Commit graph

3699 commits

Author SHA1 Message Date
Andreas Haas
a848fa6cde Merge pull request #11789 from djrm/pr_visual_improvements
Added correct initialization for script editor theme.
2017-10-03 19:56:14 +02:00
Emmanuel Leblond
0d41be3790
[GDnative] add api version field to godot_gdnative_api_struct 2017-10-03 18:08:34 +02:00
Thomas Herzog
c5ab18f33e Merge pull request #11792 from touilleMan/gdnative-json-api
[GDnative] autogenerate gdnative_api_struct.h from a json
2017-10-03 14:37:04 +02:00
Nathan Lovato
cc40784728 Merge pull request #11653 from bojidar-bg/doc-vscript-1
[DOCS] Document some of the VisualScript classes
2017-10-03 11:58:06 +02:00
Bojidar Marinov
10469c1962
Document some of the VisualScript classes. 2017-10-03 12:01:53 +03:00
Emmanuel Leblond
cdc29926af
[GDnative] replace gdnative_api_struct.h by a json-based autogenerated system 2017-10-03 09:48:52 +02:00
Daniel J. Ramirez
bb69855f1a VS now supports white themes. 2017-10-02 21:31:32 -05:00
Daniel J. Ramirez
6d874ea685 Added correct initialization for script editor theme.
Some style fixes for VS interface.
2017-10-02 18:33:42 -05:00
Ignacio Etcheverry
e36fb95c50 Added mono module 2017-10-03 00:01:26 +02:00
Andreas Haas
29b44801b2 Merge pull request #11658 from BastiaanOlij/mobile_vr
Reintroduce generic mobile vr interface
2017-10-02 23:13:21 +02:00
Andreas Haas
5303efb2fa Merge pull request #11659 from AndreaCatania/prephysics
Renamed fixed_process to physics_process
2017-10-02 23:10:36 +02:00
Poommetee Ketson
e8f0817eac Merge pull request #11724 from marcelofg55/visualscript_crashfix
VisualScript crashfix when returns are too few
2017-10-02 23:40:44 +07:00
Emmanuel Leblond
c55b8217ab
[GDnative] Add active_library_path to init options struct 2017-10-02 13:45:47 +02:00
Emmanuel Leblond
c11c951871
[GDnative] Add binding to GDNativeLibrary::get_active_library_path 2017-10-02 13:25:53 +02:00
Gilles Roudiere
d10e5eabed Merge pull request #11719 from toger5/svg_color_convert_alpha
keep alpha when converting svg colors fixes #11289
2017-10-01 22:38:57 +02:00
Hein-Pieter van Braam
6c15c23889 Replace a OPCODE_BREAK with break in opcode 31
This was a mistake made in 520d84e. There are no more other looping
structures left in this function.
2017-10-01 16:51:05 +02:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
Marcelo Fernandez
57ef77376f VisualScript crashfix when returns are too few 2017-09-30 11:18:50 -03:00
toger5
b3826901c7 keep alpha when converting svg colors fixes #11289 2017-09-30 14:48:41 +02:00
Juan Linietsky
0a5799fb43 Properly allow completion on variable initializer arguments, closes #9359 2017-09-29 19:43:31 -03:00
BastiaanOlij
ca4f055db0 reintroduce generic mobile vr interface 2017-09-28 22:44:41 +10:00
Rémi Verschelde
da144fed4c Merge pull request #11617 from groud/fix_bad_display
Fixes bad display
2017-09-27 22:15:00 +02:00
Scayze
0722df4829 Fixed wrong break statement in GDFunction::call 2017-09-27 03:23:39 +02:00
Gilles Roudiere
6f185cc9f7 Remove unecessary anchors&margins set causing bad display (sons of containers) 2017-09-27 00:38:28 +02:00
Rémi Verschelde
f577efd47e Merge pull request #11424 from groud/control_node_presets
Implements set_margins_preset(...)
2017-09-26 00:11:46 +02:00
Rémi Verschelde
c79fc6716e Merge pull request #11518 from hpvb/gdscript-direct-dispatch
Some more GDScript performance optimizations
2017-09-25 23:25:42 +02:00
Rémi Verschelde
78aa7b382a Merge pull request #11567 from QuLogic/scons-var-types
Add types to scons command-line options
2017-09-25 22:44:05 +02:00
Rémi Verschelde
dae02a9041 Merge pull request #11580 from endragor/ios-export
Enhance iOS export
2017-09-25 22:23:49 +02:00
Juan Linietsky
c5da28f24c Fixed constness of variant functions, as well as visual script sequence ports. Closes #11258 2017-09-25 17:09:27 -03:00
Elliott Sales de Andrade
3e69d19116 Use BoolVariable in platform-specific options. 2017-09-25 14:36:30 -04:00
Elliott Sales de Andrade
5be675eb03 Use BoolVariable for module options. 2017-09-25 14:36:30 -04:00
Elliott Sales de Andrade
45a9a680a3 Use BoolVariable for third-party options. 2017-09-25 14:36:30 -04:00
Elliott Sales de Andrade
ffab67b8da Use BoolVariable in target/component/advanced options. 2017-09-25 14:36:02 -04:00
Ruslan Mustakov
f5b3b24c22 Enhance iOS export
- The export process now builds complete .ipa on macOS, instead of just
   creating XCode project.

 - The project includes Capabilities games usually require: Game Center,
   Push Notifications, In-App Purchase.

 - Icons and launch screens can be specified in export preset.
2017-09-26 00:18:08 +07:00
Hein-Pieter van Braam
0a338a28d9 Remove several checks on DEBUG_RELEASE
These errors shouldn't be possible on a tested game. Remove the checks
on release. Shaves about 10% off of tight loops.
2017-09-25 18:29:18 +02:00
Hein-Pieter van Braam
520d84e042 Use computed goto to dispatch next opcode
On compulers that define __GNUC__ use computed goto to directly dispatch
the next instruction rather than going through another switch statement.
This saves a jump and some comparisons.

In tight loops this is is roughly 10% faster than the switch() method.
2017-09-25 18:29:13 +02:00
Elliott Sales de Andrade
00c03bdd2b Add support for OpenSSL 1.1.0.
This release hides many struct members which provides easier forward
compatibility but is a break from previous releases. A few small macros
provide compatibility between both 1.1.0 and 1.0.x.

Fixes #8624.
2017-09-24 02:11:02 -04:00
Marcelo Fernandez
46af050e93 Rename get_position => get_playback_position and seek_pos => seek on audio classes 2017-09-23 16:55:00 +02:00
Gilles Roudiere
05bb8e0c10 Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE) 2017-09-22 11:39:44 +02:00
Rémi Verschelde
be60689812 Merge pull request #11461 from hpvb/add-likely-macros
Implement Linux-style likely()/unlikely() macros
2017-09-22 09:15:45 +02:00
Ross Hadden
1a97d6455d Fixed a bunch of typos, including an error code. 2017-09-21 23:58:29 -04:00
Hein-Pieter van Braam
22358babda Implement Linux-style likely()/unlikely() macros
This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)

See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely

There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
2017-09-21 18:28:28 +02:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Ruslan Mustakov
52cb4ec232 Do not compile Recast for Android
At least this makes Godot compile for Android until there is a better
solution.
2017-09-20 12:57:33 +07:00
Rémi Verschelde
752a116847 Merge pull request #11256 from djrm/pr_visual_improvements
Visual improvements and new look for VS
2017-09-19 23:44:09 +02:00
Hein-Pieter van Braam
833c3917b2 Allow booleanization of all types
We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.

