Rémi Verschelde
b2096ba53e
Merge pull request #40670 from vnen/remove-multilevel-call
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Remove multilevel calls
2020-07-26 17:09:41 +02:00
Rémi Verschelde
94ff5ee535
Merge pull request #40655 from madmiraal/fix-40636
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Ensure Bullet HeightMapShape3D data width and depth are at least 2.
2020-07-26 17:09:02 +02:00
Rémi Verschelde
b35be146da
Merge pull request #40720 from Xrayez/modules-tests
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Enable support for C++ modules tests
2020-07-26 17:04:41 +02:00
Andrii Doroshenko (Xrayez)
60f53140b8
Enable support for C++ modules tests
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Modules-specific tests can be written under respective module folders.
Each module should have "tests" folder created with the tests implemented
as `doctest` headers, so they can be collected by the buildsystem and
included directly in `tests/test_main.cpp` to be compiled.
2020-07-26 17:41:46 +03:00
Rémi Verschelde
5700429e4e
Merge pull request #33760 from nekomatata/script-editor-init-optimization
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Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26 14:05:56 +02:00
Sergey Minakov
66be375eb0
Modules: update modules to be built for iOS
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Using 'available' checks to fix deprecation compilation errors
Additional checks for simulator
2020-07-25 21:55:15 +02:00
George Marques
2b9d9bc364
Remove multilevel calls
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In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
George Marques
e6b44b93c3
GDScript: Allow "new()" to be called in non-static functions
2020-07-24 13:45:23 -03:00
Marcel Admiraal
236857c92a
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
2020-07-24 13:40:26 +01:00
Rémi Verschelde
3811fb919e
Merge pull request #40598 from vnen/gdscript-2.0
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GDScript 2.0 (again)
2020-07-24 01:04:57 +02:00
mega-bit
0ca96ae2c1
Fix typos in GodotSharp code docs
2020-07-22 22:46:04 +02:00
Rémi Verschelde
9a586defed
VisualScript: Fix -Wduplicate-branches warning
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When VSDEBUG is a no-op (default), those branches did the same (nothing).
2020-07-22 16:57:28 +02:00
George Marques
a0f54cb95e
Wrap up GDScript 2.0 base implementation
2020-07-22 11:07:51 -03:00
Ignacio Etcheverry
4a30289eee
C#: Fix restore not called when building game projects
2020-07-22 14:28:47 +02:00
Aaron Franke
ad96b6314c
Fix XML in Plane.cs
2020-07-21 20:13:51 -04:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
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Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591
Fix spelling & grammar in comments, docs, and messages
2020-07-21 15:17:23 -04:00
Aaron Franke
83e324d670
Update core documentation to match recent C# changes
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Also a few minor API changes like adding AABB.abs()
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-21 14:44:53 -04:00
George Marques
aa09b4f85d
Reintroduce code completion
2020-07-20 11:38:40 -03:00
George Marques
b6a2628c48
Reenable GDScript LSP server
2020-07-20 11:38:40 -03:00
George Marques
dadfcd8aba
Added support for enums to be used as types in GDScript
2020-07-20 11:38:40 -03:00
George Marques
95c0909290
Add warning checks in GDScript analyzer
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Reenable checking those when validating code.
2020-07-20 11:38:40 -03:00
George Marques
9a76ab8b6a
Add new GDScript type checker
2020-07-20 11:38:40 -03:00
George Marques
17cd6347ba
Add better local variable detection in GDScript parser
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Also store Variant operator to avoid needing to do it repeatedly in
later compiling stages.
2020-07-20 11:38:39 -03:00
George Marques
7adb0d77cc
Add GDScript cache singleton
2020-07-20 11:38:39 -03:00
George Marques
886732ac2b
Add support for properties
2020-07-20 11:38:39 -03:00
George Marques
34c28eb2b8
Fix comments in beginning of file
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Also improve error for unknown characters.
2020-07-20 11:38:39 -03:00
George Marques
5d6e853806
New GDScript tokenizer and parser
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Sometimes to fix something you have to break it first.
