Commit Graph

4483 Commits

Author SHA1 Message Date
Ignacio Etcheverry 8bb48ae57a Mono/C#: Fix editor using wrong project assembly path in rare cases
We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.
2020-08-21 01:42:47 +02:00
Rémi Verschelde eb9cbdc369
Merge pull request #41381 from vnen/gdscript-2-fixes
A few more GDScript fixes
2020-08-19 22:17:44 +02:00
George Marques a880f590e4
GDScript: Make subscript access be properly type checked 2020-08-19 14:35:26 -03:00
George Marques 846856728b
GDScript: Show error when function return type is missing 2020-08-19 14:09:45 -03:00
George Marques 15b16ec0ce
GDScript: Fix signal parameters not respecting commas 2020-08-19 11:32:48 -03:00
George Marques cd3f51c67c
GDScript: Check duplicate keys in dictionaries and enums 2020-08-19 11:14:16 -03:00
George Marques f9ad0b30fa
GDScript: Allow preload() to be used with constant expressions 2020-08-19 10:45:00 -03:00
George Marques a52e457ada
GDScript: Allow keywords to be used in $ notation 2020-08-19 10:19:05 -03:00
SkyJJ ce3461dc88 Update GDScriptTranslationParserPlugin to use GDSriptParser instead of RegEx. 2020-08-19 03:10:51 +02:00
SkyJJ 396f2eee82 Update POT generation to handle context and plurals 2020-08-19 03:01:52 +02:00
Rémi Verschelde f568cede8d
Merge pull request #41362 from neikeq/fix-play-issues-after-ide-play-request
C#: Fix editor unable to play game after IDE PlayRequest
2020-08-19 01:33:59 +02:00
Ignacio Etcheverry 6e7da72648 C#: Fix editor unable to play game after IDE PlayRequest
The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.

The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.
2020-08-19 00:14:57 +02:00
Rémi Verschelde 9218f0f1b0
Merge pull request #41352 from Calinou/bmp-loader-error-explanations
Add more error explanations in the BMP image loader
2020-08-18 23:22:43 +02:00
George Marques 35176247af
GDScript: Allow enum values to be set to constant expressions
Also allow them to access previous values wihout referencing the enum.
2020-08-18 17:44:20 -03:00
George Marques 99d4ea8c79
GDScript: Allow supertype objects to be assigned to a subtype variable
It allows `get_node()` to be used with typed variables

This is marked as unsafe to warn the user.
2020-08-18 15:12:51 -03:00
Hugo Locurcio 40485e2479
Add more error explanations in the BMP image loader
This closes #32166 and closes #30629.
2020-08-18 19:41:40 +02:00
George Marques 8bc9b3a2ae
GDScript: Allow implicit type conversion when constructing variants
Incidentally fix error message when no valid constructor is found which
was missing an end parenthesis.
2020-08-18 13:12:18 -03:00
George Marques 8088e9e6ac
GDScript: Add script to cache on reload
This ensures that scripts created without a resource loader are properly
included in the cache (such as builtin scripts) and are not tried to be
loaded from the disk.
2020-08-18 11:21:09 -03:00
George Marques 0f9923e67f
GDScript: Allow empty files to be valid scripts 2020-08-17 21:32:49 -03:00
George Marques 3abb3c0d6e
GDScript: Fix crash when superclass file is non-existent
Incidentally, allow EOF to be an end of statement.
2020-08-17 21:30:39 -03:00
George Marques fda6f3b600
GDScript: Fix LSP getting wrong union value on unnamed enums 2020-08-17 21:10:30 -03:00
George Marques d06ce2f11e
GDScript: Fix editor crash when writing @tool annotation 2020-08-17 21:02:49 -03:00
George Marques f374021d52
GDSript: Prevent crash when completing unary operators 2020-08-17 20:49:04 -03:00
George Marques 9ecd042e78
GDScript: Allow "match" to be used as an identifier
This is needed to call the String.match() function.
2020-08-17 20:14:46 -03:00
George Marques d45e1befe3
GDScript: Fix wrong argument check for formatting operator 2020-08-17 19:49:54 -03:00
Andrii Doroshenko (Xrayez) 6f426c3360 Port ClassDB tests to use doctest
Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).

Display and rendering servers/singletons are not initialized at all.

Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
  `register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).

Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.