This allows you to write GDScript like:
if not Dictionary():
  print("Empty dict")

Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
2017-09-19 18:55:31 +02:00
Rémi Verschelde
33e1716f13 Merge pull request #11402 from hpvb/remove-gdscript-checks-on-release
Various GDScript performance tweaks
2017-09-19 15:48:14 +02:00
Rémi Verschelde
ba4439c491 Merge pull request #11386 from kosz78/fix-msvc-compile-errors
Fix MSVC compilation errors
2017-09-19 14:58:19 +02:00
Konstantin Zaitsev
28dc30cd59 Change structure order for godot nim compatibility 2017-09-19 11:35:51 +07:00
Konstantin Zaitsev
c386a02654 Fix MSVC compilation errors 2017-09-19 10:33:07 +07:00
Hein-Pieter van Braam
60790c8c5a Remove more GDScript runtime checks on release
As a preparation for other performance enhancements to GDScript:call()
start by removing more of the GDScript runtime checks on release.

This code has been tested with 2d/platformer, 3d/platformer,
3d/materials_test, and goltorus. No regressions were found.
2017-09-19 02:06:47 +02:00
Hein-Pieter van Braam
137f8a58a8 Move Variant::evaluate() switch to computed goto
In an effort to make GDScript a little faster replace the double
switch() with a computed goto on compilers that set __GNUC__. For
compilers that don't support computed goto it will fall back to regular
switch/case statements.

In addition disable using boolean values in a mathematical context. Now
boolean values can only be compared with other booleans. Booleans will
also no longer be coerced to integers.

This PR replaces #11308 and fixes #11291
2017-09-17 22:49:23 +02:00
Thomas Herzog
259778ce8c Merge pull request #11296 from touilleMan/gdnative-api-struct
[GDnative] pass api as struct of function pointers to loaded gdnative modules
2017-09-17 20:59:46 +02:00
Emmanuel Leblond
8d57a3f3d5
[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation 2017-09-17 18:33:08 +02:00
Emmanuel Leblond
e4c9f8895e
[GDnative] create godot_gdnative_api_struct and pass it to godot_gdnative_init_options 2017-09-17 16:13:14 +02:00
Rémi Verschelde
c74bab66aa Merge pull request #11274 from Rubonnek/keep-argument-names-consistent
Renamed function arguments to keep them consistent between declaration and implementation
2017-09-17 12:53:48 +02:00
Rémi Verschelde
2d4f6ef0bf Apply clang-format again to recent changes
Also add missing copyright headers.

[ci skip]
2017-09-16 19:48:45 +02:00
Marcelo Fernandez
12a7f15bdc Fix compile error on gd_native_library_editor.cpp with tools=no 2017-09-15 13:29:29 -03:00
Thomas Herzog
7dffed485b Merge pull request #11230 from maxim-sheronov/fix_enum_bindings
Fix enums bindings
2017-09-15 08:43:35 +02:00
Thomas Herzog
5636ac526e Merge pull request #11237 from endragor/gdnative-variant-ref
Construct Variants from Reference properly in GDNative
2017-09-14 21:21:50 +02:00
Juan Linietsky
35ed1eef2a Added a menu to enable/disabled GDNative singletons in project settings 2017-09-14 15:02:51 -03:00
Wilson E. Alvarez
072e379ffe Renamed function arguments to keep them consistent between declaration and implementation 2017-09-14 13:49:15 -04:00
Daniel J. Ramirez
74d028729f Improved VisualScriptEditor 2017-09-14 12:45:42 -05:00
Ruslan Mustakov
f08bc0df7c Construct Variants from Reference properly in GDNative
Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.

Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
2017-09-14 19:40:36 +07:00
Jeroen
ca5abae1e7 Fix 2 typos 2017-09-14 10:31:43 +02:00
Maxim Sheronov
0fffa45158 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde
fe3bbaa9d0 Merge pull request #11076 from hpvb/fix-10935
Fix crash on wrong type drag into the vs editor
2017-09-13 19:28:13 +02:00
Rémi Verschelde
095ff6dda8 Merge pull request #11063 from toger5/svg_generation_optimization
optimized color conversion for svg generation
2017-09-13 19:27:21 +02:00
Rémi Verschelde
27ae3c839d Merge pull request #7908 from SaracenOne/recast
In-editor navmesh generation.
2017-09-13 19:22:29 +02:00
toger5
ee5dc05a09 optimized color conversion for svg generation 2017-09-12 23:33:51 +02:00
Juan Linietsky
4f929a0fdf Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will
recognize them.
2017-09-12 17:45:41 -03:00
Daniel J. Ramirez
60f054d3ac Improved VS node coloring 2017-09-12 13:16:47 -05:00
Daniel J. Ramirez
1e8048dd45 Improved theme generation, and other fixes 2017-09-12 13:16:38 -05:00
William Taylor
8632408dbd Changed/Added descriptions in @GDScript. Added examples. Fixed return types of two … (#11146)
Doc: Improved descriptions in GDScript docs

Added examples and fixed return types of two methods.
2017-09-12 15:00:29 +02:00
Rémi Verschelde
4f51211dfb Merge pull request #11028 from mrawlingst/color-RGBA32
Change Color.to_32() to Color.to_rgba32() and lowercase other functions
2017-09-12 13:44:43 +02:00
Juan Linietsky
1c5376ae59 Many fixes to visual script, changed virtuals override for a proper selector. 2017-09-12 07:58:54 -03:00
Rémi Verschelde
aabbd00284 Merge pull request #10908 from hpvb/fix-unused-variables
Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Rémi Verschelde
cf941fdc35 Merge pull request #11026 from hpvb/fix-assign-in-if
Remove assignment and declarations in if statements
2017-09-12 11:57:49 +02:00
Rémi Verschelde
2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
Poommetee Ketson
dccb37417c Implement String len() 2017-09-11 08:43:25 +07:00
bncastle
fc83821316 Fixed attempt to delete NULL pointer error
Fixed: Error cause by attemptng to delete a NULL pointer.
unregister_gdnative_types() now checks discoverer to see if it is NULL
before deleting. After selecting a godot project to edit (in Win10), the
discoverer_callback() wasn't called thus discoverer was NULL.
2017-09-10 17:39:42 -04:00
Hein-Pieter van Braam
2ec0bc4f80 Fix crash on wrong type drag into the vs editor
Don't allow drops of draggable items without a vs node type.