This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.
Don't worry: other huge commits will come after this.
2020-07-20 11:38:39 -03:00
Marcel Admiraal
ec92a26d08
Use difference in position to check whether motion in Bullet is too close
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to zero.
2020-07-18 13:15:10 +01:00
PouleyKetchoupp
ccff2f2551
Optimized ScriptEditor initialization when many scripts are loaded
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This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.
It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
2020-07-17 09:02:24 +02:00
Rémi Verschelde
6497a3fb50
Merge pull request #40291 from hinlopen/dialog-size
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Resize various dialogs
2020-07-15 12:13:33 +02:00
Rémi Verschelde
9bda8df46c
Merge pull request #40386 from touilleMan/correct-Reference-is_reference-api.json
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Correct is_reference attribute in api.json for Reference class
2020-07-15 08:29:36 +02:00
Rémi Verschelde
039f01575c
Merge pull request #40392 from touilleMan/missing-has_default_value-signals-api_json
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Add missing has_default_value field for signals in api.json
2020-07-15 08:26:52 +02:00
Emmanuel Leblond
37de4982ca
Add missing has_default_value field for signals in api.json
2020-07-14 23:12:44 +02:00
Emmanuel Leblond
b5c80088ce
Correct is_reference attribute in api.json for Reference class
2020-07-14 18:20:20 +02:00
Rémi Verschelde
9bdcfc4e87
Merge pull request #40374 from Faless/udp/server_abstraction
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UDPServer uses single socket, abstract clients.
2020-07-14 16:31:19 +02:00
Stijn Hinlopen
526e060b73
Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and resource depency dialogs).
2020-07-14 14:35:22 +02:00
Fabio Alessandrelli
7ec5c917d1
Funnel refuse_new_connections to Godot ENet.
2020-07-14 14:10:18 +02:00
Ryan Roden-Corrent
8dcc39ec91
Include gdscript warning name in LSP message.
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My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.
This uses parens to match what is shown in the builtin editor.
2020-07-14 07:11:16 -04:00
Ryan Roden-Corrent
d92fa3b547
Revert "Include gdscript warning name in the warning message."
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This reverts commit de3ad3b30e
.
2020-07-14 06:43:58 -04:00
Rémi Verschelde
861c6c63b6
Merge pull request #40218 from aaronfranke/mono-docs
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Add C# XML documentation to core C# math types
2020-07-14 10:17:10 +02:00
Rémi Verschelde
ca5958d180
Merge pull request #38440 from Paulb23/syntax_highlighter_refactor
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Syntax highlighter refactor
2020-07-14 09:49:02 +02:00
Rémi Verschelde
41802d8397
Merge pull request #40335 from aaronfranke/formatting-gh-actions
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Use GitHub Actions for file formatting and style checks
2020-07-14 08:40:32 +02:00
Aaron Franke
9986439352
Commit other files changed by file_format.sh
2020-07-13 14:14:11 -04:00
volzhs
4e987f5ab9
Fix overlappingObjects vector crash
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use clear_overlaps() instead of clearing overlappingObjects directly
2020-07-14 02:34:18 +09:00
Rémi Verschelde
db1eb909fe
Merge pull request #40261 from bruvzg/macos_mono_build
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[macOS, Mono] Fix "Wdeprecated-declarations" build error.
2020-07-13 18:04:22 +02:00
Rémi Verschelde
6f0edf5bc9
Merge pull request #40308 from madmiraal/fix-40283
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Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 17:59:31 +02:00
Hugo Locurcio
c9b6833d00
Improve the ENet channels documentation in NetworkedMultiplayerENet
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This closes https://github.com/godotengine/godot-docs/issues/3598 .
2020-07-13 12:12:55 +02:00
Marcel Admiraal
2ea644fda4
Set isScratchedSpaceOverrideModificator to false when removing a
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RigidBodyBullet from a space.
2020-07-12 07:46:14 +01:00
Paulb23
bc4cee4458
Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
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- 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