ClassDB tests:

Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-08-16 16:41:02 +03:00
Mariano Suligoy a8c01df647 Fix GdScript Analyzier not detecting Resource subclass correctly 2020-08-13 19:46:57 -03:00
Rémi Verschelde ef607b0137
Merge pull request #41229 from madmiraal/fix-csg
Don't attempt to insert points into degenerate triangles when creating CSG shapes.
2020-08-13 23:19:49 +02:00
Marcel Admiraal 3521239d96 Don't attempt to insert points into degenerate triangles.
Use a simpler degenerate triangle check that calculates area.
2020-08-13 16:23:14 +01:00
George Marques adc1f95d97
Merge pull request #41224 from ThakeeNathees/fix-ctrl+click-not-working
Fix: ctrl + click not working on script member
2020-08-13 10:25:46 -03:00
Thakee Nathees c6dc73f9be Fix: ctrl + click not working 2020-08-13 17:35:17 +05:30
Rémi Verschelde 3b3d82f40f
Merge pull request #41199 from madmiraal/fix-38001
Mark the first shape as inside, not the second shape, when CSG shapes are co-planer.
2020-08-13 10:16:33 +02:00
George Marques 9413446b2d
Merge pull request #41104 from vnen/gdscript-assignment-tidy
Tidy up assignment operator check
2020-08-12 08:54:48 -03:00
Marcel Admiraal 5b1e6e35be Mark the first shape as inside, not the second shape, when CSG shapes are
co-planer.
2020-08-12 08:01:02 +01:00
Rémi Verschelde cf05486d8e
Merge pull request #41055 from snichols/null-callee-fix
Fix crash with null callee
2020-08-11 15:15:43 +02:00
Rémi Verschelde 3044b8f15a
Merge pull request #40935 from hoontee/master-3
Transform CSGShape collision when necessary
2020-08-11 11:58:36 +02:00
Rémi Verschelde 920f8c86ec
Merge pull request #40919 from hoontee/master-2
Properly handle empty CSGCombiners
2020-08-11 11:57:18 +02:00
Paulb23 5cf2cf8646 Fix colour region continuation over blank lines, issue 41120 2020-08-08 15:36:46 +01:00
George Marques 69c81309cc
Merge pull request #40673 from ThakeeNathees/gdscript-op-eval-validation
GDScript operator evaluation validation bug fix
2020-08-08 10:52:40 -03:00
George Marques 1f14068727
Merge pull request #40951 from bruvzg/gds_cleanup
[GDScript] Add static HashMap cleanup.
2020-08-08 10:44:57 -03:00
George Marques 3aef60591b
GDScript: Tidy up assignment operator check
The operator is already gathered by the parser, no need to do it again
in the analyzer.
2020-08-08 10:37:51 -03:00
George Marques 241e709462
Merge pull request #41062 from ThakeeNathees/unsafe-arithmatic-assignment-bug-fix
GDScript: unsafe arithmetic assignment bug fix
2020-08-06 10:51:48 -03:00
Thakee Nathees 38c7d080e8 GDScript: unsafe arithmetic assignment bug fix
Fix: #41051
2020-08-06 11:12:26 +05:30
Stephen Nichols fbd07bf3bf Adding error message for empty grouping expression 2020-08-05 14:42:33 -05:00
Stephen Nichols 8a13be50ab Fixing null callee crash. 2020-08-05 14:41:46 -05:00
Andrea Catania 6831da630f
Merge pull request #40989 from madmiraal/fix-40739
Reload Bullet space override modifier even when RigidBody is inactive.
2020-08-05 13:54:25 +02:00
Rafał Mikrut ac1b2da96e Fixes leak when creating bullet shape 2020-08-05 10:04:04 +02:00
George Marques 9adf6d3441
Merge pull request #40690 from ThakeeNathees/arithmetic-assign-type-check-bug-fix
GDScript arithmetic assignment type check bug fix
2020-08-03 09:26:09 -03:00
Hugo Locurcio c73c327bab
Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
2020-08-03 13:58:51 +02:00
Marcel Admiraal 3a05ca9c2b Reload Bullet space override modifier even when RigidBody is inactive. 2020-08-03 11:39:16 +01:00
unknown 561af0c17d Fixed tiny grammar issues in error messages 2020-08-03 14:03:28 +05:30
bruvzg ee973f5b90
[GDScript] Add static HashMap cleanup. 2020-08-01 22:08:12 +03:00
hoontee fc8574fbac Transform CSGShape collision when necessary 2020-08-01 01:45:22 -05:00
hoontee 001b6075cb
Properly handle empty CSGCombiners 2020-07-31 10:11:26 -05:00
Rémi Verschelde ba853f86af
Merge pull request #40903 from Calinou/doc-json
Improve JSON-related documentation
2020-07-31 10:39:56 +02:00
Hugo Locurcio 930e10ffff Improve JSON-related documentation
This closes https://github.com/godotengine/godot-docs/issues/3848.
2020-07-31 09:56:11 +02:00
Rémi Verschelde 9833f9cc11 doc: Fix typo in BBcode tag 2020-07-30 16:24:37 +02:00
Marcel Admiraal 9be7b30f35 Ensure CSG parent's _make_dirty() is called when entering a tree. 2020-07-30 13:34:37 +01:00
SkyJJ 9cd1ef573c Refix GDScriptTranslationParser leak 2020-07-29 23:17:58 +02:00
Rémi Verschelde fa6cd2cd77
Merge pull request #40838 from Faless/dtls/enet_refuse_fix
Fix crash in ENet changing refuse_new_connections
2020-07-29 18:06:19 +02:00
Fabio Alessandrelli e5f3159a23 Fix crash in ENet changing refuse_new_connections
When the host is not started.
2020-07-29 17:53:41 +02:00
Rémi Verschelde 157958c77c
Merge pull request #40823 from Calinou/doc-string-split-regex
Document how to perform advanced string splitting using RegEx
2020-07-29 12:42:15 +02:00
Hugo Locurcio 5f2b6bd476 Document how to perform advanced string splitting using RegEx
This closes https://github.com/godotengine/godot-docs/issues/3607.
2020-07-29 12:12:01 +02:00
Lyuma 68566b7bec GDScript: Fix crash caused by inconsistent get_member 2020-07-29 02:56:03 -07:00
Rémi Verschelde a6916d1f17
Merge pull request #40678 from aaronfranke/string-float64
Make all String float conversion methods be 64-bit
2020-07-28 01:27:34 +02:00
Rémi Verschelde 932b75e247 doc: Sync classref with current source 2020-07-28 01:08:44 +02:00
Aaron Franke 56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Rémi Verschelde 4e825539e5
Merge pull request #40762 from SkyLucilfer/PackedSceneLeak
Fix EditorTranslationParser leak
2020-07-28 00:31:46 +02:00
Rémi Verschelde 5f28ab6566
Merge pull request #40771 from Xrayez/scons-verbose-builders
SCons: Refactor running commands through builders
2020-07-28 00:30:55 +02:00
Rémi Verschelde 3edcccafd9
Merge pull request #40777 from Nhiqill/fix_mono_nested_class_reload
Pop from front to avoid infinite loop with nested classes
2020-07-28 00:26:14 +02:00
Andrii Doroshenko (Xrayez) d86de6c98e SCons: Refactor running commands through builders
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.

Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
2020-07-28 00:09:21 +03:00
Rémi Verschelde c845e20add Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 7eebb06b55.
2020-07-27 22:45:01 +02:00
Nhiqill 42d1b4f389 Pop from front to avoid infinite loop with nested classes 2020-07-27 16:36:56 -04:00
George Marques 04f46aea8d
GDScript: Fix crash on 'await' completion 2020-07-27 17:17:39 -03:00
SkyJJ 0e54ba0486 Fix EditorTranslationParser leak 2020-07-27 17:02:53 +02:00
Rémi Verschelde 3e87022ecc
Merge pull request #40252 from AndreaCatania/flush
Improved Bullet Physics flush algorithm, Lazy collision filter reload, Shape reload regression fix.
2020-07-27 13:57:47 +02:00
Rémi Verschelde bd9fc75768
Merge pull request #40706 from akien-mga/style-fix-file_format-macos
Fix code format scripts compat with non-GNU Unices
2020-07-27 13:27:56 +02:00
Rémi Verschelde c71e189efd Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.
2020-07-27 13:11:44 +02:00
Rémi Verschelde 3e99059129
Merge pull request #40714 from ThakeeNathees/Object-type-bug-fix
GDScript: "Object" datatype changed from BUILTIN to NATIVE
2020-07-27 08:50:16 +02:00
Andrea Catania 8d0d6d6921 - Enhanced the flush mechanism by flushing only needed thing.
- Flushing Areas before anything else.
- Make sure to correctly fetch gravity when the integrate_forces function is used
- Lazy reload body when layer and mask changes
- Shapes are reloaded just before the physics step starts.
- Improved some other parts of the code.
- Added override keyword
- Using LocalVector
2020-07-27 08:25:47 +02:00
Rémi Verschelde dc456059a4
Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standard
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26 20:47:35 +02:00
Rémi Verschelde f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Rémi Verschelde 33d423e240
Merge pull request #39898 from Meriipu/master_gdscript
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
2020-07-26 17:12:13 +02:00
Rémi Verschelde c75f4c06f0
Merge pull request #40647 from Xrayez/blank-tabs-fix
Make unsaved scripts in the script editor more user-friendly
2020-07-26 17:11:31 +02:00
Rémi Verschelde b2096ba53e
Merge pull request #40670 from vnen/remove-multilevel-call
Remove multilevel calls
2020-07-26 17:09:41 +02:00
Rémi Verschelde 94ff5ee535
Merge pull request #40655 from madmiraal/fix-40636
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
Enable support for C++ modules tests
2020-07-26 17:04:41 +02:00
Andrii Doroshenko (Xrayez) 60f53140b8 Enable support for C++ modules tests
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
Andrii Doroshenko (Xrayez) 7247247522 Make unsaved scripts in the script editor more user-friendly
Unsaved scripts were previously displayed with blank tabs, which are
mostly a result of deleted or improperly moved scripts.