This fixes #10935
2017-09-09 00:34:53 +02:00
Hein-Pieter van Braam
b2a38854fd Fix unused variable warnings
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Hein-Pieter van Braam
8230bf0a2f Remove assignment and declarations in if statements
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
2017-09-08 14:59:15 +02:00
Hein-Pieter van Braam
67a706fc1b Fix various assorted warnings
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
mrawlingst
6aa5bc2347 Change Color.to_32() to to_rgba32() and format as RGBA 2017-09-07 16:19:44 -04:00
Juan Linietsky
5f0d367fef Mono vorbis support fixed, closes #10787 2017-09-06 23:13:57 -03:00
Rémi Verschelde
6efd777fae Merge pull request #10976 from saltares/issue-907
Fixes setting visibility on GridMap, issue #907
2017-09-06 11:49:35 +02:00
David Saltares
f43a0ef327 Setting visibility on GridMap now works. Closes #907.
Basically, `GridMap` wasn't reacting to the
`NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and
walks over the set of `Octants` and all of their `MultiMeshInstances` to
set their visibility on the `VisualServer`.
2017-09-05 22:44:19 +01:00
Ruslan Mustakov
269203a022 Provide NativeScript properties in definition order 2017-09-05 12:45:23 +07:00
Juan Linietsky
89e090edef Fix ETC2 import for luminance/lumalpha textures, fixes #10421 2017-09-04 18:45:41 -03:00
Saracen
92e77d5ff2 Recast integration. 2017-09-04 21:41:57 +01:00
Rémi Verschelde
e979e50b7d Merge pull request #10921 from karroffel/gdnative-MERGE-EVERYTHING
[GDNative] merge of NativeScript and GDNative, new GDNative singletons
2017-09-04 21:51:07 +02:00
Rémi Verschelde
b5d2d0a9a5 Merge pull request #10939 from neikeq/fix-overridden-external-editors
Fixes language overridden external editors
2017-09-04 08:12:29 +02:00
Rémi Verschelde
7040a390ad Merge pull request #10937 from djrm/pr_fix_typo
Fix. resizeable -> resizable.
2017-09-04 07:37:59 +02:00
Ignacio Etcheverry
52a7be4eef Fixes language overridden external editors 2017-09-03 21:23:36 +02:00
Daniel J. Ramirez
d6b664f671 Fix. resizeable -> resizable.
(not actually a typo, but the rest of the API uses resizable)
2017-09-03 13:12:52 -05:00
Juan Linietsky
adde89e8b1 -Added an optimization so physics shapes are configured later, speeds up grid map loading and editing 2017-09-03 14:54:15 -03:00
Karroffel
54a9c1ee43 [GDNative] added singleton GDNativeLibraries
A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
2017-09-03 16:56:00 +02:00
Karroffel
7878329e6f merged gdnative and nativescript module 2017-09-03 15:28:43 +02:00
Poommetee Ketson
459f526119 Fix typos 'a' and 'an' 2017-09-02 21:19:06 +07:00
Hein-Pieter van Braam
7df28d1799 Fix missing pragma push
I forgot to pragma push the ignored warning in #10877 this adds the
missing ones.
2017-09-02 11:03:27 +02:00
Hein-Pieter van Braam
9c63ab99f0 Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde
dac150108a Merge pull request #10846 from hpvb/fix-sign-compare
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
Rémi Verschelde
69ac4cbb37 Merge pull request #10854 from MednauN/ogg-fix
Fix crash when destroying AudioStreamPlaybackOGGVorbis
2017-09-01 21:51:48 +02:00
Rémi Verschelde
90a944e856 Merge pull request #10865 from neikeq/woah
etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGS

[ci skip]
2017-09-01 21:25:05 +02:00
Ignacio Etcheverry
2f79c84ff5 etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGS
This way it can override the -std flags passed to scons.
2017-09-01 18:51:50 +02:00
Juan Linietsky
8f30c52a37 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 2017-09-01 13:01:08 -03:00
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
Evgeny Zuev
46f003c445 Fix crash when destroying AudioStreamPlaybackOGGVorbis 2017-09-01 17:49:22 +07:00
Rémi Verschelde
7c76e0c8c3 Merge pull request #10853 from leezh/pcre_html5_fix
Disabled PCRE-JIT in HTML5. Fixes #10834

[ci skip]
2017-09-01 12:46:41 +02:00
Zher Huei Lee
566c0f675a Disabled PCRE-JIT in HTML5. Fixes #10834 2017-09-01 18:33:04 +08:00
Hein-Pieter van Braam
f9467ec1ea Fix signed and unsigned comparisons
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Emmanuel Leblond
6151adfe8c
Correct GDnative's godot_string_find_last method name 2017-08-31 23:24:26 +02:00
Rémi Verschelde
6f762ad709 Merge pull request #10422 from endragor/gdnative-android
Make GDNative work on Android
2017-08-31 13:51:10 +02:00
Rémi Verschelde
0cee288c11 Merge pull request #10148 from leezh/pcre2
Replacement of internal RegEx with PCRE2
2017-08-31 11:56:19 +02:00
Rémi Verschelde
f00760b22c Merge pull request #10382 from toger5/dark_icons
Light Theme
2017-08-31 11:47:18 +02:00
toger5
aa8feff8c1 Implement color conversion for dark SVG icons 2017-08-30 21:20:02 +02:00
Ruslan Mustakov
5ccdeccb6e Make GDNative work on Android
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
2017-08-30 18:14:19 +07:00
Hein-Pieter van Braam
ec63438231 Remove 10778 related methods from GDNative
After #10778 master didn't build any longer with GDNative. This removes
the methods removed in that PR from the GDNative bindings for Basis
also.
2017-08-30 12:54:59 +02:00
Rémi Verschelde
fd7ad7d80a Merge pull request #10750 from Rubonnek/fix-duplicate-script-changed-signal
Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed'
2017-08-30 12:46:00 +02:00
Rémi Verschelde
e59b1212da Merge pull request #10776 from hpvb/fix-10758
Disable -ffast-math for etc2comp
2017-08-30 12:44:16 +02:00
Hein-Pieter van Braam
d44414c711 Disable -ffast-math for etc2comp
Apparently -ffast-math generates incorrect code with recent versions of
GCC and Clang. The manual page for GCC warns about this possibility.

In my tests it doesn't actually appear to be measurably slower in this
case, and this is used in a batch process so it seems safe to disable
this.

This fixes #10758 and fixes #10070
2017-08-30 11:51:24 +02:00
Ruslan Mustakov
415f7da025 Fix GDNative API generator after changes to MethodBind 2017-08-30 10:45:10 +07:00
Ruslan Mustakov
bbb4ee90ce Add enums in GDNative API generator 2017-08-30 10:38:58 +07:00
Juan Linietsky
9c3bddfac2 Merge pull request #10745 from neikeq/fix-docdata-and-stuff
DocData and virtual method type hints fixes
2017-08-29 20:11:07 -03:00
Ignacio Etcheverry
8bd92a96a4 Makes built-in vararg methods actual vararg methods
- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them.
- Makes EditorHelp display built-in vararg methods correctly.
2017-08-29 19:40:28 +02:00
Ignacio Etcheverry
c16d00591b DocData and type hints fixes
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-29 19:40:21 +02:00
Wilson E. Alvarez
a400a65c8a Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed' 2017-08-29 10:24:10 -04:00
Juan Linietsky
a2027cfa49 -Fixes to how collada generates tangents (use SurfaceTool), closes #9562
-Fix to gridmap cell size (wrong property type)
2017-08-29 08:48:39 -03:00
Juan Linietsky
8fce79aaee -Some fixes to code completion.
-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
2017-08-28 00:04:24 -03:00
Rémi Verschelde
6ef7783abb Merge pull request #10662 from hoelzl/python3-v3
Make build scripts Python 3 compatible
2017-08-28 00:05:15 +02:00
Juan Linietsky
d23f323cde -Moved script run to editor, removed from project
-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Hein-Pieter van Braam
8064fbb174 Fix a crash in gdscript callbacks
This fixes a crash running the 'goltorus' project.
2017-08-27 23:49:13 +02:00
Matthias Hoelzl
b6e1e47e3a Make build scripts Python3 compatible
- The Windows, UWP, Android (on Windows) and Linux builds are
  tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
  I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
2017-08-27 23:05:39 +02:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Juan Linietsky
37da8155a4 -Largely rewrote gridmap to simplify it
-Got editor working again
-Added a current-floor marker on selection
2017-08-27 16:02:00 -03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Rémi Verschelde
3acf6857d9 nanosvg: Document in COPYRIGHT.txt and thirdparty README.md 2017-08-27 13:32:23 +02:00
Rémi Verschelde
612099e377 Merge pull request #10591 from Rubonnek/possible-null-ptr-dereference
Added/Fixed null pointer checks
2017-08-27 02:10:56 +02:00
Rémi Verschelde
3ec9e26cb4 Merge pull request #10669 from hpvb/fix-6118
Add several missing Null checks in _notification
2017-08-27 02:07:41 +02:00
Hein-Pieter van Braam
3e25cf9e05 Add two missing Null checks
These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.

