Commit Graph

4510 Commits

Author SHA1 Message Date
jfons ab3b7a57f2 Fix visibility toggle for baked GridMaps
(cherry picked from commit 809d88b925)
2021-03-12 13:26:10 +01:00
Rémi Verschelde 3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
O01eg 18eca32761 Fix visibility for GCC
(cherry picked from commit 1393ededfd)
2021-03-12 10:07:48 +01:00
Rémi Verschelde 0d8182d2b1 NoiseTexture: Fix regression in starting thread
Was a regression from #45618.

Fixes #46907.
2021-03-11 21:58:53 +01:00
Duddino aabb8d78ef Added some checks to prevent accessing a null collider
Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651

(cherry picked from commit c47070e165)
2021-03-07 22:51:06 +01:00
Rémi Verschelde 558d524bcb Mono: Don't use C++17 [[maybe_unused]] to preserve C++14 compatibility
The 3.2 branch compiles against the C++14 standard to keep good compatibility
with somewhat older compilers.

Fixes #45839.
2021-03-05 23:28:09 +01:00
Shane Liesegang 4d06a5c2b0 Mono/macOS: Separate data dir into frameworks and resources for codesigning
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
(cherry picked from commit 42eb09ddcc)
2021-03-04 12:21:17 +01:00
Fabian 2aafe2b25e Add set_peer_timeout to NetworkedMultiplayerENet.
(cherry picked from commit 1b54de3039)
2021-03-02 10:26:14 +01:00
Aaron Franke b2d723b039 Add generic support to PackedScene.Instance
(cherry picked from commit 3f50954ced)
2021-03-02 10:26:14 +01:00
Bastiaan Olij 9c296bcb59 Fix duplicate check for bone names in FBX import 2021-03-02 10:55:29 +11:00
Jack Linhart 8190305075 Added GridMap description to get_bake_meshes()
(cherry picked from commit 03fd2b4c86)
2021-02-25 22:37:29 +01:00
Hugo Locurcio b3c01392fd Document seamless noise having a lower contrast than non-seamless noise
See #41787.

(cherry picked from commit 2e8e6e26a8)
2021-02-25 22:37:04 +01:00
Taylor C. Richberger 59b82e1b6a remove invalid codeLensProvider value from lsp
codeLensProvider was false, it may not be a boolean like some of the other providers can, only optionally present.

(cherry picked from commit 91ce8d5fff)
2021-02-25 22:34:56 +01:00
Rémi Verschelde 92d59d0879 SCons: Properly handle overriding default values to bool options
The `dev=yes` and `production=yes` options work as aliases to set a number of
options, while still aiming to allow overriding specific options if the user
wishes so. (E.g. `production=yes use_lto=no` should work to enable production
defaults *but* disable LTO.)

That wasn't working as `ARGUMENTS.get()` returns a string and not a boolean as
expected by `BoolVariable`, and this wasn't flagged as a bug... So added a
helper method using SCons' `BoolVariable._text2bool` to do the conversion
manually.
2021-02-24 10:20:46 +01:00
Rémi Verschelde 6b2cfa416c SCons: Work around compilation issue on Linux ARM64
Fixes #45687.

This is really just a band-aid, our current buildsystem doesn't work well for
cross-compilation and needs a thorough refactoring to do so.
2021-02-23 14:08:45 +01:00
Pedro J. Estébanez 6f4f49c1d5 Make glue generation shutdown more graceful
(cherry picked from commit 23907e6f19)
2021-02-22 21:40:16 +01:00
Angad Kambli 327586f582 fix minor issue in smooth step function's documentation
(cherry picked from commit 892060fa47)
2021-02-22 14:16:42 +01:00
Marcel Admiraal e89ba5fb49 Add missing semicolons to webxr.eterns.js
(cherry picked from commit 92e0a84a4c)
2021-02-22 10:17:23 +01:00
Vignesh1-art 13871deb57 Fixed Invalid function bindings #46135
Fixed  GDScriptLanguageProtocol::notify_client - have 3 arguments, but only 2 are binded

(cherry picked from commit a5d931033e)
2021-02-18 23:46:54 +01:00
Rémi Verschelde 001aaa7131
Merge pull request #45356 from asmaloney/fix-lightmap-raycaster-compile
[3.2] Fix sign comparison error in lightmap_raycaster.cpp
2021-02-18 21:09:29 +01:00
Pedro J. Estébanez 4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
Pedro J. Estébanez 6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez 8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez 4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
JFonS 71d4e47452 Fix missing include in MacOS builds 2021-02-17 11:19:28 +01:00
Ellen Poe fc0419d84a
Fix mono->stereo conversion for oggs (see #40630)
(cherry picked from commit f993d2eeee)
2021-02-16 14:27:40 +01:00
Ellen Poe 5db83defcd
Fail mp3 loading when attempting to load invalid mp3s
This also adds a warning for unspecified MP3 loading error codes

(cherry picked from commit 936767deca)
2021-02-16 14:27:40 +01:00
Rafał Mikrut 54b6a7b8b7
Fix memory leak in Xatlas module
(cherry picked from commit e57b8d79ec)
2021-02-16 14:27:38 +01:00
Bastiaan Olij 8aa022f99c
Only unload the library when no NativeScript objects exist if the reloadable flag is true. If it is false it is likely the library does other things and can't be unloaded
(cherry picked from commit ae7675065a)
2021-02-16 14:27:38 +01:00
JFonS 56bf256d76 Add options to reduce lightmaps disk usage.
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.

Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
2021-02-16 13:20:27 +01:00
JFonS 7241139356 Backport EXR compression support from master 2021-02-15 12:51:55 +01:00
Meriipu 347a9df0a1
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.

(cherry picked from commit 7f9bfee0ac)
2021-02-11 13:12:06 +01:00
Gordon MacPherson 53aee600d3 fixed bug in vertex duplication breaking meshes 2021-02-09 16:33:46 +00:00
Kanabenki 3abe6ae281
Snap VisualScript comment to grid when resizing
(cherry picked from commit 07fb7f9888)
2021-02-08 22:36:36 +01:00
Rémi Verschelde f36c529ad0
Merge pull request #45752 from JFonS/cpu_lightmapper_fixes
Assorted CPU lightmapper fixes
2021-02-06 11:44:52 +01:00
JFonS 27c1e65969 Assorted CPU lightmapper fixes
- Fix crash when a ray hits a texel with a UV2 coordinate exactly
  equal to 1.0.
- Take BakedLightmap extents into account.
- Clear capture data between bakes.
- Fix minor issues with seam correction.
2021-02-05 19:18:19 +01:00
Hugo Locurcio 4a74f6f3b7 Document that GridMap doesn't support visual layers or cull masks
See #40245.

(cherry picked from commit 95fda7e881)
2021-02-05 10:26:03 +01:00
bruvzg 9e4cecc8ea [Mono] Use the same search logic for both `MSBuild` and `dotnet`, add custom search paths on macOS.
(cherry picked from commit e304f716c7)
2021-02-05 09:29:29 +01:00
Rémi Verschelde f42f6ed01c
Merge pull request #45702 from hpvb/fix-tga-crash-32
[3.2] Fix a crash in the TGA loader with malformed input
2021-02-04 14:47:37 +01:00
Hein-Pieter van Braam-Stewart 113b5ab1c4 Fix a crash in the TGA loader with malformed input 2021-02-04 13:10:03 +01:00
zaevi f94dffd2de
Fix C# string.Hash()
(cherry picked from commit baac70c27e)
2021-02-02 13:30:54 +01:00
David Snopek 0eb6dfa04a
Remove reference to CanvasLayer in WebXR example, because it can cause rendering issues in AR.
(cherry picked from commit f6e8da3661)
2021-02-02 13:02:46 +01:00
Ivan Shakhov 7ecc2561cd
Fix off by one error navigating to line number in Rider
Fixes https://github.com/JetBrains/godot-support/issues/61

(cherry picked from commit deef9a73a5)
2021-02-02 13:02:46 +01:00
Rémi Verschelde 07f169af72
Merge pull request #45353 from asmaloney/fix-lightmapper_cpu-compile-error
[3.2] Fix undeclared identifier error (rand) in lightmapper_cpu
2021-02-02 12:35:42 +01:00
Hugo Locurcio 351efc334e
Fix WebXRInterface code sample in the class reference
This also fixes the code sample's indentation to look correct in the
editor help.
2021-01-31 00:00:25 +01:00
Aaron Franke 226528097e
[3.2] Backport hex_to_int/bin_to_int zero check and C# changes 2021-01-28 09:24:44 -05:00
David Snopek 5625dc502c Prevent fatal error in WebXR when 'immersize-ar' loses and regains tracking 2021-01-27 20:22:40 -06:00
Rémi Verschelde 9ba95970ad
Merge pull request #45445 from dsnopek/webxr-mono
[3.2] Support mono devices in WebXR
2021-01-27 21:11:56 +01:00
geekrelief 311ca0c6f2
Removes the gdnative library when no script (gdns) references it any longer. This enables hot reload for gdnative.
(cherry picked from commit cc5d8bb5ad)
2021-01-26 22:10:29 +01:00
Ignacio Etcheverry 44d8669364
C#: Fix System.Collections.Generic.List marshalling
(cherry picked from commit da90364adf)
2021-01-26 17:00:17 +01:00
Rémi Verschelde 9f2c24e8ce
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.

