-29 11:01:48 -03:00
Rémi Verschelde
e67339eeca
Merge pull request #39085 from madmiraal/fix-39059
...
Correct Bullet's default Area angular damp value.
2020-05-29 12:10:47 +02:00
Rémi Verschelde
1620669f4e
Merge pull request #39051 from Xrayez/geometry-split
...
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-29 12:10:37 +02:00
Rémi Verschelde
a16031beb6
Use translated docs in PropertySelector
...
And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
2020-05-28 12:02:12 +02:00
Andrii Doroshenko (Xrayez)
69d5de632e
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
...
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Marcel Admiraal
ddcc2a0360
Correct Bullet's default Area angular damp value.
2020-05-27 11:57:48 +01:00
Rémi Verschelde
bd14c6406a
Merge pull request #39064 from bruvzg/gdn_packed_array_ptr
...
GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
2020-05-27 12:55:17 +02:00
Rémi Verschelde
ab460e7a6f
Merge pull request #39074 from vnen/gdscript-assert-message
...
Fix assert message when no custom message is set
2020-05-27 08:23:17 +02:00
George Marques
f29a2e2606
GDScript: Fix assert message when no custom message is set
2020-05-26 20:40:59 -03:00
bruvzg
9fbc424d4c
GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
2020-05-26 17:02:02 +03:00
Maganty Rushyendra
3d03be7a56
Update Mono C# warning to reflect latest list of platforms supported
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Simple fix for #38627 . iOS (#20268 ) and HTML5 (#20270 ) removed from list of exceptions
for platforms supported in warning message.
2020-05-26 09:19:45 +08:00
Swarnim Arun
5c48631509
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
2020-05-25 19:49:57 +05:30
Rémi Verschelde
bfac9b3538
Merge pull request #39015 from ThakeeNathees/dict-key-autocomplete-regression-fix
...
regression: dictionary key no autocomplete fix
2020-05-25 15:58:08 +02:00
Andrii Doroshenko (Xrayez)
a96f0e98d7
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.
2020-05-25 15:33:32 +03:00
Thakee Nathees
13c372b522
regression: dictionary key no autocomplete fix
...
Fix : #38998
2020-05-24 16:52:44 +05:30
Rémi Verschelde
2a3f650bf6
Merge pull request #38962 from neikeq/4.0-scons-option-build-cil
...
Add SCons option to not build C# solutions
2020-05-22 18:29:13 +02:00
Ignacio Etcheverry
e3a54152e4
Add SCons option to not build C# solutions
2020-05-22 17:44:33 +02:00
Rémi Verschelde
90f46a19a4
Merge pull request #38366 from akien-mga/xatlas-470576d
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xatlas: Sync with upstream 470576d
2020-05-22 10:17:14 +02:00
Rémi Verschelde
07ada02cb4
Merge pull request #38943 from neikeq/yakamashi
...
Mono/C#: Don't try to load project assembly in project manager
2020-05-22 09:16:26 +02:00
Ignacio Etcheverry
d7e21ecd63
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.
2020-05-22 02:17:59 +02:00
Ignacio Etcheverry
51e1614d28
Mono/C#: Fix values not updated in remote inspector
2020-05-22 00:58:38 +02:00
Paul Herman
7d4b3e6587
Expose loading TGA images in Image.
2020-05-21 16:02:53 +02:00
Rémi Verschelde
78e223569b
Merge pull request #33689 from jbuck3/signal-error
...
Trigger an error when trying to define a preexisting signal in GDScript
2020-05-21 11:01:23 +02:00
Rémi Verschelde
af366c7adf
Merge pull request #35900 from yamgent/unreachable
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Fix false positive "Unreachable code" warning for loops
2020-05-21 10:59:59 +02:00
Rémi Verschelde
59780fd046
xatlas: Sync with upstream 470576d
2020-05-20 13:51:15 +02:00
Rémi Verschelde
cba1f492cc
Merge pull request #38863 from neikeq/csharp-no-false-error-objtype-reload
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Mono/C#: Remove script load error about not a Godot.Object
2020-05-19 20:48:59 +02:00
Ignacio Etcheverry
38cd2152e6
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.
