David Cambré
d6f131904b
Update VisualScriptCustomNode.xml
...
(cherry picked from commit 080125660a
)
2021-09-21 17:14:59 +02:00
Rémi Verschelde
22aab6be1c
Merge pull request #51796 from RandomShaper/dangling_obj_release_3.x
...
[3.x] Promote object validity checks to release builds
2021-09-21 11:48:11 +02:00
Pedro J. Estébanez
26edc6cd41
Promote object validity checks to release builds
...
Extra:
- Optimized the debug-only check about why the object is null to determine if it's because it has been deleted (the RC is enough; no need to check the ObjectDB).
- Because of the previous point. the debugger being attached is not required anymore for giving the "Object was deleted" error; from now, it only matters that it's a debug build.
- `is_instance_valid()` is now trustworthy. It will return `true` if, and only if, the last object assigned to a `Variant` is still alive (and not if a new object happened to be created at the same memory address of the old one).
- Replacements of `instance_validate()` are used where possible `Variant::is_invalid_object()` is introduced to help with that. (GDScript's `is_instance_valid()` is good.)
2021-09-21 10:39:04 +02:00
Rémi Verschelde
b37776fa2f
Merge pull request #52591 from timothyqiu/error-macros
...
[3.x] Remove do{ } while(0) wrapper around error macros
2021-09-21 10:38:34 +02:00
John J. Donna II
91482a00bb
LSP: Add support for custom host setting
...
You can now configure host in the `language_server` settings in the editor
settings.
(cherry picked from commit be6da39b8a
)
2021-09-20 13:55:28 +02:00
bruvzg
92377f4b20
[macOS] Request camera permission before session init.
...
(cherry picked from commit e6801a098e
)
2021-09-19 11:31:14 +02:00
Hugo Locurcio
59eafe4cd3
Remove #ifdefs
for handling compilation with Visual Studio < 2015
...
Godot 3.3 and later require Visual Studio 2017 to be compiled.
(cherry picked from commit fc0bfbb33b
)
2021-09-19 11:30:22 +02:00
Aaron Franke
298e29c772
[3.x] Some more C# formatting and style fixes
2021-09-18 12:11:03 -05:00
Rémi Verschelde
bb2772d2f2
Merge pull request #52762 from magian1127/3.xTemp1
2021-09-18 14:51:07 +02:00
Magian
0263a87c8b
C#, replace the current Xform method with a * operator.
2021-09-18 20:40:08 +08:00
Rémi Verschelde
316b5dad2d
Merge pull request #52390 from raulsntos/csharp-docs-3.x
...
[3.x] Add documentation to GodotSharp
2021-09-18 01:00:03 +02:00
Rémi Verschelde
4b50cd9b56
Merge pull request #52763 from magian1127/3.xtemp2
2021-09-17 12:26:36 +02:00
Magian
58e742e2c0
C# Array<String> Export Support Enum(String)
2021-09-17 14:03:27 +08:00
Rémi Verschelde
ae58f94323
Merge pull request #52445 from nekomatata/fix-mono-nodepath-default-arg-3.x
2021-09-16 15:20:17 +02:00
Rémi Verschelde
187b1ec61e
Merge pull request #51095 from RandomShaper/error_cast_freed_object_3.x
...
[3.x] Complain if casting a freed object in a debug session
2021-09-14 22:40:17 +02:00
Pedro J. Estébanez
123d3ef935
Complain if casting a freed object in a debug session
...
The idea is to give the user a chance to realize a mistake that will cause a crash in a release build (or with no debugger attached).
2021-09-14 21:05:47 +02:00
Rémi Verschelde
154cca3d5d
Merge pull request #52595 from lewiji/mono-build-solution-shortcut
...
[3.x] Add editor keyboard shortcut for Mono Build solution button
2021-09-14 16:00:10 +02:00
Lewis James
48a6264a87
Add editor keyboard shortcut for Mono Build solution button
...
Update GodotSharpEditor.cs & csharp_script.cpp with better casing and localisation for HintTooltip on Build button
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-09-14 13:24:03 +01:00
Haoyu Qiu
25bd0c3f72
Try other resolved IPs if one fails to connect
...
(cherry picked from commit fd52e18d19
)
2021-09-14 14:18:18 +02:00
Raul Santos
6a7ca43297
Expose String.SimplifyPath
in C#
...
(cherry picked from commit 126b1ea149
)
2021-09-14 13:41:26 +02:00
Paul Joannon
e2b71de38b
Improve C# method listing
...
- implement CSharpInstance::get_method_list
- loop through parent classes in CSharpInstance::get_method_list and CSharpScript::get_script_method_list (#46408 )
(cherry picked from commit 19f25b6847
)
2021-09-14 13:41:26 +02:00
Vincent
ea13ff860d
implement individual mesh transform for meshlibrary items
...