This fixes #10654
2017-08-26 23:40:45 +02:00
Wilson E. Alvarez
7a07895920 Added/Fixed null pointer checks 2017-08-26 16:58:47 -04:00
Hein-Pieter van Braam
9a1d9a41eb Add several missing Null checks in _notification
This fixes #6118
2017-08-26 22:50:15 +02:00
Juan Linietsky
1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
Rémi Verschelde
d9e94fa0c3 Fix i18n bug in GridMap string
Regression from 6134d87 causing build issue on clang.
2017-08-25 20:55:33 +02:00
Andreas Haas
6134d8741d Editor: Add some more translatable strings. 2017-08-25 18:49:45 +02:00
Rémi Verschelde
490aef9369 Merge pull request #10581 from hpvb/fix-gcc6+
Make cast_to a static member of Object.
2017-08-25 08:37:38 +02:00
Juan Linietsky
b1c0e45b03 Implemented, The Amazing Zylann Hack (tm), fixes #10603 2017-08-25 00:34:32 -03:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Andreas Haas
f61e8695c9
GDScript: More reliable check if loading a template.
Prevents showing some useless parse errors in the console.
2017-08-24 22:08:23 +02:00
Rémi Verschelde
3ea0943f64 Fix mismatched signatures for GDScriptLanguage::complete_code 2017-08-24 12:44:51 +02:00
Juan Linietsky
36e0a72c77 -Code completion for enumerations
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-24 00:06:56 -03:00
Juan Linietsky
3d1c031871 Changed MethodBind API to request information from methods. It's much claner now.
Also changed PropertyInfo to include informatino about class names.
2017-08-23 19:11:11 -03:00
Rémi Verschelde
35e9117521 Merge pull request #10563 from Hinsbart/vs_cancel_select
VisualScriptEditor: Remove Node when canceling PropertySelector.
2017-08-23 08:09:27 +02:00
Rémi Verschelde
1ad68c946e Merge pull request #10542 from karroffel/gdscript-match-index
support enums and nested constants in match statement
2017-08-23 08:05:52 +02:00
Rémi Verschelde
bc3c9a3c2a Merge pull request #10555 from Rubonnek/removed-unnecessary-returns-and-breaks
Removed unnecessary returns and break statements

[ci skip]
2017-08-23 00:06:29 +02:00
Andreas Haas
927fb9d793
VisualScriptEditor: Remove Node when canceling PropertySelector. 2017-08-22 21:56:18 +02:00
Pedro J. Estébanez
00c9218b48 Fix crashes in SVG loading
Adding null terminators.
2017-08-22 19:39:13 +02:00
Wilson E. Alvarez
baa94a3758 Removed unnecessary returns and break statements 2017-08-22 13:01:57 -04:00
Karroffel
57654d4b95 support enums and nested constants in match statement
The initial version of the pattern matcher in GDScript does not
allow matching on nested identifiers, only one identifiers available
in the current scope.

With the introduction of enums to GDScript that's a huge missing
feature. This commit makes the parser accept indexed constants and
variables to properly support enums.
2017-08-22 17:45:05 +02:00
Juan Linietsky
8ad7139631 readded ability to set loop offset in seconds, closes #9630 2017-08-22 11:47:24 -03:00
Rémi Verschelde
df590fc2d3 Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments
Removed unnecessary assignments
2017-08-22 00:58:12 +02:00
Juan Linietsky
2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Rémi Verschelde
135027a2f6 Merge pull request #10225 from Noshyaar/map
GDScript Built-in: add inverse_lerp & range_lerp
2017-08-22 00:31:46 +02:00
Wilson E. Alvarez
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Daniel J. Ramirez
0c18009665 Added missing icon and svgs upscaling 2017-08-20 13:53:09 -05:00
Daniel J. Ramirez
da8fecf25e Added support for SVG 2017-08-20 13:53:02 -05:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Rémi Verschelde
5627047c32 Merge pull request #10455 from groud/control_margin_fixes
Some control fixes and removed other useless lines
2017-08-20 15:24:00 +02:00
Gilles Roudiere
06256cd778 Some control fixes and removed useless lines 2017-08-19 19:10:00 +02:00
Rémi Verschelde
ce85179e5d Merge pull request #10446 from bojidar-bg/6583-fix-wait-node
Fix Condition + Wait nodes freezing the game
2017-08-19 18:00:20 +02:00
Emmanuel Leblond
00d552b1cd
[GDnative] Correct godot_string_chars_to_utf8_with_len function name 2017-08-19 17:08:33 +02:00
Bojidar Marinov
4a0b4417a3
Fix #6583, Condition + Wait nodes freezing the game
Make sure that only the first node after VS resume gets resumed
2017-08-19 17:54:32 +03:00
Zher Huei Lee
e3e2f06324 Replacement of internal RegEx with PCRE2
The pattern and replacement matching behaviour has been changed purely
due to the nature of switching to a standards-compliant library.

One mistake in the previous behaviour was that named groups didn't have
a number. This has been corrected.

As names are actually just an alias of numbered groups,
RegExMatch::get_name_dict() is now get_names() and is a dict
referring to the group number it represents.

Duplicate names are enabled and the with the first matching instance
used.

Due the lack of a suitable equivalent in PCRE2, RegExMatch::expand() was
removed.
2017-08-19 19:29:14 +08:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Juan Linietsky
cbcf40bd31 -Volume sliders, mute, solo and fx bypass are functional, closes #9021
-Fixed tree reselect, makes reselecting an audio bux FX work
2017-08-18 18:21:53 -03:00
Juan Linietsky
b20952ebff Update script signals in real-time when script changes. Fixes #8980 2017-08-18 16:44:03 -03:00
Poommetee Ketson
d28da86f9f GDScript Built-in: add inverse_lerp & range_lerp 2017-08-18 21:49:03 +07:00
Marcelo Fernandez
eab850524e Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-17 19:51:13 -03:00
Rémi Verschelde
b1ecaaa22b Merge pull request #10307 from Rubonnek/update-argument-names
Updated function argument names
2017-08-16 17:17:56 +02:00
Rémi Verschelde
c1a43a09be Merge pull request #10356 from RandomShaper/fix-msvc-error
Add comment warning about include order
2017-08-16 17:11:59 +02:00
Pedro J. Estébanez
ae2d449047 Revive inspector property evaluation
GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.

Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.

Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`

Closes #9500.
2017-08-16 03:01:41 +02:00
Pedro J. Estébanez
2a26c5ce62 Comment include order to avoid errors
So as to not revive #10071, as suggested by @akien-mga.
2017-08-15 22:12:57 +02:00
Gilles Roudiere
0d35d4d53b Replace GUI anchor type by a float between 0 and 1 2017-08-13 21:20:13 +02:00
Wilson E. Alvarez
428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
Rémi Verschelde
dbece391a8 Merge pull request #10179 from marcelofg55/master
Fix crash when running a game with the profiler enabled
2017-08-11 10:38:16 +02:00
Rémi Verschelde
8e6768c963 Merge pull request #10202 from neikeq/how-do-you-turn-this-on
Improves method bind's detecting of signarute types
2017-08-11 10:29:41 +02:00
Ignacio Etcheverry
78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Ignacio Etcheverry
1e74f27f8f Adds missing type information to virtual method binds 2017-08-10 07:17:50 +02:00
Thomas Herzog
e93ce339dc Merge pull request #10206 from endragor/show-base-nativescript-props
Allow to edit base type NativeScript properties
2017-08-09 23:07:42 +02:00
Ruslan Mustakov
9c1afce38e Allow to edit base type NativeScript properties 2017-08-09 20:51:38 +07:00
Ruslan Mustakov
9d4887e74b Fix getting default values for NativeScript base type properties 2017-08-09 20:37:37 +07:00
Thomas Herzog
1536cc4381 Merge pull request #9633 from ducdetronquito/gdnative_string_api
[GDNative] Implement String API.
2017-08-09 04:44:22 +02:00
ducdetronquito
0b55363a82 Implemented String C API. 2017-08-08 23:42:54 +02:00
Marcelo Fernandez
077ed98c92 Fix crash when running a game with the profiler enabled 2017-08-08 18:02:45 -03:00
Juan Linietsky
8a4bce6ebd Ability to set a function as sequenced, so when called you can choose not to use sequence ports. Fixes #6346 2017-08-08 13:14:36 -03:00
Juan Linietsky
95f10c620d push variable later when created, to avoid self-referencing as a valid case, closes #6111 2017-08-08 11:44:49 -03:00
Juan Linietsky
fab75bce3f Properly rename visual script functions, fixed #6076 2017-08-08 11:32:09 -03:00
Juan Linietsky
c6120e77a8 Implement len() gdscript built-in function for python users, closes #1960 2017-08-07 18:38:47 -03:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Juan Linietsky
37adf936ab few bugs fixed thanks to explicit bool constructor and clang.
explicit bool constructor has thus now been removed, as it served it's mission!
2017-08-05 21:43:10 -03:00
Karroffel
76ce18c290 [GDNative] fixed double variant call
This bug got discovered thanks to clang!
2017-08-06 02:04:06 +02:00
Juan Linietsky
cfe4b30941 renamed node path, closes #5691 2017-08-05 09:13:59 -03:00
Ruslan Mustakov
d71171026f Dont call nativescript callbacks if lib is not initialized 2017-08-04 21:17:33 +07:00
Thomas Herzog
211dfa6602 Merge pull request #10072 from karroffel/gdnative-header-include-paths
[GDNative] fixed a bug with ambiguous include paths
2017-08-04 04:06:54 +02:00
Karroffel
ab3b1e67c7 [GDNative] fixed a bug with ambiguous include paths
fixes #10071. The problem is that the json.h file includes the
local variant.h instead of the "absolute" core/variant.h
2017-08-04 03:26:32 +02:00
Thomas Herzog
056b5f9e56 Merge pull request #10060 from endragor/nativescript-frame
Forward frame call to GDNative libraries
2017-08-03 13:52:44 +02:00
Ruslan Mustakov
aaf84129db Forward frame call to GDNative libraries 2017-08-03 14:04:04 +07:00
Karroffel
c143f86968 [GDNative/NativeScript] fix -rdynamic and removed _init call
The _init call was buggy anyway and in the end shouldn't be a
thing that's called via ClassDB, it should be something that's
language specific, so we leave this out for the bindings.

In the commit 66a7763 the SCsub file for GDNative was changed to
use a cloned environment, that bricked -rdynamic which needs to be
passed down to the linker, which didn't happen with the new env.
2017-08-02 14:21:12 +02:00
Karroffel
880048377d [GDNative] better header include paths
The old include paths caused some problems on some compilers, for
example including "string.h" was ambiguous.
2017-08-02 03:50:33 +02:00
Rémi Verschelde
93c226f7a3 Merge pull request #9964 from supagu/audio_fix
Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in in…
2017-07-30 20:59:45 +02:00
Karroffel
fc9f5d59b5 [NativeScript] fix signals from base class not being accessible
https://github.com/GodotNativeTools/cpp_bindings/issues/26
2017-07-30 15:04:00 +02:00
Fabian Mathews
207f596e69 Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in infinite loop causing audio to freeze 2017-07-29 18:59:51 +09:30
Ruslan Mustakov
3193460c4a Pass GDNativeLibrary pointer to library init 2017-07-28 22:43:23 +07:00
Rémi Verschelde
204ec5459b Merge pull request #9932 from djrm/vs_fixes
Do not allow multiple data connections to the same data input slot, f…
2017-07-28 11:15:56 +02:00
Daniel J. Ramirez
707bb96fa8 Do not allow multiple data connections to the same data input slot, fixes #6357.Improved curve rendering when nodes are close. 2017-07-27 16:39:53 -05:00
Karroffel
3185c9c374 [NativeScript] fixed optional _init call
In 3c53b35 a call to an "_init" function was introduced,
that however was only executed in the `_new` function,
also it *required* that such a function exists.

With this patch the "_init" function will be optionally called on
every instance creation.
2017-07-27 15:30:39 +02:00
Karroffel
aae8accadd [NativeScript] fix mutex double lock
In 3c53b35 a bug got introduced where a mutex gets locked twice
instead of locked and then unlocked.
This path fixes that.
2017-07-27 14:56:47 +02:00
Karroffel
135c2112ad added an optional parameter to OS symbol lookup
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
2017-07-27 11:13:21 +02:00
Karroffel
a2795e9531 [NativeScript] call _init on instance creation
This also adds basic locking for the set of owners
to avoid threading problems
2017-07-27 11:12:49 +02:00
Thomas Herzog
18e23ad4dc Merge pull request #9882 from endragor/nativescript-refcount
Forward refcount changes to NativeScriptInstance
2017-07-26 21:29:26 +02:00
Rémi Verschelde
88bd18244b Merge pull request #9883 from bojidar-bg/8217-fixup-get_node-shortcut
Fix $a/b being parsed as division
2017-07-26 18:17:51 +02:00
Bojidar Marinov
a5fb82c28c
Fix $a/b being parsed as division 2017-07-26 18:51:03 +03:00
Ruslan Mustakov
db9dcbddbc Forward refcount changes to NativeScriptInstance
This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
2017-07-26 22:36:57 +07:00
Thomas Herzog
2b99bd492b Merge pull request #9867 from endragor/nativescript-threading
Support multithreading for NativeScriptLanguage
2017-07-26 16:01:43 +02:00
Thomas Herzog
9caf9fa76f Merge pull request #9720 from endragor/stack-bottom
Add a way to retrieve stack bottom of the main thread
2017-07-26 15:30:04 +02:00
Ruslan Mustakov
7f32023a1a Support multithreading for NativeScriptLanguage
Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.

This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
2017-07-26 19:39:10 +07:00
sheepandshepherd
bdf2e8c615 Fix typo in NativeScript property getter 2017-07-25 23:03:39 +02:00
Rémi Verschelde
a931052c79 Merge pull request #9731 from Xrayez/gdscript-completion
Update GDScript completion names for Pool*Arrays
2017-07-25 21:05:42 +02:00
Karroffel
5319098aef fix a regression (GDScript) from e00630b
This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
    self.!(some_arg)

The other fix is just a forgotten boolean negation.
2017-07-25 20:01:19 +02:00
Thomas Herzog
497411aa12 Merge pull request #9844 from karroffel/nativescript-double-init-fix
[NativeScript] fix double initialization in editor
2017-07-25 18:42:18 +02:00
Karroffel
cdf1212bee [NativeScript] fix double initialization in editor 2017-07-25 18:18:36 +02:00
Andrii Doroshenko (Xrayez)
72436956dd Update GDScript completion names for Pool*Arrays
Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.

Moved "project_settings.h" down one line to comply with the clang-format rules.

Fixes #9638

Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25 12:14:40 +03:00
Rémi Verschelde
e00630bfca Merge pull request #8217 from bojidar-bg/gdscript-fix-keyword-call
Make GDScript allow some keywords as identifiers
2017-07-25 08:18:10 +02:00
Ruslan Mustakov
3b88476130 Add a way to retrieve stack bottom of the main thread
I'm working on Nim bindings and Nim GC needs to know the stack
boundaries to check whether certain pointers are located on the stack
or in the heap. This commit adds godot_get_stack_bottom procedure
to gdnative module which returns pointer to the stack bottom of the
main thread. Later on this may be improved to return stack bottom of
the current thread.
2017-07-25 10:53:31 +07:00
Karroffel
3f1e75e89c [NativeScript] bound new to ClassDB 2017-07-25 00:26:37 +02:00
Karroffel
5e1abaf348 [GDNative] basic OS detection 2017-07-24 22:43:32 +02:00
Ramesh Ravone
75b66146ae
GDNative register_property 2017-07-24 22:30:07 +05:30
Thomas Herzog
008b20bd8f Merge pull request #9814 from karroffel/nativescript-doublefree
[NativeScript] forgot to uncomment userdata return
2017-07-24 17:25:57 +02:00
Karroffel
41eb8a0279 [NativeScript] forgot to uncomment userdata return 2017-07-24 16:36:26 +02:00
Thomas Herzog
d0f1940534 Merge pull request #9809 from karroffel/nativescript-doublefree
[NativeScript] fix double free but on exit
2017-07-24 14:37:39 +02:00
Karroffel
a1a76bbde4 [NativeScript] fix double free but on exit 2017-07-24 14:07:39 +02:00
Rémi Verschelde
374cffaa11 Merge pull request #9764 from Noshyaar/pr-fix2
Add object type hint for docs
2017-07-24 08:07:32 +02:00
Karroffel
534d62d2f4 [GDNative] new GDNative API
This adds GDNative as a separate class type.
It can be used to interface with native libraries by
using "native calls", which can be registered by modules
(and in future other GDNative libraries?).