2020-05-19 17:51:56 +02:00
Pedro J. Estébanez
1f0548efd4
Fix too eager GDScriptFunctionState stack cleanup
2020-05-19 16:41:14 +02:00
Rémi Verschelde
ca3192d18a
Style: Fix unnecessary semicolons that confused clang-format
2020-05-19 11:24:58 +02:00
Rémi Verschelde
38250ef54e
Merge pull request #38826 from bruvzg/gdnative_core_types
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Add new (and rename changed) core types to GDNative API.
2020-05-18 16:39:40 +02:00
Rémi Verschelde
56343e13b0
Merge pull request #38723 from neikeq/initial-classdb-test
...
Added tests for ClassDB
2020-05-18 16:34:36 +02:00
bruvzg
74eecd1d6b
GDNative add new core types.
2020-05-18 15:52:20 +03:00
Rémi Verschelde
c74d65cec8
GLSL: Change shader type specifier from [vertex] to #[vertex]
...
The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.
Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.
Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
2020-05-18 10:58:14 +02:00
Ignacio Etcheverry
9fa4b402a7
Added tests for ClassDB
2020-05-16 17:32:58 +02:00
Tan Wang Leng
7b1423a61e
gdscript_parser: Fix "unreachable code" false positive for loops
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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.
2020-05-16 20:02:55 +08:00
bruvzg
48d133a5fd
Fix GDNative wrapper type sizes (RID, Variant, Packed*Array), add size checking static asserts.
2020-05-16 13:58:42 +03:00
Ignacio Etcheverry
18332a0094
websocket: Fix crash at exit when not running the editor
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EditorDebuggerServer::register_protocol_handler must not be called before
editor initialization. Otherwise, if the editor is never initialized,
the added StringName will not be released until static destructors are
called (instead of being release during editor deinitialization).
2020-05-16 04:30:12 +02:00
Oliver Frank
6815bf42b3
Fix incorrect capabilities notification in LSP
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(cherry picked from commit 2173d041af
)
2020-05-15 23:55:49 +02:00
Oliver Frank
3d09edeaef
Improve jsonrpc error reporting
...
(cherry picked from commit dac8b7b6f4
)
2020-05-15 23:55:41 +02:00
Thakee Nathees
c076a2b7e9
break, continue outside of a loop, match statement handled
2020-05-15 03:16:50 +05:30
Rémi Verschelde
00949f0c5f
Merge pull request #38738 from akien-mga/cause-we-never-go-out-of-style
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Style: Remove new line at block start, enforce line between functions, enforce braces in if and loop blocks
2020-05-14 23:09:03 +02:00
Rémi Verschelde
0ee0fa42e6
Style: Enforce braces around if blocks and loops
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
5046f666a1
Merge pull request #38610 from ThakeeNathees/infer-type-null-error
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set parser error when infer type is null
2020-05-14 21:50:48 +02:00
Rémi Verschelde
07bc4e2f96
Style: Enforce separation line between function definitions
...
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027 .
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
...
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027 .
2020-05-14 16:54:55 +02:00
Rémi Verschelde
710b34b702
Style: Fix missing/invalid copyright headers
2020-05-14 16:54:54 +02:00
Rémi Verschelde
963a27f8a2
Merge pull request #38611 from ThakeeNathees/shadow-var-warning-bug-fix
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shadowed var warning in nested block bug fix
2020-05-14 16:48:56 +02:00
Rémi Verschelde
a1aaed5a84
Remove redundant void argument lists
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Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
2020-05-14 13:51:45 +02:00
Rémi Verschelde
dcd1151d77
Enforce use of bool literals instead of integers
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Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1a8167867b
Modernize remaining uses of 0/NULL instead of nullptr (C++11)
...
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
1f6f364a56
Port member initialization from constructor to declaration (C++11)
...
