Rémi Verschelde
cbf49ddc51
Merge pull request #8269 from karroffel/dlscript-virtual-method-export
...
[DLScript] fixed virtual method export
2017-04-05 23:26:12 +02:00
Rémi Verschelde
64ebc3672e
Merge pull request #8274 from RandomShaper/fix-android-x86
...
Fix crash on Android-x86
2017-04-05 22:27:48 +02:00
Pedro J. Estébanez
2443946307
Fix crash on Android-x86
2017-04-05 22:18:16 +02:00
Karroffel
fa7e167a92
[DLScript] fixed virtual method export
2017-04-05 17:08:23 +02:00
Rémi Verschelde
454f53c776
Merge pull request #8268 from karroffel/dlscript-android
...
[DLScript] removed unused import
2017-04-05 14:10:25 +02:00
Karroffel
c6645d6a40
[DLScript] removed unused import
...
This hopefully fixes android builds
2017-04-05 14:08:26 +02:00
Rémi Verschelde
5b5a825c7f
Fixer looping timer accumulation in _process
...
Follow-up to #8251 .
2017-04-05 08:22:41 +02:00
Rémi Verschelde
4989cc3617
Fix URLs to moved docs pages
...
Closes #8266 .
2017-04-05 07:34:27 +02:00
Rémi Verschelde
e96f32945d
Merge pull request #8264 from MrMaidx/filesystem_popup_fix
...
Fix typo which caused popup to display on incorrect coordinates.
2017-04-05 01:25:54 +02:00
Rémi Verschelde
02f9851d0d
Merge pull request #8259 from bojidar-bg/move-slide-wall-fix
...
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-05 01:24:19 +02:00
Rémi Verschelde
2c4e4432af
Merge pull request #8214 from tagcup/bounce_reflect_slide
...
Made slide and reflect active verbs acting on itself in Vector2 and V…
2017-04-05 01:23:09 +02:00
Martin Novak
9aa60ff15f
Fix typo which caused popup to display on incorrect coordinates.
2017-04-05 00:31:17 +02:00
Rémi Verschelde
7ed83e9889
Merge pull request #8263 from karroffel/dlscript-userdata
...
[DLScript] added variant constructor and a function to get userdata of a script
2017-04-04 23:38:00 +02:00
Karroffel
6c49fe9c62
[DLScript] added variant constructor and a function to get userdata of a script
...
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it.
This is particularly useful and even required for language bindings to work properly.
This also fixes non-tool builds.
2017-04-04 23:02:46 +02:00
Bojidar Marinov
289abd3710
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
...
Fixes #7313
2017-04-04 18:32:27 +03:00
Rémi Verschelde
46bc14e66f
Merge pull request #8246 from GodotNativeTools/dlscript-module
...
DLScript module
2017-04-04 00:25:03 +02:00
Rémi Verschelde
57badfd1df
Merge pull request #8251 from cynicaldevil/master
...
Previous value of time_left is added to wait_time before assigning to time_left
2017-04-04 00:22:44 +02:00
Rémi Verschelde
4d3ed11212
Merge pull request #8248 from Hinsbart/fix_notify_renames
...
Fix more property names in _change_notify calls.
2017-04-04 00:21:12 +02:00
Rémi Verschelde
6fc1a88ea1
Merge pull request #8247 from Hinsbart/scene_dock_order
...
Editor: Swap Scene and Import tabs in dock.
2017-04-04 00:20:55 +02:00
Rémi Verschelde
41986b2092
Merge pull request #8244 from RandomShaper/improve-touch-button
...
Improve TouchScreenButton
2017-04-04 00:19:47 +02:00
Andreas Haas
4b7dd09dc3
Merge pull request #8249 from eska014/win-export
...
Reenable Windows Desktop export
2017-04-04 00:15:31 +02:00
Nikhil Shagrithaya
ea4fbee8f2
previous value of time_left is added to wait_time before assigning to time_left
2017-04-04 00:37:42 +05:30
eska
9dbd6db63b
Reenable Windows Desktop export
2017-04-03 19:52:11 +02:00
Andreas Haas
0a287cfe4c
Fix more property names in _change_notify calls.
2017-04-03 18:35:15 +02:00
Andreas Haas
e19ccbdc32
Editor: Swap Scene and Import tabs in dock.