(cherry picked from commit 76c6007aa6)
2021-01-26 17:00:15 +01:00
Rémi Verschelde 21746ce714
Merge pull request #45347 from lucasvanmol/patch-1
[3.2] Fix highlight color for class attributes that are also keywords
2021-01-26 15:56:29 +01:00
Rémi Verschelde 061f87e064
Merge pull request #45336 from naithar/feature/plugins-migration-3.2
[3.2] [iOS] iOS Plugins Migration
2021-01-26 15:06:46 +01:00
Yuri Sizov a9552cefa2 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:34 +03:00
David Snopek dca9f09386 Support mono devices in WebXR 2021-01-25 08:36:29 -06:00
Andy Maloney 95cc19d320 Fix sign comparison error in lightmap_raycaster.cpp
Compiling with latest clang on macOS produces this error:

comparison of integers of different signs: 'uint32_t' (aka 'unsigned int') and 'int' [-Werror,-Wsign-compare]

This file is not present in 4.0/master.
2021-01-21 16:07:25 -05:00
Andy Maloney 85377e96d2 Fix undeclared identifier error in lightmapper_cpu.cpp
Compiling with latest clang on macOS produced this error: use of undeclared identifier 'rand'.

Fixes godotengine/godot#45342

This file is not present in 4.0/master.
2021-01-21 13:07:30 -05:00
Andy Maloney 77f045db99 Fix const warnings in FBX (build failure on macOS)
Fixes several instances of error: 'const' type qualifier on return type has no effect [-Werror,-Wignored-qualifiers]

This looks like it was fixed in 6607fc7da9
when FBX was merged into the 4.0 master branch:

"- fixed const correctness with C++/C version change"
2021-01-21 11:18:44 -05:00
lucasvanmol 6742f6894e
Fix highlight color for class attributes that are also keywords
Fixes #45338. 
This PR also makes any word after a "." not highlight as a keyword, i.e. the cos
in Color.cos will highlight the same as any other class constant. Additionally,
trying to do things like ".print()" will not highlight print as a keyword but as
a class function.
2021-01-21 11:46:32 +00:00
Rafał Mikrut d025194602 Remove thread after use to prevent memory leak 2021-01-20 09:37:25 +01:00
Rémi Verschelde 2fa93d8514
Merge pull request #45279 from magian1127/3.2
[3.2] Mono: Fix support for Unicode identifiers
2021-01-19 15:15:02 +01:00
Rémi Verschelde 544f0bfff1
Merge pull request #45291 from RandomShaper/fix_lightmapper_mingw_3.2
Fix crash in lightmapper under MinGW-GCC Windows (3.2)
2021-01-18 19:40:20 +01:00
Pedro J. Estébanez 89237c8952 Fix crash in lightmapper under MinGW-GCC Windows 2021-01-18 18:28:11 +01:00
Lyuma 2c2f70c444 embree: cross compile fixes.
Fix typos in #if; add missing _MSC_VER; avoid warning in random generator.
2021-01-18 06:20:24 -08:00
magian1127 cb679dc434 C # mono supports Unicode code 2021-01-18 16:34:10 +08:00
Sergey Minakov d4096285b6 [iOS] Remove plugins from modules. 2021-01-17 14:46:03 +03:00
Hugo Locurcio dc2e568352
Mention that NetworkedMultiplayerENet uses UDP only
This is important to clarify for those doing port forwarding.

(cherry picked from commit 7b33498995)
2021-01-15 16:49:46 +01:00
Rémi Verschelde 0f5d475100
Merge pull request #41340 from naithar/feature/pluggable-ios-modules-3.2
[iOS] [3.2] iOS Plugins
2021-01-15 16:13:45 +01:00
Rémi Verschelde 497653ab53
Merge pull request #44628 from JFonS/new_cpu_lightmapper_3.2
[3.2] New CPU lightmapper
2021-01-15 13:25:46 +01:00
JFonS b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
Rémi Verschelde d298949513
Merge pull request #42882 from madmiraal/fix-39767-3.2
[3.2] Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
2021-01-14 20:46:06 +01:00
Rémi Verschelde 152415a006
Merge pull request #43924 from madmiraal/fix-43588-3.2
[3.2] Fix cast_motion sometimes failing
2021-01-14 20:44:40 +01:00
JFonS 7d7d7ef16d CPU lightmapper formatting and minor fixes. 2021-01-14 18:08:33 +01:00
JFonS 112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
JFonS a80e4a6158 Add Embree thirdparty library 2021-01-14 18:02:07 +01:00
JFonS ad8abef74c Add OpenImageDenoise thirdparty library 2021-01-14 18:02:07 +01:00
Sergey Minakov 614f701373 iOS Modules: separate main platform code from modules
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
2021-01-14 15:30:00 +03:00
Rémi Verschelde f93c2ddc92
Merge pull request #45163 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 16th batch
2021-01-13 17:38:05 +01:00
Rémi Verschelde 652105dcdd
Merge pull request #44704 from madmiraal/fix-44510-3.2
[3.2] Add signal to inform joint that body has exited tree
2021-01-13 17:16:19 +01:00
Rémi Verschelde b64fe918aa
Merge pull request #45160 from madmiraal/fix-45145-3.2
[3.2] Only remove Bullet's body constraints when removing body from space
2021-01-13 17:16:01 +01:00
Rémi Verschelde 8a8e0ae2eb
Merge pull request #40990 from madmiraal/fix-40739-3.2
[3.2] Reload Bullet space override modifier even when RigidBody is inactive.
2021-01-13 16:44:04 +01:00
Vedat Günel de34616552
Change reserved keyword in Regex documentation code
(cherry picked from commit 446a3f8ff2)
2021-01-13 16:17:09 +01:00
David Snopek bd0f5f50b2
Invert the Y-axis on thumbsticks and trackpads in WebXR
(cherry picked from commit 7a0d4275a2)
2021-01-13 16:17:09 +01:00
zero13cool 57416ce3ff
Changed type to make it work on x32 architecture.
(cherry picked from commit 9f3d7d9709)
2021-01-13 16:17:09 +01:00
Aaron Franke 6e1b2af770
Descriptive error message when using AudioStream(OGG/MP3) incorrectly
(cherry picked from commit 193564d83e)
2021-01-13 16:17:08 +01:00
nevarek 2167b977de
Optimize data format for OpenSimplex images
The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.

The Docs have been updated to reflect the format changes.

(cherry picked from commit 041fe20f64)
2021-01-13 16:17:07 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde 188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
Marcel Admiraal 47657cd140 Only remove Bullet's body constraints when removing body from space 2021-01-13 13:45:40 +00:00
Rémi Verschelde 0a8cc0a565
Merge pull request #44006 from RandomShaper/gds_needless_check_3.2
Remove useless check in GDScript (3.2)
2021-01-11 13:53:42 +01:00
Yuri Roubinsky 602fc00e56 [3.2] Auto-assign default value for variable in visual script on type changing 2021-01-11 10:29:12 +03:00
Rémi Verschelde 3d31433229
doc: Remove links to RNG tutorial, not yet in 3.2 branch 2021-01-07 14:33:36 +01:00
Rémi Verschelde a18df71789
Merge pull request #44897 from RevoluPowered/add-blender-fbx-support
Preliminary Blender FBX support [3.2]
2021-01-06 09:43:26 +01:00
Gordon MacPherson 31bc1af82a Preliminary Blender FBX support
limitations:
- always has to use generated normal's.
- some animations won't be compatible (yet)

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-01-05 21:56:21 +00:00
Rémi Verschelde d7102ac78f
doc: Sync classref with current source 2021-01-05 21:33:34 +01:00
LoipesMas 0fc433d046
More explicit wording for str() and print() functions
(cherry picked from commit 9c65927aeb)
2021-01-05 21:33:34 +01:00
Hugo Locurcio e35f17d33d
Use `static const int` instead of `#define` for OpenSimplexNoise octaves
This closes #44860.

(cherry picked from commit 7a65375b7a)
2021-01-05 21:33:32 +01:00
Rémi Verschelde 3d88ea8468
Merge pull request #42397 from dsnopek/webxr
Add WebXR support (for Godot 3.2)
2021-01-05 00:13:10 +01:00
David Snopek 22cfa90ef5 Add support for WebXR 2021-01-04 17:01:42 -06:00
Marcel Admiraal 6b3bab6e54 Add signal to inform joint that body has exited tree 2020-12-31 14:51:07 +00:00
Rémi Verschelde 10cc044ea5
FBX: Clarify outdated format error
See #44780.

(cherry picked from commit 1dd75f41e5)
2020-12-29 16:02:03 +01:00
hoontee 85cc31332a
Properly handle empty CSGShapes
(cherry picked from commit 24a6aac472)
2020-12-29 16:02:02 +01:00
Marcel Admiraal cb629dd06b
Ensure flags are applied to CVTT options
(cherry picked from commit 709aa8ae2c)
2020-12-29 16:02:02 +01:00
Eyad d4bfa5a684
Fixes #42149 and fixes indentation errors to pass clang-format
(cherry picked from commit be1c161b0b)
2020-12-29 16:02:01 +01:00
Yuri Roubinsky 742a3f461c
Fix broken members panel in visual script editor
(cherry picked from commit d6bdd042bc)
2020-12-29 16:02:01 +01:00
Ignacio Etcheverry bf942447a3
Mono: Add extra WASM framework assemblies on game export
This is needed with newer Mono versions, at least with Mono 6.12+

Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174

(cherry picked from commit b98e8b11e6)
2020-12-29 16:01:59 +01:00
skyace65 e072b3db82
Pow method doc fix
(cherry picked from commit 4fd20015f3)
2020-12-29 16:01:59 +01:00
Rémi Verschelde 688d422554
PVRTC: Move compress func to `modules/pvr`, drop obsolete PVRTexTool code
The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.

Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.

There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).

Fixes #28669.

(cherry picked from commit 1a31274855)
2020-12-29 15:12:06 +01:00
Marcel Admiraal 125032d8ee Fix ETC quality setting 2020-12-25 11:36:26 +00:00
Rémi Verschelde 344a02834b
Merge pull request #43899 from madmiraal/fix-43852-3.2
[3.2] Remove any constraints connected to a Bullet body when removing it
2020-12-19 09:31:04 +01:00
Rémi Verschelde 65c1db3131
Merge pull request #44305 from RevoluPowered/fbx-update-plugin
[fbx] Implement ColorIndex for Vertex Colors to ensure they are correct and duplicate vertexes correctly for multiple color attributes.
2020-12-17 21:19:59 +01:00
Rémi Verschelde 80c9f2d975
Merge pull request #44373 from neikeq/3.2-mono-wasm-m2n-hook
[3.2] Mono: Make Godot provide its own WASM m2n trampolines
2020-12-17 09:58:50 +01:00
Rémi Verschelde c01ccab885
Merge pull request #44392 from madmiraal/fix-42285-3.2
[3.2] Remove Generic6DOFJoint precision property
2020-12-15 19:07:27 +01:00
Marcel Admiraal 825ad65fc4 Remove Generic6DOFJoint precision property 2020-12-15 10:15:42 +00:00
Gordon MacPherson 18d1898309 [fbx] Fix #44371 #44376 File crash and Buffer Overflow
Fixes:
- Element collection will only contain valid elements.
- Fixes buffer overflow in the FBX document
2020-12-14 21:57:41 +00:00
Ignacio Etcheverry 1a5e985ed4 [3.2] Mono: Make Godot provide its own WASM m2n trampolines
This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd
2020-12-14 19:46:41 +01:00
Gordon MacPherson 8ffad0d8bd ColorIndex supported now for vertex colors.
Other properties should index override where appropriate in future.
2020-12-14 16:51:15 +00:00
Ignacio Etcheverry 2c89152b33 Mono: Don't use -rdynamic when compiling for WASM
`-rdynamic` was causing the emsdk linker to silently fail to
generate the output `.wasm` file (even though exit code was 0).
2020-12-13 21:46:38 +01:00
Rémi Verschelde fd6b3060c1
Merge pull request #44316 from madmiraal/fix-handles-baseexception-3.2
[3.2] Don't handle BaseException in build scripts
2020-12-12 12:44:17 +01:00
Marcel Admiraal e21adf2bc6 Don't handle BaseException in build scripts 2020-12-12 10:10:23 +00:00
Rémi Verschelde b5e8b48bb7
Merge pull request #43921 from RevoluPowered/fbx-update-plugin
[FBX] general purpose fixes 🎄
2020-12-10 20:56:03 +01:00
Gordon MacPherson de61cfe7c5 [fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version

Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.

Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688

Validation tools added for validating large projects

Provide package name, vendor and FBX vendor in the log.

Implemented metadata properties so we can read extra document
info required for bug reporting

**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.

Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
2020-12-10 19:30:17 +00:00
Rémi Verschelde 31cd9e560c
Mono: Fix GodotTools build after invalid cherry-pick
I wrongly resolved the cherry-pick conflict in c5acdfb5f5.
2020-12-10 17:54:37 +01:00
Rémi Verschelde 0c7a9bd283
doc: Sync classref with current source
And fix broken doctool after #43948.
2020-12-10 14:22:31 +01:00
PouleyKetchoupp e1561a6f29 Fix regression in gdscript initialization
A case was missing when cherry-picking PR #44093 from 4.0 to 3.2 branch.
2020-12-09 17:11:03 -07:00
Hugo Locurcio 8542d6ecd5
Tweak log file names for consistency between Mono and non-Mono logs
- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.

(cherry picked from commit 4d81776fc9)
2020-12-09 11:22:05 +01:00
Ignacio Etcheverry a624448197
Mono: Add mono_bcl SCons option for a custom BCL location
Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).

(cherry picked from commit dd5ace219d)
2020-12-09 11:22:05 +01:00
Ignacio Etcheverry 2725ce6798
Fix unhandled exception re-thrown in the editor
(cherry picked from commit bbaf854956)
2020-12-09 11:22:05 +01:00
Ignacio Etcheverry c5acdfb5f5
C#: Fix very slow build log update in the editor
(cherry picked from commit b0eb9061e4)
2020-12-09 11:22:05 +01:00
PouleyKetchoupp 9d2c012f23
Fix base script not initialized properly in some cases
Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.

Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.

(cherry picked from commit 87d73faa66)
2020-12-09 11:22:05 +01:00
Sacha Waked d5ea412848
Updated open-simplex to have const noise functions
"open-simplex-noise-in-c" now updated to master and "opensimplex" module refactored accordingly

(cherry picked from commit 7e2b88a7eb)
2020-12-09 11:22:04 +01:00
Danil Alexeev 6c3a0e3a5a
Several edits to the GDScript docs
(cherry picked from commit bf96056ad0)
2020-12-09 11:22:03 +01:00
Rémi Verschelde 0b5a9bf716
Merge pull request #44135 from neikeq/godot-net-sdk-fixes-n-impr
Godot.NET.Sdk/3.2.4 - Fix targeting .NETFramework with .NET 5
2020-12-08 09:44:15 +01:00
Rémi Verschelde 2beb36fbad
Merge pull request #44170 from Faless/js/3.x_gdnative
[3.2] [HTML5] Optional GDNative Support
2020-12-07 18:15:13 +01:00
Vincent 75d38765a8 mp3 import and playback support backport 2020-12-07 15:32:09 +01:00
Ignacio Etcheverry a07589e2ad C#: Bump Godot.NET.Sdk version to 3.2.4 2020-12-06 01:12:10 +01:00
Ignacio Etcheverry cd339ff002 C#: Remove ProjectTypeGuids from Godot.NET.Sdk
The property has no effect as the older VS project system doesn't
work with Sdk style projects.

The presence of the property was preventing Visual Studio for Mac
from opening the project if the Godot extension is not installed.
2020-12-06 01:12:10 +01:00
Ignacio Etcheverry d639941446 C#: Fix targeting .NETFramework with Godot.NET.Sdk and .NET 5
Our target was overriding the official one, while not doing its job
assuming it was already taken care of...
2020-12-06 01:12:10 +01:00
Ignacio Etcheverry 9b24d5f2d0 C#: Don't overwrite newer Godot.NET.Sdk patch version in csproj
Allow game projects to use a Godot.NET.Sdk with a newer patch version.
The major and minor version are still required to be the same.

For example: Allow a Godot 3.2.4 C# project to use a hypothetical
3.2.5 version of Godot.NET.Sdk.
2020-12-06 01:11:31 +01:00
Fabio Alessandrelli 79a1418e7d [HTML5] Make GDNative support feature-based.
This is suboptimal as it requires adding an extra flag, but rewriting
how feature tags work is beyond the scope of this work.
2020-12-05 01:14:03 +01:00
Fabio Alessandrelli 4d1ebaad0f [HTML5] GDNative support via SIDE_MODULE.
Working, with emscripten > 2.0.9
Yes, the unreleased version. 2.0.9 works, but throws and error due to a
bug in emscripten with the thirdparty ENet library.
The issue is fixed upstream so newer releases will work.
2020-12-05 01:00:02 +01:00
Fabio Alessandrelli 8ebb52fad6 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:37:41 +01:00
Rémi Verschelde 9df3d06d1f
Merge pull request #43897 from RandomShaper/fix_refl_probe_vis_3.2
Put misc. 3D tool visible instances on their own layer (3.2)
2020-12-03 13:29:36 +01:00
Adam Brown 639fdefc10
xatlas should be using the options configured here
It was using the defaults by mistake

(cherry picked from commit 9367b1d6c1)
2020-12-02 20:54:39 +01:00
Adam Brown df047e56fe
xatlas: Sync with upstream 5571fc7
Fixes #44017 by changing the `normalize()` function to check for non-negative rather than non-zero via an epsilon check.

(cherry picked from commit 23c754360a)
2020-12-02 16:03:26 +01:00
Pedro J. Estébanez 46fc451b9c Remove useless check in GDScript
The removed check was adding a protection for the case where a `Reference` has not yet got its reference count initialized and a script is called on it. That would cause the object to be released after the call. The removed code was constructing the `Variant` via the `Object` constructor so it didn't deal with the reference count and so the release was prevented.

 However, `Variant` no longer works that way so that check was useless. Now it's just illegal to run GDScript on a Reference whose reference count has not been initialized.
2020-12-01 12:35:06 +01:00
Marcel Admiraal 2e99b5b137 Fix cast_motion sometimes failing
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
2020-11-27 15:32:25 +00:00
Pedro J. Estébanez 08a46bbacd Put misc. 3D tool visible instances on their own layer
This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
2020-11-26 20:08:30 +01:00
Marcel Admiraal 4bfcaeff5a Remove any constraints connected to a Bullet body when removing it 2020-11-26 18:16:47 +00:00
Marcel Admiraal e4b3461441
Fix useless assignement in webrtc/library_godot_webrtc.js
(cherry picked from commit 4f654dad13)
2020-11-26 09:38:47 +01:00
Hugo Locurcio 922136b30d
Document that WebM videos don't support the alpha channel
(cherry picked from commit 1a616726cf)
2020-11-26 09:38:46 +01:00
Rémi Verschelde ac8dedd532
doc: Warn about using Node internal processing
See #43689.

Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)

(cherry picked from commit a655de89e3)
2020-11-26 09:38:45 +01:00
Rémi Verschelde 94c31175de
Merge pull request #43152 from Chaosus/color_autocompletion_3.2
[3.2] Shows ColorRect in Color constants autocompletion
2020-11-26 09:32:32 +01:00
Fabio Alessandrelli f316a1719d [HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
2020-11-23 13:27:13 +01:00
Fabio Alessandrelli e4cdae3624 [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:23:32 +01:00
Marcel Admiraal 04103db6bd
Fix godot_js_websocket_send function unused assignment.
(cherry picked from commit 112e2fdfc3)
2020-11-17 22:25:49 +01:00
Aaron Franke 3b10458a5d
Add HexEncode to C#
(cherry picked from commit 6b54d7dde1)
2020-11-17 12:02:00 +01:00
Aaron Franke e3419a7fe1
Add LStrip and RStrip to C# strings
(cherry picked from commit c89af1d433)
2020-11-17 12:01:59 +01:00
Rémi Verschelde fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
[3.2]  Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
Aaron Franke 9c83b8ed70
[3.2] Improve comments in Color documentation 2020-11-14 04:56:18 -05:00
Rémi Verschelde adf2dabbde
Merge pull request #43456 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 7th batch
2020-11-11 22:33:31 +01:00
Rémi Verschelde a57b6eb211
doc: Sync classref with current source
Move EditorSceneImporterFBX doc to its module folder.
2020-11-11 17:00:41 +01:00
Hugo Locurcio 913afd843b
Clarify that code in `assert()` should avoid side effects
(cherry picked from commit d6c7073bd7)
2020-11-11 15:44:18 +01:00
Rémi Verschelde 941e2f2ff3
Merge pull request #43454 from Faless/js/3.x_audio_worklet
[3.2][HTML5] Port inline JS code to libraries, AudioWorklet support.
2020-11-11 15:31:10 +01:00
Yuri Roubinsky 23620ff046
[Mono] Added Shuffle method to Array
(cherry picked from commit 156e4043b4)
2020-11-11 15:30:57 +01:00
Aaron Franke 1bb81488bb
Minor clamp and float fixes
(cherry picked from commit ee79fc627c)
2020-11-11 15:30:57 +01:00
Hugo Locurcio 7db872b55a
Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
This partially addresses
https://github.com/godotengine/godot-proposals/issues/676.

(cherry picked from commit 0209e3790e)
2020-11-11 15:30:55 +01:00
Umang Kalra f40d46bafc
Fixes the misleading error message for call_recursive method for TreeItems
(cherry picked from commit c37f633216)
2020-11-11 15:12:02 +01:00
Fabio Alessandrelli e52ed6d89e [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 10:56:13 +01:00
Gordon 866c8de0ac Revert partial "FBX add roughness mappings and fixes general some material bugs"
This reverts partial commit b624e13681.

This resolves a bug with pivots and skinning breaking with this change.
2020-11-09 18:03:06 +00:00
Gordon b624e13681 FBX add roughness mappings and fixes general some material bugs
- Fixed bug with FBX so we can import material values from the document for PBR when using StingRay (not Arnold *yet*)
- Adds more explicit errors and makes things simpler to read. Has more sanity checks to be sure things are working correctly
- Lazy Properties fixed items not loading due to capital letter errors in FBX parser
- Added debug tools to the materials so you know explicitly what material mapping is assigned to a texture and where it came from. (enable verbose printing to use this)
- Fix broken material mappings and debug entries properly
- Fix make embedded images properly detected
- Spam less errors for unsupported shading models with materials.

Future plans:
- Arnold materials need converted to PBR model, if possible.
2020-11-07 14:34:09 +00:00
Fabio Alessandrelli 10e69f5fa9 Fix gdnative build when WebRTC module is disabled. 2020-11-06 18:23:08 +01:00
Rémi Verschelde 8135fdd382
Merge pull request #43298 from RevoluPowered/fbx-bugfix-mesh-compression-flags
FBX respect mesh compression flags
2020-11-03 22:53:46 +01:00
Gordon MacPherson 48ef4f45a7 FBX respect mesh compression flags
Fixes mesh compression setting being totally ignored.
2020-11-03 20:06:58 +00:00
Gordon MacPherson bcf77deaae FBX fix unskinned bones not being in the Ref<Skin> causing the rasteriser to error
This is because a skin bind count must match skeleton bone count, we should make this not the case for 4.0 IMHO as we can reduce the skin size in godot and make the skin surface simpler to process and have less entries :)
2020-11-03 18:23:52 +00:00
Rémi Verschelde 4f908fb671
Merge pull request #42941 from RevoluPowered/fbx-3-2-2020
[3.2] FBX importer rewrite
2020-10-30 17:34:28 +01:00
Gordon MacPherson 8197a611fa Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>

This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.

Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.

Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.

Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.

Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.

**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.

Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-30 15:59:19 +00:00
George Marques 798ee982ac Actually set GDScript static reference
(cherry picked from commit 0f1da72492)
2020-10-29 21:04:57 +01:00
George Marques e360dc9a79 GDScript: Remove self static reference and create one on calls
This is needed because of the new changes to Variant. The reference
counter is increased by adding it to a Variant, which means no GDScript
will be freed (or will be double freed if manually freed somewhere).

(cherry picked from commit 4d960efafc)
2020-10-29 21:04:57 +01:00
Andrii Doroshenko (Xrayez) 9aecf040e1
GDNative XR: remove redundant `config.py`
It's not an engine module. This is handled by GDNative's
`SCsub` instead, as done for other subdirectories already.

(cherry picked from commit 650ae413ce)
2020-10-28 14:05:41 +01:00
Tomer Keren 3e4816efbd
Setting visibility on GridMap now works. Closes #41374.
Continuing the work from f43a0ef327,
It seems the maps visibility was not actually set and a flase value was propogated to the meshes
Trying to set the maps visibility directly (Using `set_visibility` causes the map to no longer to recieve visibility notifications, instead this approach was chosen

(cherry picked from commit fe52c6b0b7)
2020-10-28 14:05:39 +01:00
Yuri Roubinsky 374253242d [3.2] Shows ColorRect in Color constants autocompletion 2020-10-28 12:39:41 +03:00
Mateo de Mayo edb79e584a Fix misleading editor message when redeclaring variables 2020-10-22 18:32:34 -03:00
Rémi Verschelde 0237d42809
Merge pull request #42547 from neikeq/3.2-rework-csharp-build-panel
[3.2] C#: Re-work solution build output panel
2020-10-20 15:12:30 +02:00
Haoyu Qiu 82900e54ea Fixes crash after using enums in export variables 2020-10-20 18:41:41 +08:00
Rémi Verschelde 311bdbc16c
doc: Sync classref with current source 2020-10-19 17:13:30 +02:00
Rémi Verschelde 4287af5148
doc: Make docs.godotengine.org links point to 3.2 branch 2020-10-19 16:10:01 +02:00
Aaron Franke 069ed4ec63
Link to demos from within the class reference
(cherry picked from commit 439be614f4)
2020-10-19 16:10:01 +02:00
Aaron Franke 730d42d8a4
Add GetStringFromUTF8 and GetStringFromASCII
(cherry picked from commit 029de52001)
2020-10-19 16:10:01 +02:00
Hugo Locurcio 8d445f3f9f
Link the Random number generation tutorial in the class reference
(cherry picked from commit 802c1e4df1)
2020-10-19 16:10:00 +02:00
Tomasz Chabora cd23be5da7
Bind missing constant in VisualScriptPropertyGet
(cherry picked from commit aadc8d54a4)
2020-10-19 16:09:59 +02:00
Rémi Verschelde 9bbfa929bc
Mono: Fix typo in Godot.NET.Sdk.nuspec
Fixes #42666.

(cherry picked from commit 1af3cf15c2)
2020-10-19 16:09:59 +02:00
Jacob Edie 8467d28b16
added temp variable because *p_inputs[2] is the same as *p_outputs[0]
(cherry picked from commit d76457a7f3)
2020-10-19 16:09:58 +02:00
Marcel Admiraal b7d00a364e Set Bullet collision shape index to zero when using a single shape
or ConcavePolygonShape.
2020-10-19 11:50:29 +01:00
Ignacio Etcheverry fdfba05fab [3.2] C#: Re-work solution build output panel
- Removed item list that displayed multiple build
  configurations launched. Now we only display
  the last build that was launched.
- Display build output next to the issues list.
  Its visibility can be toggled off/on.
  This build output is obtained from the MSBuild
  process rather than the MSBuild logger. As such
  it displays some MSBuild fatal errors that
  previously couldn't be displayed.
- Added a context menu to the issues list with
  the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
  with a popup menu with the options:
  - Build Solution
  - Rebuild Solution
  - Clean Solution
- The bottom panel button was renamed from 'Mono'
  to '.NET' and now display an error/warning icon
  if the last build had issues.
2020-10-11 16:51:54 +02:00
Rémi Verschelde 4040cd350d
Merge pull request #42582 from naithar/feature/3.2-arc-refactor
[3.2] [iOS] Port 4.0 changes
2020-10-07 21:17:01 +02:00
Sergey Minakov 5d1284204d iOS: port ARC support 2020-10-06 00:23:25 +03:00
Sergey Minakov 2bdfec2418 iOS: Refactor platform code
Change project structure to be more like 4.0
Refactor and remove old code as followup after deprecations fix
2020-10-06 00:23:09 +03:00
Marcel Admiraal d9d9be07c2
Check entire basis column for zero size when unscaling Bullet basis.
(cherry picked from commit 5278e07095)
2020-10-04 20:52:38 +02:00
Serhat 09a8dd7b3b
Fixed padding bug of sprintf function
(cherry picked from commit 9f2cdfea82)
2020-10-04 20:51:58 +02:00
Andrii Doroshenko (Xrayez) 1a71792655
Cross-reference GDScript `load` and `ResourceLoader.load` in classref
The GDScript `load` mention is moved from the class `ResourceLoader`
description to the `ResourceLoader.load` method description instead,
where it is more likely to be found.