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Thakee Nathees
687b1941b4
set parser error when infer type is null
2020-05-13 22:12:23 +05:30
Rémi Verschelde
e7c9d81876
Merge pull request #38609 from ThakeeNathees/range-crash-with-non-numeric-const-fix
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range() with non-numeric const argument crash fix
2020-05-13 15:42:29 +02:00
Rémi Verschelde
dc649684be
Merge pull request #38708 from ThakeeNathees/init-assign-type-parser-bug-fix
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regression: var declaration type info parser bug fix
2020-05-13 15:41:28 +02:00
Thakee Nathees
e7f056dfac
regression: static func can't access const fix
2020-05-13 06:07:22 +05:30
Thakee Nathees
e5d735851d
regression: var declaration type info parser bug fix
2020-05-13 05:58:27 +05:30
Fabio Alessandrelli
3097c2da96
Add WebSocket debugger, use it for Javascript.
2020-05-12 15:09:13 +02:00
Fabio Alessandrelli
beb87504e0
Remove WebSocket defaults from project settings.
...
Can be manually set, let's not pollute them further.
Should also be done for WebRTC.
2020-05-12 12:24:26 +02:00
Rémi Verschelde
6d46d2fe27
Merge pull request #38672 from madmiraal/fix-physicsw-warning
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Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
2020-05-11 20:12:15 +02:00
Rémi Verschelde
83b630b8c2
thirdparty: Cleanup after #38386 , document provenance and copyright
...
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
2020-05-11 14:50:06 +02:00
Rémi Verschelde
32133a11b5
Merge pull request #38386 from reduz/new-lightmapper
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New GPU lightmapper
2020-05-11 13:45:48 +02:00
Marcel Admiraal
b835cfb551
Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
2020-05-11 12:40:16 +01:00
Rémi Verschelde
39da96e4d6
Merge pull request #38587 from Faless/js/improvements
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DisplayServerJavaScript, improvements to HTML5 build (still dummy renderer).
2020-05-11 11:32:12 +02:00
Rémi Verschelde
dbd90b9478
Merge pull request #38638 from pepegadeveloper123/mono_inherited_scene_bug
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Fix inherited C# scene not inheriting parent's fields
2020-05-11 10:19:15 +02:00
Rémi Verschelde
54bb4cb6d6
Merge pull request #38650 from neikeq/dotnet-cli-support
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C#: Support for building with the dotnet CLI
2020-05-11 10:16:01 +02:00
Ignacio Etcheverry
dcf1dc4fe0
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 08:17:37 +02:00
Ignacio Etcheverry
840255a04b
Implement CSharpScript::inherits_script
2020-05-10 21:49:15 +02:00
Juan Linietsky
1bea8e1eac
New lightmapper
...
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
pepegadeveloper123
4e00d8520d
Inherited C# scene not inheriting parent's fields
...
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 .
2020-05-11 03:20:11 +09:00
Fabio Alessandrelli
d2eef39731
Fix Closure compiler build, python style.
...
Move copyToFS into utils.js library included with '--pre-js'.
2020-05-10 18:22:48 +02:00
Rémi Verschelde
94721f5ab8
Revert "Renamed plane's d to distance"
...
This reverts commit ec7b481170
.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
2020-05-10 16:47:11 +02:00
Rémi Verschelde
6ab92464bc
Merge pull request #38621 from akien-mga/stylé-comme-jamais
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Style: clang-format: Disable if statements and case labels on single line
2020-05-10 15:38:53 +02:00
Ignacio Roldán Etcheverry
54b20a25b9
Merge pull request #38600 from neikeq/no
...
Switch to nuget Microsoft.Build and rewrite GodotTools messasing protocol
2020-05-10 13:33:03 +02:00
Rémi Verschelde
69de7ce38c
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
...
Part of #33027 .
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
...
Part of #33027 , also discussed in #29848 .