This patch makes sure that those kind of scripts are displayed as
"[unsaved]" now, and ensures that scripts are removed from the list
while deleting scripts from the filesystem dock preventing the unsaved
tabs to appear in the first place (a user is already prompted with
"no undo" warning while deleting any file).

A user is always prompted to save those "[unsaved]" scripts if they
attempt to close them without saving in any case except as described
above.
2020-07-26 16:05:44 +03:00
Rémi Verschelde 5700429e4e
Merge pull request #33760 from nekomatata/script-editor-init-optimization
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26 14:05:56 +02:00
Thakee Nathees 194c2aa7e2 GDScript: "Object" datatype changed from BUILTIN to NATIVE
Fix: #40656
2020-07-26 08:00:55 +05:30
Thakee Nathees 5ba46ddf8e GDScript arithmetic assignment type check bug fixed
Fix: #40686
2020-07-26 06:46:13 +05:30
Sergey Minakov 66be375eb0 Modules: update modules to be built for iOS
Using 'available' checks to fix deprecation compilation errors
Additional checks for simulator
2020-07-25 21:55:15 +02:00
Meriipu 7f9bfee0ac GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.
2020-07-25 20:26:02 +02:00
Ignacio Etcheverry ced77b1e9b C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk
-------------

Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.

The new Sdk is resolved from the NuGet package.

All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:

```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
  <PropertyGroup>
    <TargetFramework>netstandard2.1</TargetFramework>
  </PropertyGroup>
</Project>
```

Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.

Define constants
----------------

Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:

- The 'features' constants were only defined when
  exporting games. Not when building the game for
  running in the editor player.
- If the project was built externally by an IDE,
  the constants wouldn't be defined at all.

The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.

However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.

As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.

The new list of define constants includes:

- GODOT
- GODOT_<PLATFORM>
  Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
  When building with the 'Debug' configuration
  (editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
  Not defined by default unless $(GodotRealTIsDouble)
  is overriden to be 'true'.

.NET Standard
-------------

The target framework of game projects was changed
to 'netstandard2.1'.
2020-07-25 19:22:01 +02:00
Thakee Nathees 04dfb78d23 GDScript operator evaluation validation bug fix
Fix: #40665
2020-07-24 23:32:29 +05:30
George Marques 2b9d9bc364
Remove multilevel calls
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
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
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
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
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
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
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
Also improve error for unknown characters.
2020-07-20 11:38:39 -03:00
George Marques 5d6e853806
New GDScript tokenizer and parser
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
to zero.
2020-07-18 13:15:10 +01:00
PouleyKetchoupp ccff2f2551 Optimized ScriptEditor initialization when many scripts are loaded
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
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
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
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
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.
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."
This reverts commit de3ad3b30e.
2020-07-14 06:43:58 -04:00
Rémi Verschelde 861c6c63b6
Merge pull request #40218 from aaronfranke/mono-docs
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
Syntax highlighter refactor
2020-07-14 09:49:02 +02:00
Rémi Verschelde 41802d8397
Merge pull request #40335 from aaronfranke/formatting-gh-actions
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
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
[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
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
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
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
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