(cherry picked from commit 70108fd850
)
2021-09-14 13:41:22 +02:00
Rémi Verschelde
bd7394a105
Merge pull request #52219 from Gallilus/Fix-VisualScriptPropertySet-value-property-hint-3x
...
[3.x] Fix VisualScriptPropertySet value hint
2021-09-14 12:49:43 +02:00
Haoyu Qiu
70853fd669
Remove do{ } while(0) wrapper around error macros
2021-09-12 15:04:53 +08:00
PouleyKetchoupp
781b979292
Fix NodePath default argument in mono bindings
...
Backport from master, mono was generating "" as default argument
instead of (NodePath)"".
2021-09-06 10:46:33 -07:00
Camille Mohr-Daurat
8608ece42f
Merge pull request #50405 from nekomatata/clean-convex-hull-decomposition-3.x
...
[3.x] Clean convex hull decomposition code
2021-09-06 09:34:50 -07:00
Raul Santos
cacf3e28fd
Add documentation to GodotSharp
...
- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
2021-09-04 20:15:53 +02:00
Raul Santos
d76562ceb9
Fix constant tag documentation in C# bindings generator
2021-09-03 23:02:14 +02:00
Fabio Alessandrelli
25f33999af
[Net] Silence ENetMultiplayerPeer close_connection.
...
Used to print an error when it was not active, now it just returns
immediately as per the documentation.
2021-09-02 15:26:23 +02:00
David Cambré
0c9947cb2f
Fix VisualScriptPropertySet value hint
2021-08-29 15:42:04 +02:00
Hugo Locurcio
c2945365d8
Document that ENet compression mode must match between client and server
2021-08-23 17:35:42 +02:00
David Cambré
be7718c96c
Revert sequence port VisualScriptPropertySet basic type
...
Revert a part of #50709 .
Adding a sequence port to basic type set breaks backwards compatibility
2021-08-20 15:43:47 +02:00
Lyuma
79b016adad
Assign the min values in gltf accessors
2021-08-19 09:30:05 +01:00
Rémi Verschelde
85e13a4e02
Merge pull request #51858 from nekomatata/bullet-test-body-motion-depth-3.x
...
[3.x] Add collision depth and safe/unsafe fraction to Bullet body_test_motion
2021-08-18 22:45:54 +02:00
PouleyKetchoupp
02adb0e361
Add collision depth and safe/unsafe fraction to Bullet body_test_motion
...
It was only implemented for godot physics before.
2021-08-18 13:09:27 -07:00
PouleyKetchoupp
db47b670f6
Fix crash in body_test_motion when used with RigidBody3D in Bullet
...
Kinematic utilities are now initialized for a rigid body if needed for a
call to body_test_motion.
2021-08-18 13:07:21 -07:00
Rémi Verschelde
ddfaf20f62
Merge pull request #50483 from akien-mga/3.x-ci-emscripten-2.0.25
2021-08-18 11:56:39 +02:00
Rémi Verschelde
1de8f31448
CI: Upgrade Emscripten to 2.0.25
...
That's the version used by current containers for Godot 3.4.
Fixes a couple stray warnings that new Emscripten/LLVM catches.
2021-08-18 11:13:34 +02:00
Jihyun Yu
5c66891048
Auto-reload scripts with external editor
2021-08-18 16:52:14 +09:00
Rémi Verschelde
632844e464
Merge pull request #51320 from pycbouh/docs-extract-theme-items-3.x
...
[3.x] Add theme item descriptions to the online documentation
2021-08-13 22:39:09 +02:00
Rémi Verschelde
f0b37b1519
doc: Point URLs to 3.4 version of the online docs
2021-08-12 17:08:10 +02:00
Rémi Verschelde
ba8551451f
Resource: Remove unused _use_builtin_script()
virtual method
...
And another piece of dead code found while searching for "use_builtin".
(cherry picked from commit 6e9439198c
)
2021-08-12 16:45:48 +02:00
K. S. Ernest (iFire) Lee
beb3a6859d
Continue when glTF2 lights fail to parse.
...
(cherry picked from commit 0c79a8fa22
)
2021-08-12 16:42:16 +02:00
Rémi Verschelde
0142a378c6
HTML5: Fix a couple warnings
...
Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.
(cherry picked from commit c44ebb020d
)
2021-08-12 16:37:38 +02:00
Marcel Admiraal
2449b581dd
Fix multiple issues with CSGPolygon
2021-08-12 09:55:18 +01:00
Hugo Locurcio
d0508e5155
Enable range coder compression by default in NetworkedMultiplayerENet
...
From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.
Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.
Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
2021-08-11 21:05:37 +02:00
Haoyu Qiu
f4a6737eed
Improve NavigationMesh typing, parameter validation and documentation
2021-08-11 18:18:27 +08:00
PouleyKetchoupp
da159cd258
Fix 3D moving platform logic
...
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 18:55:49 -07:00
Rémi Verschelde
0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
...
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp
f101349225
Fix applied rotation from moving platforms in move_and_slide
...
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:04:57 -07:00