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde
da898c116c
Merge pull request #37160 from ThakeeNathees/saveing-cyclic-inheritance-crash-fix
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Fix: saving gdscript with cyclic inheritance crash the editor
2020-05-10 13:11:40 +02:00
Rémi Verschelde
a128dd97d6
Merge pull request #37020 from aaronfranke/range
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Allow using integer vectors for iteration and make range() use them
2020-05-10 13:11:07 +02:00
Rémi Verschelde
4686963ed7
Merge pull request #36937 from ThakeeNathees/statement-end-error-message-fix
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Fix: more clearer unexpected statement end error messages
2020-05-10 13:10:55 +02:00
Marcus Elg
ec7b481170
Renamed plane's d to distance
2020-05-10 12:12:51 +02:00
Thakee Nathees
79eee93b9a
shadowed var warning in nested block bug fix
...
Fix : #38552
2020-05-10 10:54:23 +05:30
Thakee Nathees
3e10392d48
range() with non-numeric const argument crash fix
2020-05-10 10:07:23 +05:30
Thakee Nathees
c2ab35bdde
fixed: saving gdscript with cyclic inheritance crash the editor
...
Fix : #9609
2020-05-10 09:07:09 +05:30
Thakee Nathees
5758d87f09
more clearer unexpected statement end error messages
2020-05-10 02:35:27 +05:30
Rémi Verschelde
a4b829410c
Merge pull request #38481 from RandomShaper/improve_yield
...
Fix object leaks caused by unfulfilled yields
2020-05-09 22:02:52 +02:00
Rémi Verschelde
b61a496aa7
Merge pull request #38357 from ThakeeNathees/dict2inst-crash-fix
...
fix: dict2inst crash when constructor has arguments
2020-05-09 22:00:04 +02:00
Rémi Verschelde
cf0953fefa
Merge pull request #37598 from ThakeeNathees/GDScript-type-resolve-bug-fix
...
GDScript class var type resolve bug fixed
2020-05-09 21:59:26 +02:00
Rémi Verschelde
f5371bc6b8
Merge pull request #37033 from ThakeeNathees/python-like-str-escape
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python like string escape implemented
2020-05-09 21:53:59 +02:00
Ignacio Etcheverry
3ce09246d1
C#: Rewrite GodotTools messaging protocol
2020-05-09 21:49:40 +02:00
Ignacio Etcheverry
f3bcd5f8dd
C#: Use Sdks in GodotTools csprojs and switch to nuget Microsoft.Build
2020-05-09 21:36:31 +02:00
Rémi Verschelde
c04cdc2bf1
Merge pull request #38412 from ThakeeNathees/static-func-var-access
...
parser error for static func access non-static variables
2020-05-09 21:32:28 +02:00
Ignacio Etcheverry
af4acb5b11
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.
2020-05-09 20:54:16 +02:00
Ignacio Etcheverry
4441222194
C#: Remove StringExtensions.Empty() function
...
Causes issues with some editors as it's confused with `string.Empty`.
Should use `string.IsNullOrEmpty(str)` instead.
2020-05-09 20:48:00 +02:00
Ignacio Roldán Etcheverry
61306eb830
Merge pull request #38596 from neikeq/msbuild-restore
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Mono: Use msbuild instead of nuget.exe for restoring
2020-05-09 20:16:52 +02:00
Ignacio Etcheverry
b61ffef0ab
Mono: Use msbuild instead of nuget.exe for restoring
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- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
2020-05-09 19:45:04 +02:00
Aaron Franke
cf4482e8c4
Change get_completion_identifier_is_function to return a bool
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A minor bugfix
2020-05-09 13:45:00 -04:00
Aaron Franke
f7b50992b5
Allow using integer vectors for iteration and make range() use them
2020-05-09 13:43:35 -04:00
Ignacio Etcheverry
e0a001549e
Mono: Fix hot-reloading of nested classes
2020-05-09 19:18:28 +02:00
Rémi Verschelde
ae33cf5f45
Merge pull request #36379 from aaronfranke/color-constructors
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Add a Color constructor for Color with alpha
2020-05-07 21:16:51 +02:00
Pedro J. Estébanez
46bfe4452f
Fix object leaks caused by unfulfilled yields
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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 17:54:15 +02:00
Rémi Verschelde
4d50f747d5
Merge pull request #37293 from Janglee123/ctrl-click-improvements
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Improved go-to definition (Ctrl + Click)
2020-05-05 16:49:15 +02:00
janglee
be7a353c70
Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
2020-05-05 10:46:12 +05:30
Rémi Verschelde
878adb22b7
Merge pull request #37717 from qarmin/world_fix
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Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
Rémi Verschelde
3c200b23fb
Merge pull request #32534 from Xrayez/fix-dict2inst-init
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Make `dict2inst` to work with arbitrary `_init` parameters
2020-05-03 09:58:07 +02:00
Rémi Verschelde
1309bfa97a
Merge pull request #38275 from DSteve595/indented-block-line
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Mark "Indented block expected" error after function declaration
2020-05-03 09:57:29 +02:00
Thakee Nathees
ce978517e0
parser error for static func access non-static variables
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Fix : #38408
2020-05-03 11:45:11 +05:30
Steven Schoen
e6e5ba32cd
Mention offending function name in "Indented block expected" error
2020-05-02 17:10:34 -07:00
Hugo Locurcio
596d426151
Remove some C++11 polyfill defines that are no longer needed
2020-05-03 00:42:04 +02:00
Fabio Alessandrelli
d883b90988
Merge pull request #38105 from AndreaCatania/AndreaCatania-patch-2
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Removed noisy ERR check from Multiplayer API.