It also reworks the currently called "GDNativeScript" into a
"NativeScript" that just makes use of the new GDNative instead
of it being the component that implements that functionality.
2017-07-24 04:23:37 +02:00
Bojidar Marinov
1936e1d2be
Make GDScript allow some keywords as identifiers
Fixes #8085
Added some comments around the use of is_token_literal, as discussed.
2017-07-23 23:34:31 +03:00
Poommetee Ketson
2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
Rémi Verschelde
38c471bef6 Merge pull request #9765 from Noshyaar/pr-clang
Clang-formatting *.cpp and *.h (some files excluded)
2017-07-23 13:16:48 +02:00
Rémi Verschelde
5fbe4c130d Merge pull request #9758 from vnen/fix-vs-return
VS: Fix return value for user-defined functions
2017-07-23 13:09:12 +02:00
Rémi Verschelde
c669107626 Merge pull request #9741 from vnen/fix-vs-customnode
Fix issues with custom nodes in visual script
2017-07-23 13:06:03 +02:00
Rémi Verschelde
e3aa9b5191 Merge pull request #9706 from djrm/theme_fixes
Icons can now be added inside line edits (Search icon).
2017-07-23 13:03:53 +02:00
Poommetee Ketson
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
George Marques
effceee6ea
VS: Fix return value for user-defined functions 2017-07-22 01:15:55 -03:00
George Marques
19ca9e7810
Update a VS custom node when its script changes 2017-07-21 23:45:57 -03:00
Ramesh Ravone
af8a40e554
gdnative bug fix in get (return null check) 2017-07-22 06:39:03 +05:30
George Marques
3fdf8663f7
Fix issues with custom nodes in visual script
- Doesn't crash anymore.
- Inputs are properly transferred.
2017-07-21 00:05:56 -03:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Daniel J. Ramirez
95f55c8f0d Icons can now be added inside line edits (Search icon).
Fixed window title bar margins.

fixed compilation error
2017-07-19 13:23:16 -05:00
Thomas Herzog
45b498c4e0 Merge pull request #9699 from RameshRavone/master
[gdnative] `Object::_get` return type and dynamic property
2017-07-19 13:07:06 +02:00
Ramesh Ravone
535290d2e7
[GDNative] dynamic properties 2017-07-19 05:41:56 +05:30
Poommetee Ketson
49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
Ramesh Ravone
826c51c70e
_get return type fix 2017-07-18 21:09:46 +05:30
Juan Linietsky
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Rémi Verschelde
2b8342e308 Merge pull request #9652 from djrm/theme_fixes
Improvements and fixes for the default theme.
2017-07-17 22:36:00 +02:00
Daniel J. Ramirez
a3c2d9a6bd Improvements and fixes for the default theme.
Added customizable border size and window highlight.
2017-07-16 13:23:59 -05:00
Juan Linietsky
3da3a36034 Many fixes to improve GI Probe quality 2017-07-15 23:24:37 -03:00
sheepandshepherd
914a68723f Expose Dictionary::next to GDNative 2017-07-15 23:02:19 +02:00
Rémi Verschelde
e64b82ebfc Some more typo fixes for "threshold"
Looks like @reduz really does not like that word.
2017-07-15 12:01:46 +02:00
ducdetronquito
074801e7a9 [#7212] Fixed missing 'Variant' return values in documentation. 2017-07-11 13:25:51 +02:00
Rémi Verschelde
a5d500f023 Merge pull request #8573 from neikeq/gdfs-completed
Adds "completed" signal to GDFunctionState
2017-07-11 11:14:22 +02:00
Juan Linietsky
12a8fedfe6 Some changes to dual paraboloid envmap generation, fixes somme bleeding 2017-07-05 19:39:45 -03:00
Rémi Verschelde
e54c7d5715 Merge pull request #9457 from TwistedTwigleg/Fixed_Vector3_snap
Fixed syntax inconsistency in Vector3.snap and Vector3.snapped
2017-07-03 23:43:33 +02:00
TwistedTwigleg
44ecfb028d Fixed syntax inconsistency in Vector3.snap and Vector3.snapped 2017-07-03 16:29:03 -04:00
Juan Linietsky
2a3e00c8c7 -Many fixes to VisualScript, fixed property names, etc.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Rémi Verschelde
cb59236ce9 Disable etc2comp and tinyexr modules on non-tools build
They are not necessary in such configuration, and require C++11
and (on Android) the STL.

Fixes #9273.
2017-06-30 18:16:38 +02:00
Rémi Verschelde
72bf46649e Merge pull request #9360 from GodotExplorer/pr-external-editor-language-check
Better user experience with external text editors.
2017-06-27 08:15:54 +02:00
geequlim
6687484958 Better user expirence with external text editors.
Implements open_in_external_editor for subclasses of ScriptLanguage.
Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
2017-06-27 12:55:16 +08:00
Juan Linietsky
3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Rémi Verschelde
a50fb2f729 Revert "Revert "Fixed RegEx::search missing return type hint"" 2017-06-26 22:38:11 +02:00
Juan Linietsky
340c0ba0a0 Revert "Fixed RegEx::search missing return type hint" 2017-06-26 17:36:42 -03:00
Rémi Verschelde
0db10b9992 Merge pull request #9379 from leezh/regex_bind_fix
Fixed RegEx::search missing return type hint
2017-06-26 22:33:16 +02:00
Zher Huei Lee
f01ce3276e Fixed inverted group thrown off by quantifiers 2017-06-26 15:25:10 +08:00
Zher Huei Lee
382db0898e Fixes RegEx capture grabbing too much #9382
Incorrect behaviour was caused when next->test was throwing off the
results.
2017-06-26 15:16:33 +08:00
Zher Huei Lee
1e1b2d22ad Fixed RegEx::search missing return type hint 2017-06-26 05:52:56 +08:00
Rémi Verschelde
87fd71244b Merge pull request #9334 from Noshyaar/pr-genh
BuildSystem: generated files have .gen.extension
2017-06-25 11:08:36 +02:00
Rémi Verschelde
41bbf106e6 Merge pull request #9349 from volzhs/freetype-2.8
Update freetype to 2.8
2017-06-25 10:42:04 +02:00
volzhs
0f8cc0fa5b Update freetype to 2.8 2017-06-25 10:41:12 +09:00
Poommetee Ketson
e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
Rémi Verschelde
9c186a754f Merge pull request #8783 from bojidar-bg/fix-range-loop-type
Fix for..in range() resulting in floats instead of ints
2017-06-24 23:39:55 +02:00
Juan Linietsky
00e5ba3143 Remove methods from code completion which are already exposed by properties, makes completion cleaner and more close to the documentation. 2017-06-23 15:10:46 -03:00
Mariano Suligoy
7fe750583e GdScript: Add signal autocompletion to emit_signal function 2017-06-23 07:51:49 -03:00
Ignacio Etcheverry
07fe7d99ea Adds completed signal to GDFunctionState 2017-06-23 02:29:23 +02:00
Bojidar Marinov
26a51c3c0b
Reimplement for..in range() so that it always results in ints
Fixes #8278, fixup of bfef8de1bc
2017-06-22 20:41:52 +03:00
Karroffel
de18b8ee96 [GDNative] added GDN_EXPORT macro for libraries
Up until now there only was GDAPI which was used
for the procedures Godot exposes.
2017-06-18 01:16:10 +02:00
Rémi Verschelde
c210de581e etc: Do not overestimate number of CPU threads
The *2 factor between cores and threads of most modern CPUs
is already taken into account in get_processor_count().
2017-06-17 10:51:50 +02:00
Juan Linietsky
b19225bfce -Fix freezes caused by etccomp2, closes #9183
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
George Marques
7966ebe6fa
Complete changing of resource extensions
Some places were missing in e42d59f.
2017-06-16 15:42:18 -03:00
Karroffel
f0cf946063 [GDNative] corrected typo for Mac library ext.
Seems like the extension is .dylib and not .dynlib.
This should make it easier to select files from the editor.
2017-06-16 15:48:05 +02:00
George Marques
e42d59f01e
Rename Godot-specific resource extensions 2017-06-15 21:35:20 -03:00
Rémi Verschelde
19017a760c Merge pull request #9158 from Hinsbart/script_templates
Add ability to use custom script templates.
2017-06-14 23:11:41 +02:00
Juan Linietsky
a8e845a474 Merge pull request #8548 from tagcup/etc2comp
Add ETC1/ETC2 compression support though etc2comp.
2017-06-13 19:17:13 -03:00
Andreas Haas
8361b1ce07 Add ability to use custom script templates.
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.