(cherry picked from commit a8404cf56c)
2020-10-04 20:51:40 +02:00
Paulb23 2ef8aba8e9 Fix gdscript multiline string nested highlighting 2020-10-03 16:16:34 +01:00
Sergey Minakov 3386fac02c iOS: fix deprecations
Change deprecated method calls to new ones.
Guard iOS version dependant functionality behind availability checks.
2020-10-01 18:09:55 +03:00
Eduardo Rodrigues f14e569ab3
Fix error message when exporting a write-only property without a setter
(cherry picked from commit aca0cede67)
2020-10-01 16:00:43 +02:00
Rémi Verschelde 8d36b7206c
Merge pull request #42460 from ThakeeNathees/signal-lines-marked-safe
[3.2] GDScript signal lines marked as safe
2020-10-01 14:18:22 +02:00
Rémi Verschelde b83f9d47a0
Merge pull request #41830 from RandomShaper/fix_40353_3.2
Avoid warning about harmless unfulfilled yields (3.2)
2020-10-01 14:17:56 +02:00
Rémi Verschelde 3961f50176
Merge pull request #40461 from nekomatata/script-editor-init-optimization-3.2
[3.2] Optimized ScriptEditor initialization when many scripts are loaded
2020-10-01 13:58:01 +02:00
Rémi Verschelde 0a26217579
Merge pull request #41200 from madmiraal/fix-38001-3.2
[3.2] Mark the first shape as inside, not the second shape, when CSG shapes are co-planer.
2020-10-01 13:50:19 +02:00
Thakee Nathees a69c3cace2 GDScript signal lines marked as safe
Fix: #33927
2020-10-01 17:01:11 +05:30
Rémi Verschelde aaf0b32e91
doc: Sync classref with current source 2020-09-29 13:57:58 +02:00
Pedro J. Estébanez d56112005f
Avoid infinite loop in GDScript at shutdown
(cherry picked from commit de4e54dd91)
2020-09-29 13:57:55 +02:00
Hugo Locurcio 7b3f9ebb94
Enable the `copy_mono_root` SCons option by default
This closes #41652.

(cherry picked from commit cfd564b385)
2020-09-29 13:57:55 +02:00
Hugo Locurcio 880ab559ec
Improve documentation related to printing error/warning messages
(cherry picked from commit 50f3a8e312)
2020-09-29 08:54:45 +02:00
Francois Belair d0eedd4c23
Make LSP ignore $/ messages
Fixes #38814

(cherry picked from commit 9c273307d8)
2020-09-29 08:54:44 +02:00
Rémi Verschelde 8ca9680b13
Merge pull request #38076 from DrMoriarty/fix_pvrtc
iOS: Fix multiple issues with PVRTC import, disable ETC1
2020-09-28 10:17:22 +02:00
Pedro J. Estébanez 4cab6452d9 Fix GDScript leak avoidance
Modify usage of types so that the `Ref` created from `base_type.script_type` doesn't involve converting first to `Variant`, which will use the constructor for `Object *`, as if the argument wasn't a `Reference`, and therefore will convert back to null.
2020-09-25 01:41:31 +02:00
Hugo Locurcio 92a85b4445
Improve documentation about VideoPlayer video formats
This closes https://github.com/godotengine/godot-docs/issues/4021.

(cherry picked from commit 1efe57848a)
2020-09-24 14:43:11 +02:00
Stephan Dilly 11426cb0f7
add iOS Simulator platform
without this we have to manually drop a `x86_64` builds of gdnative libs into the Xcode project to allow running in `iOS Simulator`

(cherry picked from commit f49199bcc3)
2020-09-24 14:43:10 +02:00
Aaron Franke ea3bbbe0f2
Add concatenation support and a new ctor to Godot.Collections.Array
(cherry picked from commit a4dcd48d16)
2020-09-24 14:43:10 +02:00
Ricardo Alcantara 197b375b89
Basis RotationQuat should be public.
(cherry picked from commit a676b8ea66)
2020-09-24 14:43:08 +02:00
Aaron Franke 1dcbcaaa0d
Change inequality comparison operators to use exact equality
(cherry picked from commit d0a1399a1b)
2020-09-24 14:43:08 +02:00
Zae e5b357cfb1
Fix C# string.IsAbsPath()
(cherry picked from commit b5eea5cfd4)
2020-09-24 14:43:08 +02:00
Raul Santos cf45fa7f36
Fix ExprMatch stackoverflow
(cherry picked from commit d425cf6fed)
2020-09-24 14:43:07 +02:00
Marcel Admiraal a9b5dc56a6
Check and correct for zero scaling when unscaling Bullet basis.
(cherry picked from commit 4b14916288)
2020-09-24 14:43:06 +02:00
Marcel Admiraal 808865af97
Don't attempt to insert points into degenerate triangles.
Use a simpler degenerate triangle check that calculates area.

(cherry picked from commit 3521239d96)
2020-09-24 14:43:05 +02:00
hoontee aa0221f0fb
Transform CSGShape collision when necessary
(cherry picked from commit fc8574fbac)
2020-09-24 14:43:05 +02:00
hoontee 8ce88d38f2
Properly handle empty CSGCombiners
(cherry picked from commit 001b6075cb)
2020-09-24 14:43:05 +02:00
Rémi Verschelde bca2633f93
Merge pull request #41931 from RandomShaper/fix_gdscript_leaks_3.2
Fix leaks in GDScript (3.2)
2020-09-24 08:33:04 +02:00
Vasiliy Makarov f388ea00bf iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Rémi Verschelde 26512dda93
Merge pull request #42170 from Razoric480/fix-vscript-value-by-type-32
Add a VScript func to sanitize variant values (3.2)
2020-09-23 09:35:22 +02:00
Francois Belair d35ced06a6 Add a VScript func to sanitize variant values
Backported to 3.2
2020-09-18 11:28:58 -04:00
Rémi Verschelde c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Marcel Admiraal fc72c3fdf5 Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:42:59 +01:00
Fabio Alessandrelli f1b2a7d1b4
Fix certificate generation with mbedtls 2.16.8 .
When generating certificates with
`Crypto.generate_self_signed_certificate` we generate the PEM in a
buffer via `mbedtls_x509write_crt_pem`.

Since version 2.16.8, mbedtls adds spurious data at the end of the
buffer due to internal optimizations, this breaks our logic when we try
to immediately parse it and return a proper `X509Certificate` object.

This commit updates the code to find the actual PEM length to parse
using `strlen`, takes extra caution always adding the terminator to the
buffer, and slightly improve error messages.

(cherry picked from commit 60687ce778)
2020-09-15 19:27:48 +02:00
Danil Alexeev 06f3cd8bd8
Several documentation improvements
(cherry picked from commit a4c5790350)
2020-09-15 19:26:40 +02:00
Marcel Admiraal edc4820430 Fix RigidBodyBullet areasWhereIam element shift. 2020-09-14 18:26:19 +01:00
Tom Daffin 46b4e82f92
Add mono log message to error for fatal errors
(cherry picked from commit c15fb42d45)
2020-09-14 12:07:12 +02:00
Ignacio Etcheverry cdc9fe154f
C#: Fix csproj not synced on file move/removal from FS dock
When NormalizePath was called with an absolute
path (with drive letter) on Windows, it would
prepend a file path separator to the path, e.g.:
'\C:\Program Files\'.
Apparently this was still accepted as a valid
path by DotNetGlob and it stopped working when
we switched to MSBuildGlob.

(cherry picked from commit 1db0395950)
2020-09-13 12:35:34 +02:00
Rémi Verschelde 36fa6369fc
stb_vorbis: Increase max alloc buffer size for big Vorbis comments
The previous max worked OK for audio data, but stb_vorbis recently gained support
for Vorbis comments, which can embed up to 2^32-1 bytes of data (e.g. cover art
encoded as base64).

We use 2^30 as max which should be sufficient for most files.

Fixes #41913.

(cherry picked from commit d16f5a57c1)
2020-09-10 12:04:19 +02:00
Pedro J. Estébanez 8e64969184 Ensure cyclic dependencies between scripts are broken at exit 2020-09-09 14:57:34 +02:00
Pedro J. Estébanez a0969662cd Prevent cyclic reference between script and its members 2020-09-09 13:51:53 +02:00
Ignacio Etcheverry 8c5ed68847
C#: Use BOM when creating a solution
At least on Windows there seems to be issues if
the solution has no BOM and contains a project
with cyrillic chars.

(cherry picked from commit 1c74fa4242)
2020-09-08 22:02:24 +02:00
Ignacio Etcheverry e72ee23c43 [3.2] C#: Fix endless reload loop if project has unicode chars
The assembly modified time wasn't picked properly
as the path was treated as latin-1, so the file
watcher was constantly firing the event.
2020-09-08 19:47:47 +02:00
PouleyKetchoupp 43b49607bb
Fix TURN server example in WebRTC documentation
WebRTC GDNative plugin uses `credential` and not `credentials`.
74f2c78db5/src/WebRTCLibPeerConnection.cpp (L35-L37)

(cherry picked from commit 280496a2c3)
2020-09-08 13:39:18 +02:00
Pedro J. Estébanez 51844febee Avoid warning about harmless unfulfilled yields 2020-09-06 22:26:16 +02:00
Alex de la Mare 6474e036ac [3.2] Handle csproj "Remove" globs
MSBuild Item returns empty strings if an attribute isn't set (which
 caused an IndexOutOfRangeException in NormalizePath).