2020-05-01 13:53:55 +02:00
Andrii Doroshenko (Xrayez)
7001d06f9d
Make `dict2inst` to work with arbitrary `_init` parameters
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This is achieved by skipping initializer call while creating an instance
of a GDScript. This is implemented by passing -1 as an argument count
to `_new` and interpreting any value below 0 to mean that the initializer
should not be called during instantiation, because internal members of
an instance are going to be overridden afterwards.
2020-04-30 18:30:04 +03:00
Rémi Verschelde
2175397210
tinyexr: Enable C++11 threaded loading
2020-04-30 15:31:02 +02:00
Thakee Nathees
9f6b20936e
fix: dict2inst crash when constructor has arguments
2020-04-30 17:35:53 +05:30
Ignacio Roldán Etcheverry
a6e3c84c68
Merge pull request #38328 from Nannaquin/master
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Fix growMargin() not returning modified Rect2/Rect2i in Mono
2020-04-30 03:39:37 +02:00
Aaron Franke
90df1d67cb
Color with alpha constructor
2020-04-29 14:41:12 -04:00
Rémi Verschelde
92d4a0cbd2
Merge pull request #38288 from RandomShaper/imvu/fix_not_freed_gdsfuncstate
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Fix leaked objects when game ends with yields in progress
2020-04-29 17:30:28 +02:00
Nannaquin
0ac6f4c40b
Fix growMargin() not returning modified Rect2/Rect2i
2020-04-29 11:29:57 -04:00
Rémi Verschelde
39a0cdac5f
Merge pull request #38279 from BigRed-118/assert_mark_as_safe_regression_bug
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Fix for marking assert lines as safe bug
2020-04-29 16:24:38 +02:00
Pedro J. Estébanez
c427334393
Fix leaked objects when game ends with yields in progress
2020-04-29 13:55:10 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp
2020-04-29 04:02:49 -04:00
Aaron Franke
ad3c3e1bbb
[Mono] Rename LinearInterpolate to Lerp
2020-04-29 04:02:24 -04:00
Rémi Verschelde
41af228b76
Merge pull request #36960 from pycbouh/docs-improve-shortcuts
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Improve shortcut formatting in docs
2020-04-29 09:40:52 +02:00
Rémi Verschelde
088cf37bf2
Merge pull request #37314 from nekomatata/bullet-fix-damping
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Better damping implementation for Bullet rigid bodies
2020-04-28 21:39:05 +02:00
Rémi Verschelde
fdf58a5858
Rename InputFilter back to Input
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It changed name as part of the DisplayServer and input refactoring
in #37317 , with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639 .
Fixes #37319 .
Fixes #37690 .
2020-04-28 15:19:49 +02:00
Rémi Verschelde
39f7a40925
Merge pull request #37163 from madmiraal/fix-csg-normal
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Fix CSG vertex normal calculation.