...
Swaps the ordering of those tabs. Now the editor defaults to displaying the scene tab instead of import, which I found a bit confusing.
2017-04-03 17:29:29 +02:00
Karroffel
fd55308786
added dlscript module
...
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-03 17:20:11 +02:00
Ferenc Arn
1a620bd5fa
Made slide and reflect active verbs acting on itself in Vector2 and Vector3.
...
This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201 .
2017-04-03 10:02:12 -05:00
Karroffel
67f59bc2d9
increased maximum number of scripting languages
2017-04-03 16:10:26 +02:00
Pedro J. Estébanez
6caa9fc94c
Improve TouchScreenButton
...
Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
2017-04-03 14:42:46 +02:00
Rémi Verschelde
1bd3648bb0
Merge pull request #8211 from robertdhernandez/NinePatch-Fix
...
[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03 14:41:53 +02:00
Rémi Verschelde
5b09dde3fe
Merge pull request #8146 from supagu/astar
...
Added ability to change A-star cost function
2017-04-03 13:52:59 +02:00
Rémi Verschelde
9f85befbfd
Merge pull request #8048 from ficoos/was_input_handled
...
Add the option to check if input was handled
2017-04-03 13:48:57 +02:00
Rémi Verschelde
ff468e2d42
Merge pull request #8241 from volzhs/crash-project-setting-master
...
Fix crash when change project settings
2017-04-03 11:35:44 +02:00
volzhs
6ac4969cdd
Fix crash when change project settings
2017-04-03 17:57:50 +09:00
Rémi Verschelde
dd35caca05
Merge pull request #8238 from volzhs/scenetree-button-margin
...
Make buttons closer in Scene tree
2017-04-03 09:51:26 +02:00
Rémi Verschelde
79712ca3ab
Merge pull request #8218 from ficoos/fix_token_names
...
Add '$' to token names
2017-04-03 09:34:57 +02:00
volzhs
a911b1f126
Make buttons closer in Scene tree
2017-04-03 15:50:16 +09:00
Rémi Verschelde
71f8f80b84
Merge pull request #8235 from RandomShaper/fix-warped-pan
...
Fix warped mouse panning on Linux
2017-04-03 07:57:28 +02:00
Pedro J. Estébanez
58cd4461d1
Fix warped mouse panning on Linux
...
Fix/improve it also on certain edge cases for any platform
2017-04-03 02:56:14 +02:00
Andreas Haas
b49d206a4c
Merge pull request #8219 from robertdhernandez/Node2D-Canvas-Sync
...
Node2D/Control variables now update with canvas changes
2017-04-03 00:33:40 +02:00
Juan Linietsky
65f8210e50
Merge pull request #8233 from volzhs/fix-adreno-430
...
Fix failing to compile shader on Adreno GPU
2017-04-02 17:25:57 +02:00
volzhs
e65b8b666c
Fix failing to compile shader on Adreno GPU
2017-04-02 23:16:25 +09:00
Rémi Verschelde
dee7fb5ab5
Merge pull request #8228 from Hinsbart/viewport_fix
...
Viewport: Fix undefined behaviour found by llvm sanitizer.
2017-04-02 13:04:14 +02:00
Rémi Verschelde
3b256f1a90
Merge pull request #8229 from Hinsbart/upd_mappings
...
Input: Update Gamepad mappings.
2017-04-02 13:02:12 +02:00
Andreas Haas
1d3c9c448d
Viewport: Fix undefined behaviour found by llvm sanitizer.
...
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-04-02 09:46:51 +02:00
Andreas Haas
b9d606af71
Input: Update Gamepad mappings.
2017-04-02 09:43:37 +02:00
Robert Hernandez
8078b5ecf6
Fixed Node2D/Control not updating properties
2017-04-01 20:13:52 -04:00
Fabian Mathews
b541402417
Added ability to change A-star cost function
2017-04-01 16:36:22 +10:30
Saggi Mizrahi
c464609bda
Add '$' to token names
...
It was missing from this array and would cause godot to crash or report
bad errors.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-04-01 03:20:23 +03:00
Saggi Mizrahi
245ace6e2e
Add the option to check if input was handled
...
When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31 17:56:32 +03:00