Ideas for further improvements:

- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
2017-06-13 20:03:08 +00:00
Juan Linietsky
12b2652ecb Merge pull request #9104 from tagcup/zstd
Add zstd compression support.
2017-06-11 18:41:56 -03:00
alexholly
935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Ferenc Arn
f177c15347 Add zstd compression support.
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
2017-06-08 23:48:14 -05:00
Juan Linietsky
612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00
Rémi Verschelde
01ed55987c Merge pull request #9058 from touilleMan/gdnative-clean-and-add-properties
Continue improving GDNative
2017-06-08 10:31:13 +02:00
Emmanuel Leblond
8ecdbfc417
[GDnative] API consistency + missing properties 2017-06-08 07:21:53 +02:00
Juan Linietsky
871ceeb0fe TGA support based on SaracenOne's work. 2017-06-07 19:46:36 -03:00
Rémi Verschelde
f8d7670e82 Merge pull request #9038 from AlexHolly/rect2-rename-pos
renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Rémi Verschelde
075c7d8133 Merge pull request #8990 from zer0problem/master
Fixed .hdr support to compile on windows
2017-06-05 15:45:53 +02:00
Rémi Verschelde
d3afecf681 Merge pull request #8974 from Paulb23/script_overview
Added script overview
2017-06-05 15:42:12 +02:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Andreas Haas
9bc5348961
InputEvent: Renamed "pos" property to "position"
Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
Juan Linietsky
8a1097a224 many fixes to image loader, voxel cone tracing, etc. 2017-06-02 22:08:41 -03:00
Ferenc Arn
6a9c990da7 Add ETC1/ETC2 compression support though etc2comp.
Remove rg-etc1 code. Also updated travis to use ubuntu 14.04.

Fixes #8457.
2017-05-31 18:59:00 -05:00
Juan Linietsky
a134f58fb3 rewritten PBR implementation to make it friendlier with Blender 2017-05-31 20:29:56 -03:00
sheepandshepherd
4844013827 Fix GDNative PoolVector typos 2017-05-31 23:44:20 +02:00
zer0problem
cc05a90bf7 Fixed compiling on windows after .hdr support
Changed type to avoid casting.
2017-05-31 13:11:11 +02:00
sheepandshepherd
9f34bb4ebe Wrap copy constructor for some GDNative types 2017-05-31 00:03:50 +02:00
Juan Linietsky
5567e898d1 Several fixes related to PBR and Environment 2017-05-30 08:56:19 -03:00
Paulb23
a4e222ae71 Added members overview 2017-05-29 12:56:33 +01:00
Juan Linietsky
bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Andreas Haas
015d36d18b
GDScript: Use "is" keyword for type checking.
Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.

Example:

```gdscript
extends Node2D

func _input(ev):
	if ev is InputEventKey:
		print("yay, key event")
```
2017-05-27 10:59:59 +02:00
Juan Linietsky
f89641907f -Added EXR supprot for HDR (no BC6 compression yet though)
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Juan Linietsky
7c89e00d46 Merge pull request #8590 from tagcup/s3tc_stuff
Use libsquish to decompress DXT textures.
2017-05-25 16:29:04 -03:00
Karroffel
f23b56e3ec [GDNative] fixed some functions that returned references
Those errors were introduced with #8821 (6fd217d). These functions need to return reference types, otherwise setting values on those containers does not work.
2017-05-23 22:57:02 +02:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde
231511b2a6 Merge pull request #8631 from volzhs/editor-theme-custom
New customizable editor theme
2017-05-20 07:16:11 +02:00
Emmanuel Leblond
abcb044bf3
Finish implementation of GDnative builtins bindings 2017-05-19 23:28:15 +02:00
Ferenc Arn
3c175115eb Use libsquish to decompress DXT textures. 2017-05-18 16:57:53 -05:00
Rémi Verschelde
dcc44f05b7 Merge pull request #8798 from RandomShaper/gdfs-ext-check
Add extended check option to GDFunctionState::is_valid()
2017-05-18 12:51:29 +02:00
Rémi Verschelde
c3baf5eb3c Fix two typos from previous commit
Also cleanup comments on variant types.
2017-05-17 18:45:56 +02:00
Pedro J. Estébanez
b69d4ebff4 Add extended check option to GDFunctionState::is_valid() 2017-05-17 14:55:59 +02:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Karroffel
11e496d99a [GDNative] fixed a reload bug
When there was no terminate function defined in the library the exported variables would not update.
This fixes that.
2017-05-13 14:37:57 +02:00
Rémi Verschelde
88d5c943e7 Merge pull request #8696 from bojidar-bg/fix-path-autocomplete
Fix gdscript autocomplete showing only paths
2017-05-12 18:17:20 +02:00
Thomas Herzog
0f8a17b0cb Merge pull request #8720 from karroffel/gdnative-methodbind-varcall
[GDNative] added varcall and print
2017-05-11 23:53:46 +02:00
Karroffel
d137e83c60 [GDNative] added varcall and print 2017-05-11 23:06:11 +02:00
Karroffel
15bce7f75f removed multiscript
removes MultiScript which was re-added in #8502 (aka 4c14700).
This feature didn't turn out to be as useful as most expected. It causes more troubles than it does good.
2017-05-11 21:23:19 +02:00
sheepandshepherd
99e07448d1 Add error printing functions to GDNative 2017-05-10 00:19:38 +02:00
Rémi Verschelde
32afcbc482 Put brave old bb10 platform to a well-deserved rest
Add some 🔥 to appease @reduz. Fixes #8692.
2017-05-08 22:22:20 +02:00
Bojidar Marinov
837a667225
Fix #8674, and rename a few things for clarity 2017-05-08 22:39:27 +03:00
toger5
304a1f5b5a Implemented scrolling factor for smooth trackpad scrolling
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
2017-05-07 14:23:56 +02:00
volzhs
17e8e343fb Revert "Add new editor and default theme (WIP)"
This reverts commit f045efe007.
2017-05-03 06:19:15 +09:00
Rémi Verschelde
9a40b92b8a Merge pull request #8571 from tagcup/squish_sse
Detect SSE/SSE2 for libsquish.
2017-05-02 11:29:16 +02:00
Rémi Verschelde
d4029aa51a Move other lone thirdparty files to thirdparty/misc
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
2017-04-28 21:19:25 +02:00
Ferenc Arn
b6259661ce Detect SSE/SSE2 for libsquish. 2017-04-28 12:47:35 -05:00
Daniel J. Ramirez
f045efe007 Add new editor and default theme (WIP) 2017-04-27 08:04:57 +02:00
Paulb23
c4ffe89204 Changed indent type settings 2017-04-26 12:14:03 +01:00
Rémi Verschelde
cdf0fbd8e8 Merge pull request #8522 from NNesh/mus
Fix AudioPlayer bugs with OGG
2017-04-26 08:13:30 +02:00
NNesh
6cf0c62221 Fix AudioPlayer.get_pos() always returns 0 2017-04-25 17:02:45 +05:00
Ramesh Ravone
924bccdbd1
Honoring the Indent setting for gdscript 2017-04-25 06:57:49 +05:30
NNesh
0edc3d7208 Fix AudioPlayer.play() bug when music always starts from 0 pos 2017-04-25 01:57:05 +05:00
Karroffel
67886bab1e fixed a bug where saving a GDScript file crashed the editor
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
2017-04-24 19:26:32 +02:00
Rémi Verschelde
9acfb0782c Merge pull request #8444 from magyar123/pr-complete-paths
Script editor now automatically completes file paths in GDScript
2017-04-24 11:37:57 +02:00
Rémi Verschelde
68870af214 Merge pull request #8420 from magyar123/pr-script-files-as-base
Added the ability to select files as base when creating scripts
2017-04-24 11:28:36 +02:00
Rémi Verschelde
d7578792ca Merge pull request #8496 from akien-mga/stdout-cleanup
Fix property warnings and hide some debug prints
2017-04-24 11:04:16 +02:00
Karroffel
885239fb09 re-added MultiScript
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object.
With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes
which could impact performance.