2020-04-28 14:28:31 +02:00
Tom Evans
bd081df519
Fix for marking assert lines as safe bug
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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
2020-04-27 20:25:54 -05:00
Rémi Verschelde
717f053e37
Merge pull request #38121 from JFonS/add_unwrap_caching
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Add caching the lightmap unwrapping on import
2020-04-27 18:51:32 +02:00
PouleyKetchoupp
9353a2bbd1
Better damping implementation for Bullet rigid bodies
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Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.
2020-04-27 18:24:33 +02:00
Rémi Verschelde
f61587b158
Merge pull request #36927 from ThakeeNathees/export-var-type-reduce-implimented
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Fix: export var type reduce() implemented
2020-04-27 17:01:04 +02:00
Rémi Verschelde
f7e2ff5223
Merge pull request #38253 from nekomatata/bullet-update-2.90
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Update to bullet master (2.90)
2020-04-27 16:44:17 +02:00
Thakee Nathees
cd487201c6
export var type reduce() implemented
2020-04-27 19:26:57 +05:30
PouleyKetchoupp
3e7db60d56
Update to bullet master (2.90)
2020-04-27 11:37:47 +02:00
Rémi Verschelde
7899b3e734
Merge pull request #38150 from neikeq/fix-load-hook-for-reused-assembly
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Mono/C#: Fix load hook not called for some assemblies on domain reload
2020-04-25 13:01:11 +02:00
Rémi Verschelde
97f04e42f6
Merge pull request #37172 from theoway/autoCompletionBug
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Fixed the auto-completion bug in gdscript_editor
2020-04-24 17:27:04 +02:00
Rémi Verschelde
39f77f95b8
Merge pull request #37265 from BigRed-118/mark_assert_safe
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Mark assert lines as safe in gdscript
2020-04-24 17:24:45 +02:00
Rémi Verschelde
514fb5fa8a
Merge pull request #37232 from ThakeeNathees/load()-autocomplete-imlpemented
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autocomplete for load() function implemented
2020-04-24 17:24:23 +02:00
Ignacio Etcheverry
f5510262bc
Mono/C#: Fix load hook not called for some assemblies on domain reload
2020-04-23 18:55:44 +02:00
Ignacio Etcheverry
81f13f6171
C#: Fix always saving copy of csproj even with no changes
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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.
2020-04-23 16:18:55 +02:00
Rémi Verschelde
8012be867c
Merge pull request #38123 from neikeq/fix-hotreload-twice
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Mono/C#: Fix assemblies being reloaded a second time unnecesarily
2020-04-23 11:34:28 +02:00
Ignacio Etcheverry
20b9dbb1d5
C#: Revert marshalling of IDictionary/IEnumerable implementing types
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Added marshalling for `System.Collections.Generic.List<T>` and
`System.Collections.Generic.Dictionary<TKey, TValue>`.
2020-04-23 02:26:43 +02:00
Ignacio Etcheverry
c9882e61e2
Mono/C#: Fix assemblies being reloaded a second time unnecesarily
2020-04-23 02:23:25 +02:00
Ignacio Roldán Etcheverry
28f0b15c9d
Merge pull request #38117 from neikeq/export-mono-array-godot-object
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Mono/C#: Allow exporting System.Array of type Godot.Object
2020-04-22 17:41:34 +02:00
Ignacio Roldán Etcheverry
3ad9652a5d
Merge pull request #38110 from neikeq/csproj-safer-migration
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C#: Save copy of sln and csproj before applying fixes
2020-04-22 17:27:07 +02:00
Ignacio Roldán Etcheverry
90330a04cc
Merge pull request #38115 from neikeq/mono-debug-exported-games
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Mono/C#: Allow debugging exported games
2020-04-22 17:26:33 +02:00
Ignacio Etcheverry
0fec3cb5ed
Mono/C#: Allow exporting System.Array of type Godot.Object
2020-04-22 17:19:45 +02:00
Ignacio Etcheverry
93d7ec8836
C#: Save copy of sln and csproj before applying fixes
2020-04-22 16:50:43 +02:00
Ignacio Etcheverry
71fc87e101
Mono/C#: Allow debugging exported games
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- 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.