 We were treating Excludes incorrectly, Remove directives provide the
 intended behaviour in the auto-including csproj format.
2020-09-06 12:10:54 +10:00
Marcel Admiraal c6cccdf0c6 Ensure header guards enclose entire header.
(cherry picked from commit f6ad1954f7)
2020-09-04 08:48:35 +02:00
Ignacio Etcheverry 9699e83e1e Fix parsing of C# files with spaces in the path
(cherry picked from commit 9e8a5e4b5a)
2020-09-04 08:24:17 +02:00
Rémi Verschelde 9efd555c58
Merge pull request #41754 from neikeq/3.2-csharp-hide-build-button-if-no-proj
[3.2] C#: Hide Build button if there's no solution to build
2020-09-04 08:20:06 +02:00
Rémi Verschelde 93eb9b554e
Merge pull request #41752 from neikeq/fix-invalidopexception-csproj-migration
[3.2] Fix InvalidOperationException when migrating from 3.2.1 or older csproj
2020-09-04 08:19:18 +02:00
Rémi Verschelde 1edd6aa404
Merge pull request #41751 from neikeq/3.2-issue-41745
[3.2] C#: Fix Godot failing to find class namespace
2020-09-04 08:16:30 +02:00
Ignacio Etcheverry 2bb251f628 [3.2] C#: Hide Build button if there's no solution to build
Same as we do with the bottom panel. Mainly to
avoid bothering if the project is not using C#.
2020-09-04 02:18:42 +02:00
Ignacio Etcheverry f8e3a74f9e Fix InvalidOperationException when migrating from 3.2.1 or older csproj 2020-09-04 01:49:32 +02:00
Ignacio Etcheverry b3762622be [3.2] C#: Fix Godot failing to find class namespace
Also avoid searching C# files recursively twice.
2020-09-04 01:31:38 +02:00
Ignacio Etcheverry bd18b2ff6a [3.2] Fix 'Parameter "assembly" is null' error
This error was normally being printed when
trying to open the project assembly while
the project was not yet built.
The error should not be printed. It's the job
of this method's caller to decide whether to
print an error or not if loading failed.
2020-09-04 01:09:35 +02:00
Ignacio Etcheverry 939ed5dd5b C#: Fix Windows detection for copying MSBuild stub
Previous condition checked only the host
platform. This was a problem as our official
builds are from Linux.

(cherry picked from commit 206501a45e)
2020-09-03 09:35:41 +02:00
Hugo Locurcio cc3b69cf7b
Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.

(cherry picked from commit c73c327bab)
2020-08-31 15:55:11 +02:00
Hugo Locurcio afef89014b
Cross-reference GDScript built-in rounding methods to ease discovery
This closes #19315.

(cherry picked from commit 20d0f5bbd7)
2020-08-31 15:29:42 +02:00
Thaina Yu cadd39d415
Mono: Improve MSBuildFinder logic on Windows
Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.

(cherry picked from commit 5dc3900727)
2020-08-31 15:29:41 +02:00
Ignacio Etcheverry 789d7fac8a C#: Fix crash on export when incorrectly freeing MonoAssemblyName 2020-08-30 02:01:38 +02:00
Ignacio Etcheverry a8e1a0f0bc
C#: Fix 'Parameter toolsPath cannot be null' error
(cherry picked from commit 2bd6252e92)
2020-08-25 14:36:40 +02:00
Thakee Nathees d04d329a1f autocompletion inside comments bug fixed
Fix: #41438
2020-08-23 23:01:54 +05:30
Ignacio Etcheverry f3ed06cfd7
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.

(cherry picked from commit 8bb48ae57a)
2020-08-21 02:28:18 +02:00
Ignacio Etcheverry eb30c04c4d
C#: Save newly created csproj files without BOM
(cherry picked from commit b5f6285f34)
2020-08-21 02:28:18 +02:00
Ignacio Etcheverry a7bd28760e
C#: Fix null exception in our MSBuild logger
(cherry picked from commit 7eed8c5a0c)
2020-08-21 02:28:18 +02:00
Ignacio Etcheverry c8845291c3
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.

(cherry picked from commit 6e7da72648)
2020-08-21 02:28:18 +02:00
Hugo Locurcio f90931c47a
Add more error explanations in the BMP image loader
This closes #32166 and closes #30629.

(cherry picked from commit 40485e2479)
2020-08-21 02:28:17 +02:00
Ignacio Etcheverry c3954441f3 3.2 New csproj style with backport of Godot.NET.Sdk
This is a cherry-pick of
ced77b1e9b
with several 3.2 specific alterations.

There are a lot of build issues coming from
old style projects. At this point fixing every
single one of those would require adding patch
after patch to the project file, which is a
considerable amount work and makes the csproj
even more bloated than it already is.

As such I decided this effort would be better
spent back-porting the Sdk style support that's
already available in 4.0-dev to the 3.2 branch.

This will prevent many issues, but it will also
introduce other benefits, among them:

- While target framework stays as .NET Framework
  v4.7.2, it can be changed to .NET Standard 2.0
  or greater if desired.
- It makes it much easier to add future patches.
  They are added to Godot.NET.Sdk and the only
  change required in Godot code is to update the
  Sdk version to use.
- Default Godot define constants are also
  backported, which fixes IDE issues with the
  preprocessor.

There are a few differences in the changes
applied during patching of the csproj compared
to 4.0 with the purpose of preventing breaking
builds:

- 'TargetFramework' stays net472 both for new
  projects and when importing old ones. It can
  be manually changed to netstandard 2.0+ if
  desired though.

The following features are enabled by default for
new projects. Enabling them in imported projects
may result in errors that must be fixed manually:

- 'EnableDefaultCompileItems' is disabled as it
  can result in undesired C# source files being
  included. Existing include items are kept.
  As long as 'EnableDefaultCompileItems' remains
  disabled, Godot will continue taking care of
  adding and removing C# files to the csproj.
- 'GenerateAssemblyInfo' is disabled as it
  guarantees a build error because of conflicts
  between the existing 'AssemblyInfo.cs' and the
  auto-generated one.
- 'Deterministic' is disabled because it doesn't
  like wildcards in the assembly version (1.0.*)
  that was in the old 'AssemblyInfo.cs'.

Of importance:

This is a breaking change. A great effort was
put in avoiding build errors after upgrading a
project, but there may still be exceptions.

This also breaks forward compatibility. Projects
opened with Godot 3.2.3 won't work out of the box
with older Godot versions. This was already the
case with changes introduced in 3.2.2.

Albeit C# support in 3.2.x was still labeled as
alpha, we've been trying to treat it as stable
for some time. Still the amount of problems this
change solves justifies it, but no more changes
that break project compatibility are to be
introduced from now on (at least for 3.x).
2020-08-20 21:48:59 +02:00
Ignacio Etcheverry 4d7b7d9b73 3.2 C#: Upgrade GodotTools to nuget Microsoft.Build
This upgrade is needed in order to support
reading and editing project files that use Sdks
as well as other new features. A common example
in 3.2 is having to specify a PackageReference
version with a child element rather than the
attribute. This is no longer the case now.

Partial cherry-pick of f3bcd5f8dd
Most of the other changes from that commit were already partially
cherry-picked in 3928fe200f.
2020-08-20 21:45:34 +02:00
Ignacio Etcheverry e1f17a0b35 3.2 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.

Manual cherry-pick of af4acb5b11 (relevant parts)
2020-08-20 21:38:33 +02:00
Thakee Nathees d53f5b55ec Auto completion enhanced for extends and class level identifier 2020-08-17 12:54:01 +05:30
Marcel Admiraal 557dce8e72 Mark the first shape as inside, not the second shape, when CSG shapes are
co-planer.
2020-08-12 07:28:33 +01:00
Rémi Verschelde efbeafd08c
Merge pull request #41041 from qarmin/leak_bullet_shape
[3.2] Fixes leak when creating bullet shape
2020-08-10 19:47:08 +02:00
Francois Belair e3f16a83dc Fix line num of enums reported as the line before 2020-08-08 11:52:25 -04:00
Rafał Mikrut 808615ec3e Fixes leak when creating bullet shape 2020-08-05 10:08:05 +02:00
Marcel Admiraal c1290280ac Reload Bullet space override modifier even when RigidBody is inactive. 2020-08-03 11:26:44 +01:00
Hugo Locurcio fc7451204e Improve JSON-related documentation
This closes https://github.com/godotengine/godot-docs/issues/3848.

(cherry picked from commit 930e10ffff)
2020-07-31 13:09:21 +02:00
Marcel Admiraal c8d8134288 Ensure CSG parent's _make_dirty() is called when entering a tree.
(cherry picked from commit 9be7b30f35)
2020-07-30 22:45:17 +02:00
Rémi Verschelde 6d2f8dd827 doc: Sync classref with current source 2020-07-30 16:26:45 +02:00
Fabio Alessandrelli e36c100365 Fix crash in ENet changing refuse_new_connections
When the host is not started.

(cherry picked from commit e5f3159a23)
2020-07-29 18:24:12 +02:00
Hugo Locurcio 4a0568b609 Document how to perform advanced string splitting using RegEx
This closes https://github.com/godotengine/godot-docs/issues/3607.