2020-04-22 16:44:03 +02:00
Rémi Verschelde
6aac75afc2
Merge pull request #37318 from ttencate/fix/argument_nulled_37312
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Revert "Allow parameters passed to GDScript functions to be nulled"
2020-04-22 16:09:28 +02:00
JFonS
f7dadc4796
Add caching the lightmap unwrapping on import
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This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.
The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
2020-04-22 15:34:00 +02:00
Andrea Catania
4d8a3839d0
Removed noisy ERR check from Multiplayer API.
2020-04-22 08:12:58 +02:00
Rémi Verschelde
f914276951
Merge pull request #37537 from ThakeeNathees/const-parsing-datatype-bug-fix
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GDScript: Fix type inference for const reference to global class
2020-04-21 23:04:46 +02:00
Rémi Verschelde
9716204555
Merge pull request #37712 from stoofin/pattern-bind-warning
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Fix unassigned variable warnings for match bindings
2020-04-21 23:04:16 +02:00
Rémi Verschelde
4f03e302a7
Merge pull request #38041 from ThakeeNathees/class-name-check-enhance
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GDScript class name existance check enhanced
2020-04-21 16:19:53 +02:00
Rémi Verschelde
a5a9bf6a19
Merge pull request #37955 from ThakeeNathees/lin-unsafe-base-know-index-unkonwn
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Line marked unsafe when base known and index unkonwn
2020-04-21 16:19:34 +02:00
Rémi Verschelde
9cad835880
Merge pull request #37954 from ThakeeNathees/autocomplete-indexing-native-types
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Autocompleting with indexing for builtin types added
2020-04-21 16:19:07 +02:00
Juan Linietsky
5d4dc2d45c
Add ability to bind typed arrays to script API
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Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky
ae09b55a19
Exposed RenderingDevice to script API
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
2cd952bd84
Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editor
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Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
2020-04-20 17:13:06 +02:00
Rémi Verschelde
0ef8bcac4d
DocData: Skip unexposed classes
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Properly expose classes that we actually want accessible.
2020-04-20 12:51:10 +02:00
Thakee Nathees
62280c3d47
GDScript class name existance check enhanced
2020-04-20 16:20:36 +05:30
Rémi Verschelde
408fab8442
Mono: Fix include for Android support
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This was a typo in #37153 .
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-04-18 21:28:51 +02:00
qarmin
559bc3ca87
Change non-existent World to World3D
2020-04-18 11:00:51 +02:00
Thakee Nathees
0780ad2800
line unsafe for indexing with known base type & unkown identifier
2020-04-17 16:52:22 +05:30
Thakee Nathees
3c45377c6e
autocompleting with indexing for native types added
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Fix : #37768
2020-04-17 12:13:57 +05:30
Umang Kalra
b192c7d1ac
Fixed the bool _static logic
2020-04-16 21:23:17 +05:30
Nico Mitchell
f7cc2b090c
Change MATH_POSMOD return type back to INT
2020-04-14 17:23:35 -04:00
Rémi Verschelde
5e5103f460
Merge pull request #37861 from reduz/implement-decals
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Implement decals
2020-04-14 17:13:20 +02:00
Juan Linietsky
5944eb6e7f
Implement decals
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Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Rémi Verschelde
e0eb9a8ae4
Merge pull request #37826 from nekomatata/direct-body-state-sleep
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Fix set_sleep_state in Bullet body direct state
2020-04-14 12:53:20 +02:00
PouleyKetchoupp
30b184cb06
Fix set_sleep_state in Bullet body direct state
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It was inverted, it should set the body to be active when sleep is disabled.
2020-04-14 11:39:34 +02:00
Nico Mitchell
c2ffaf5b2b
Change round return type to float
2020-04-13 13:02:40 -04:00
Rémi Verschelde
cfb00d4ed0
Merge pull request #37817 from ThakeeNathees/disconnect-autocomplete
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autocomplete for disconnect implemented
2020-04-13 12:07:25 +02:00