(cherry picked from commit 5f2b6bd476)
2020-07-29 18:24:00 +02:00
Rémi Verschelde 10544f1cf7 Revert "Move Bullet physics query flush from Bullet space pre-tick callback to"
This reverts commit e7d8464f87.

Fixes #40508 regression.

This will be re-applied and the regression fixed for a future 3.2.x release.
2020-07-28 11:42:04 +02:00
Nhiqill 8d5dab5a05 Pop from front to avoid infinite loop with nested classes
(cherry picked from commit 42d1b4f389)
2020-07-28 00:57:27 +02:00
Marcel Admiraal 5692bb4c81 Ensure Bullet HeightMapShape3D data width and depth are at least 2.
(cherry picked from commit 236857c92a)
2020-07-28 00:42:32 +02:00
Rémi Verschelde 400a780050 Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 15850687a8.
2020-07-27 22:46:04 +02:00
Rémi Verschelde b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
mega-bit 93f297e1d5 Fix typos in GodotSharp code docs
(cherry picked from commit 0ca96ae2c1)
2020-07-24 10:31:57 +02:00
Ignacio Etcheverry accc30e5e0 C#: Fix restore not called when building game projects
(cherry picked from commit 4a30289eee)
2020-07-24 10:31:57 +02:00
Aaron Franke e10a1e078f
[3.2] Add C# XML documentation to core C# math types 2020-07-21 21:22:54 -04:00
Aaron Franke 3ab5183ffa
[3.2] Backport core documentation changes to 3.2
Also add AABB.abs()
2020-07-21 21:22:54 -04:00
Andy Maloney 502a3d580f Remove override keyword from csharp_script.h to fix build errors
Fixes godotengine/godot#40572
2020-07-21 13:17:58 -04:00
Marcel Admiraal 98aabe111f Use difference in position to check whether motion in Bullet is too close
to zero.
2020-07-18 13:20:19 +01:00
PouleyKetchoupp e3765e97de 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 09:42:11 +02:00
Emmanuel Leblond f031e72395 Add missing has_default_value field for signals in api.json
(cherry picked from commit 37de4982ca)
2020-07-15 12:48:18 +02:00
Emmanuel Leblond 8bc44c868e Correct is_reference attribute in api.json for Reference class
(cherry picked from commit b5c80088ce)
2020-07-15 12:48:18 +02:00
Fabio Alessandrelli 18eddfc98d Funnel refuse_new_connections to Godot ENet.
(cherry picked from commit 7ec5c917d1)
2020-07-15 12:48:18 +02:00
Ryan Roden-Corrent 4677502d7c 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.

(cherry picked from commit 8dcc39ec91)
2020-07-15 12:15:16 +02:00
Ryan Roden-Corrent f7b994aef8 Revert "Include gdscript warning name in the warning message."
This reverts commit de3ad3b30e.

(cherry picked from commit d92fa3b547)
2020-07-15 12:15:12 +02:00
volzhs cfda32add0 Fix overlappingObjects vector crash
use clear_overlaps() instead of clearing overlappingObjects directly

(cherry picked from commit 4e987f5ab9)
2020-07-15 12:11:31 +02:00
Rémi Verschelde 717d4cbb73
Merge pull request #40309 from madmiraal/fix-40283-3.2
[3.2] Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 18:00:12 +02:00
Hugo Locurcio c88696cdb8 Improve the ENet channels documentation in NetworkedMultiplayerENet
This closes https://github.com/godotengine/godot-docs/issues/3598.

(cherry picked from commit c9b6833d00)
2020-07-13 15:15:09 +02:00
Marcel Admiraal a3246a5ebe Set isScratchedSpaceOverrideModificator to false when removing a
RigidBodyBullet from a space.
2020-07-12 07:53:32 +01:00
Tomasz Chabora 15850687a8 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by:    Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal e7d8464f87 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 11:42:29 +01:00
Marcel Admiraal d0fb6d6971 Clear a Bullet Area's overlappingObjects vector when removing an area
from a space.

(cherry picked from commit a615d359e8)
2020-07-06 19:17:11 +02:00
Ryan Roden-Corrent a8d4ca0e1b 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)";
```

(cherry picked from commit de3ad3b30e)
2020-07-06 16:51:17 +02:00
Thakee Nathees 9ce1fe59ea Fix: editor crash on super constructor called
Fix: #39909
(cherry picked from commit 023b3f2786)
2020-07-06 16:47:44 +02:00
endlesstravel 13d4813ddf 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

(cherry picked from commit d2461bad63)
2020-07-03 15:38:07 +02:00
Paul Herman 850f07a4d9 Expose loading TGA images in Image.
(cherry picked from commit 7d4b3e6587)
2020-07-03 13:17:57 +02:00
Rémi Verschelde 24f527b561
Merge pull request #39996 from naithar/feature/ios-gdnative
[3.2] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:45 +02:00
Rémi Verschelde 44a516986d
Merge pull request #39084 from madmiraal/backport-37314
[3.2] Better damping implementation for Bullet rigid bodies
2020-07-02 13:26:03 +02:00
Sergey Minakov 0e2bc779ed GDNative export: do not add fake lookup table if static lib is not used 2020-07-02 12:47:58 +03:00
Sergey Minakov 8fff25df09 GDNative Editor: Support selecting frameworks for iOS 2020-07-02 12:47:20 +03:00
Sergey Minakov 6001e10054 GDNative: support dynamic loading of iOS frameworks 2020-07-02 12:38:51 +03:00
Rémi Verschelde 3247ac4b0e
Merge pull request #39981 from madmiraal/fix-39919-3.2
[3.2] Fix CSG Visual Bug.
2020-07-01 08:48:09 +02:00
Marcel Admiraal 22ff17793c Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
2020-06-29 19:48:47 +01:00
Marcel Admiraal 8e120230a1 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 16:40:53 +01:00
Rémi Verschelde b833296cbb
Merge pull request #39943 from bruvzg/macos_apple_silicon_3
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.
2020-06-29 15:30:03 +02:00
bruvzg 43888ebfaf
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 14:43:29 +03:00
Tomasz Chabora 5b7eb3fd3f Improve the preload and load descriptions
(cherry picked from commit 13298ed873)
2020-06-29 10:58:25 +02:00
Mark Kuo cb9bc18102 VideoStreamGDNative: close file in cleanup
We should close the file handle when we are done.

(cherry picked from commit 3b05d2c989)
2020-06-29 10:57:59 +02:00
Rémi Verschelde 34c5133e6a
Merge pull request #39604 from Faless/js/3months_backport
[HTML5 - 3.2] Backport most changes/improvement in master.
2020-06-26 20:50:58 +02:00
Rémi Verschelde d6ff55f30b
Merge pull request #39784 from neikeq/3.2-visualstudio-support
[3.2] C#: Add Visual Studio support
2020-06-26 20:49:35 +02:00
Ignacio Etcheverry c682410379 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.

(cherry picked from commit f87ae395ee)
2020-06-26 08:10:24 +02:00
Rémi Verschelde c8586d3837
Merge pull request #39840 from neikeq/3.2-use-/restore-instead-of-/t-restore
[3.2] Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 08:08:40 +02:00
Ignacio Etcheverry abc453f9b6 [3.2] 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 23:57:44 +02:00
Ignacio Etcheverry 7af6a4cc50 [3.2] Fix DebugPlay request handler ignoring BuildBeforePlaying
This must have been missed when backporting the new protocol to 3.2.
2020-06-25 21:20:44 +02:00
Rémi Verschelde 8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Ignacio Etcheverry d0f365fe0f [3.2] 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 21:04:08 +02:00
Ignacio Etcheverry d8af79140e [3.2] C#: Add VisualStudio support 2020-06-23 21:01:54 +02:00
Sergey Minakov 45a6628b15 SCons: Enable iOS modules for ARKit and Camera 2020-06-22 23:23:03 +03:00
PouleyKetchoupp d2aa3031dc Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
(cherry picked from commit 8b0232bf29)
2020-06-22 12:03:21 +02:00
Rémi Verschelde 327479472e Revert "return boxed long when marshalling a godot int to mono runtime in dynamic contexts"
This reverts commit 42a31501a8.

It breaks compat as is and needs some further work before it can be
cherry-picked for 3.2.x.
2020-06-22 08:35:21 +02:00
Rémi Verschelde f99cbb94cc Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).

(cherry picked from commit 08ef0aab16)
2020-06-21 21:39:44 +02:00
Rémi Verschelde 804b53bdbb
Merge pull request #37500 from madmiraal/check-motion-before-bullet-sweep-3.2
[3.2] Check for motion in cast_motion() before doing Bullet convexSweepTest().
2020-06-21 18:31:52 +02:00
Marcel Admiraal b006f5402d 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 16:28:01 +01:00
Marcel Admiraal fa0ee28826 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 14:41:05 +01:00
Michael Belousov 42a31501a8 return boxed long when marshalling a godot int to mono runtime in dynamic contexts
(cherry picked from commit 60fcefba69)
2020-06-19 16:17:27 +02:00
Hugo Locurcio 88c22cb648 Document Mono-specific classes
This fully documents all Mono-specific classes.

(cherry picked from commit 24a8d43272)
2020-06-18 11:33:18 +02:00
Rémi Verschelde bf913d6917 DocData: Skip language-specific ClassDoc without methods/constants
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.

(cherry picked from commit ba0db95909)
2020-06-18 11:29:28 +02:00
Rémi Verschelde d8b543c991 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.

(cherry picked from commit 0f21249a2d)
2020-06-18 11:29:28 +02:00
Thakee Nathees 438f1a8238 Fix: Ctrl + Click not working for subclasses
(cherry picked from commit 95b0a00d2c)
2020-06-18 11:29:28 +02:00
Thakee Nathees fc92f83c30 Debugger stepping to incorrect line fix
Fix: #39296
(cherry picked from commit fc89c5c76d)
2020-06-18 11:29:28 +02:00
Thakee Nathees 931a927a40 shodowed var warning for `for` loop counter
Fix: #39268
(cherry picked from commit 54835a5302)
2020-06-18 10:51:45 +02:00
Thakee Nathees bf9df88a7c 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.

(cherry picked from commit 9325671faa)
2020-06-18 10:51:45 +02:00
Fabio Alessandrelli 806b23208f Fix modules with closure compiler. 2020-06-18 09:21:14 +02:00
Rémi Verschelde 1cf8652945
Merge pull request #39263 from ThakeeNathees/is-operation-fail
[3.2] Fix `is` operation fail on get_script()
2020-06-16 16:28:43 +02:00
Rémi Verschelde 93e20a4cd4 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.

(cherry picked from commit 786f4ada35)
2020-06-15 14:34:35 +02:00
Maganty Rushyendra 87f999274b 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.

(cherry picked from commit e5d93f7a66)
2020-06-15 14:34:35 +02:00
Maganty Rushyendra 158e8ee051 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.

(cherry picked from commit 9f10f6779c)
2020-06-11 10:00:06 +02:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde 3edae035d5 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.

(cherry picked from commit e34f33711b)
2020-06-10 15:30:52 +02:00
unknown 56da70f2e8 Removed variables and #include in EditorSceneImporterAssimp::import_scene that became unused after the recent commit ec1bf96(#39363).
(cherry picked from commit 365c35f30e)
2020-06-10 15:30:52 +02:00
Marcus Elg f1ca218ce7 Fix fbx import assimp error
(cherry picked from commit 29abbccc5f)
2020-06-10 15:30:52 +02:00
Rémi Verschelde e891fae52b
Merge pull request #39134 from abustin/fbx_mesh_compression_fix
Respect 'mesh compression' editor import option in Assimp and glTF importers
2020-06-08 13:16:39 +02:00
Hugo Locurcio aeb5513bab 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.

(cherry picked from commit 30053de182)
2020-06-05 12:50:55 +02:00
Fabio Alessandrelli 0db5315f8a 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).

(cherry picked from commit 39bcbf5690)
2020-06-05 12:47:16 +02:00
Thakee Nathees 837cba7567 predefined var check for `for` loop counter
(cherry picked from commit e153772de2)
2020-06-05 12:45:12 +02:00
Swarnim Arun 83c15ff469 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

(cherry picked from commit 5c48631509)
2020-06-04 12:16:40 +02:00
NutmegStudio 96a3b91eee Fixes building mono release templates
(cherry picked from commit a77f633161)
2020-06-04 12:09:40 +02:00
George Marques a8332e30f0 GDScript: Fix assert message when no custom message is set
(cherry picked from commit f29a2e2606)
2020-06-04 12:09:39 +02:00
Maganty Rushyendra e34929feaa Update Mono C# warning to reflect latest list of platforms supported
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.

(cherry picked from commit 3d03be7a56)
2020-06-04 12:09:39 +02:00
Rémi Verschelde 1bd51883c0 xatlas: Sync with upstream 470576d
(cherry picked from commit 59780fd046)
2020-06-04 11:15:06 +02:00
Thakee Nathees 8f795cb38e Fix `is` operation fail on get_script()
Fix: #39244
2020-06-03 21:04:48 +05:30
George Marques a0983637cf
GDScript: Allow get_script() to be considered a type 2020-06-03 10:48:43 -03:00
Alex Bustin 8a024ca294 Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers 2020-05-28 15:28:47 -07:00
Marcel Admiraal 5d8b0649be Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.

Include patch applied to Bullet master to enable dampings greater than 1.
2020-05-27 17:53:43 +01:00
Marcel Admiraal 8f0f2bf4ef Better damping implementation for Bullet rigid bodies 2020-05-27 17:50:24 +01:00
Marcel Admiraal 08fa7cd8d9 Correct Bullet's default Area angular damp value. 2020-05-27 11:53:41 +01:00
Rémi Verschelde 7c332d9386
Merge pull request #39040 from Xrayez/modules-search-path-3.2
[3.2] Add `custom_modules` build option to compile external user modules
2020-05-25 17:02:27 +02:00
Ignacio Etcheverry f0bc3482d4 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.

(cherry picked from commit d7e21ecd63)
2020-05-25 16:34:15 +02:00
Tan Wang Leng 48a2fd7a3d gdscript_parser: Fix "unreachable code" false positive for loops
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.

(cherry picked from commit 7b1423a61e)
2020-05-25 16:31:07 +02:00
James Buck 9347a6ad6a Trigger an error when trying to define a preexisting signal in GDScript
A class can't have multiple signals with the same name, but previously users
would not be alerted to a conflict while editing the script where it occurred.
Now a helpful error will appear in the editor during script parsing.

(cherry picked from commit 9e44739324)
2020-05-25 16:29:20 +02:00
Andrii Doroshenko (Xrayez) 133997654c 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.

(cherry picked from commit a96f0e98d7)
2020-05-25 17:08:38 +03:00
Thakee Nathees d611bd970d regression: dictionary key no autocomplete fix
Fix: #38998
(cherry picked from commit 13c372b522)
2020-05-25 15:58:25 +02:00
Ignacio Etcheverry 0da84b50c0 Mono/C#: Fix values not updated in remote inspector
(cherry picked from commit 51e1614d28)
2020-05-25 11:46:03 +02:00
Ignacio Etcheverry ce09d0c5e1 Add SCons option to not build C# solutions 2020-05-22 03:12:54 +02:00
Ignacio Etcheverry 6dfd80673a 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.

(cherry picked from commit 38cd2152e6)
2020-05-20 11:41:01 +02:00
Pedro J. Estébanez 8f90d423b9 Fix too eager GDScriptFunctionState stack cleanup
(cherry picked from commit 1f0548efd4)
2020-05-20 11:40:45 +02:00
bruvzg d255cc9e4d
Fix GDNative Variant type size on 32-bit platforms, add size checking static asserts. [3.2] 2020-05-17 16:11:49 +03:00
pepegadeveloper123 23d51ac325 Fix inherited C# scene not inheriting parent's fields (3.2)
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.
This is a manual backport of PR #38638 for 3.2.
2020-05-16 11:18:58 +02:00
Thakee Nathees 9ee77179b5 break, continue outside of a loop, match statement handled
(cherry picked from commit c076a2b7e9)
2020-05-16 00:08:37 +02:00
Oliver Frank 2173d041af Fix incorrect capabilities notification in LSP 2020-05-15 16:43:48 -04:00
Oliver Frank dac8b7b6f4 Improve jsonrpc error reporting 2020-05-15 16:42:24 -04:00
Thakee Nathees d13f46bc41 shadowed var warning in nested block bug fix
Fix: #38552
(cherry picked from commit 79eee93b9a)
2020-05-14 22:01:45 +02:00
Thakee Nathees 40c43da96f set parser error when infer type is null
(cherry picked from commit 687b1941b4)
2020-05-14 22:01:26 +02:00
Thakee Nathees e42318e41c regression: var declaration type info parser bug fix
(cherry picked from commit e5d735851d)
2020-05-13 16:14:22 +02:00
Thakee Nathees 6d7fb3d322 regression: static func can't access const fix
(cherry picked from commit e7f056dfac)
2020-05-13 16:14:08 +02:00
Thakee Nathees 72aa9ce7fc range() with non-numeric const argument crash fix
(cherry picked from commit 3e10392d48)
2020-05-13 16:08:33 +02:00
Rémi Verschelde 44c1c5840c
Merge pull request #38674 from madmiraal/fix-physicsw-warning-3.2
[3.2] Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
2020-05-11 21:19:34 +02:00
Ignacio Etcheverry 3928fe200f [3.2] 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 19:48:50 +02:00
Marcel Admiraal b4302d0d04 Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp 2020-05-11 13:33:20 +01:00
Ignacio Etcheverry 683e19306e Mono: Use msbuild instead of nuget.exe for restoring
- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.

(cherry picked from commit b61ffef0ab)
2020-05-11 11:01:13 +02:00
Ignacio Etcheverry 34132d2f67 Mono: Fix hot-reloading of nested classes
(cherry picked from commit e0a001549e)
2020-05-11 11:01:13 +02:00
Thakee Nathees 55b4e0c44a parser error for static func access non-static variables
Fix: #38408
(cherry picked from commit ce978517e0)
2020-05-11 11:01:13 +02:00
Thakee Nathees e417528f67 fix: dict2inst crash when constructor has arguments
(cherry picked from commit 9f6b20936e)
2020-05-11 11:01:12 +02:00
Thakee Nathees a446e8671d autocompleting with indexing for native types added
Fix: #37768
(cherry picked from commit 3c45377c6e)
2020-05-11 10:50:46 +02:00
Thakee Nathees 22053ed75f GDScript class var type resolve bug fixed
Fix: #37545
(cherry picked from commit e67eb5ca36)
2020-05-11 10:50:46 +02:00
Thakee Nathees 6b0cfc87af more clearer unexpected statement end error messages
(cherry picked from commit 5758d87f09)
2020-05-11 10:50:46 +02:00