I used the code from 0b806ee as the base and made it work with the current master.
2017-04-24 01:49:40 +02:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Karroffel
a6e75c9437 [GDNative] fixed msvc build 2017-04-20 13:15:45 +02:00
Rémi Verschelde
22b9c0207b Merge pull request #8417 from neikeq/hello-there
External editor improvements and fixes
2017-04-20 02:20:04 +02:00
Karroffel
d4f4f14c68 [GDNative] explicit calling convention 2017-04-19 15:51:33 +02:00
mbalint12
71978685f9 Added autocomplete for file paths in the script editor 2017-04-18 17:22:01 +02:00
Rémi Verschelde
5237bc952d Merge pull request #8424 from Paulb23/convert_indent
Support for space indentation
2017-04-18 14:16:58 +02:00
Paulb23
c59bd79e02 Convert indent on save 2017-04-18 12:30:52 +01:00
Paulb23
84bca4e72f Added support for space indentation 2017-04-18 12:30:46 +01:00
Thomas Herzog
68d79b21c3 Merge pull request #8440 from karroffel/gdnative-new-method
[GDNative] added "new" method and fixed headers
2017-04-17 20:41:32 +02:00
Thomas Herzog
a88c20f0ca Merge pull request #8439 from touilleMan/correct_gdnative_signatures
Correct gdnative signatures
2017-04-17 19:55:42 +02:00
Karroffel
f4261c8868 [GDNative] added "new" method and fixed headers 2017-04-17 19:52:18 +02:00
Emmanuel Leblond
e7134ce283
gdnative: Implement missing function for godot_basis. 2017-04-17 19:05:00 +02:00
Emmanuel Leblond
707eedfa85
gdnative: modify vector2&vector3 functions signature to use value passing instead of ptr. 2017-04-17 16:43:43 +02:00
Emmanuel Leblond
8400de76a7
Add godot_string_unicode_str to GDnative 2017-04-17 15:48:26 +02:00
Ignacio Etcheverry
4b8568006d External editor improvements and fixes
Notable changes:

- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.

Fixes:

- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-17 01:51:30 +02:00
mbalint12
a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +02:00
Emmanuel Leblond
7013cd984b
Correct indentation in gdnative vector2/3 2017-04-15 01:06:42 +02:00
Emmanuel Leblond
e5f7f656d6
Implement missing functions in gdnative vector2 and vector3 bindings 2017-04-15 00:29:43 +02:00
Karroffel
be2ad4f155 [GDNative] made string functions more C-friendly 2017-04-11 14:58:59 +02:00
Karroffel
544940c175 [GDNative] C API and generator fixes 2017-04-11 01:45:58 +02:00
Karroffel
7919ec6d89 [GDNative] re-enabled some init options 2017-04-11 01:45:58 +02:00
Thomas Herzog
2ac0cf568d Merge pull request #8350 from karroffel/gdnative-api-reference-field
[GDNative] added is_reference filed to api.json
2017-04-10 22:30:57 +02:00
Karroffel
c562cc9ea0 [GDNative] added is_reference filed to api.json 2017-04-10 21:32:20 +02:00
Karroffel
cf45f3ab4b [GDNative] function to get class constructor 2017-04-10 19:56:12 +02:00
Rémi Verschelde
5598040e43 Merge pull request #8339 from karroffel/gdnative-reload-fix
[GDNative] Didn't iterate over all scripts
2017-04-10 08:53:49 +02:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Karroffel
0486645c39 [GDNative] Didn't iterate over all scripts 2017-04-10 04:30:08 +02:00
Karroffel
c7f8b22ba0 renamed dlscript module to gdnative 2017-04-09 21:07:53 +02:00
Rémi Verschelde
0198d2e03c Merge pull request #8329 from touilleMan/dlscript-godot_get_global_constants
GlobalConstants support in DLScript & api.json
2017-04-09 19:40:54 +02:00
Emmanuel Leblond
b423529481
Change dlscript's godot_get_global_constants signature to return godot_dictionary 2017-04-09 19:04:10 +02:00
Emmanuel Leblond
d48aabcec1
Add GlobalConstants entry to the dlscript's api.json generator 2017-04-09 11:47:53 +02:00
Bojidar Marinov
7cc561fe0e
Fixup #8123, seems like I forgot a few things
Should close #8315
Please test, I'm still unsure I did it correctly...
2017-04-08 19:42:37 +03:00
Emmanuel Leblond
68ae50ecc2
Add godot_get_global_constants function to dlscript 2017-04-08 17:16:58 +02:00
Rémi Verschelde
fce779a4ef Merge pull request #8301 from karroffel/dlscript-refactor
[DLScript] refactoring and in-editor reloading
2017-04-08 16:49:46 +02:00
Andreas Haas
fe4336f165
DLScript: Fix llvm compilation error.
`Ordered comparison between pointer and zero`
2017-04-08 12:18:20 +02:00
Karroffel
5695d9892e [DLScript] in-editor reloading 2017-04-08 01:28:14 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Karroffel
8cd3f81886 [DLScript] refactored loading of libraries
I also enabled DLSCRIPT_EDITOR_FEATURES as the default.
It might not be the most usable because of the lack of a reloading functionality,
but as Zylann pointed out "It's better to see something than nothing at all"
2017-04-07 04:47:58 +02:00
Karroffel
741800f5cc [DLScript] fixed android builds now
... really.
2017-04-06 14:00:54 +02:00
Rémi Verschelde
ab02206f18 Merge pull request #8280 from karroffel/dlscript-inheritance
[DLScript] inheritance fixes
2017-04-06 08:09:16 +02:00
Rémi Verschelde
f5f9b220f9 Merge pull request #8276 from karroffel/dlscript-stl
[DLScript] API fixed and removed STL imports
2017-04-06 08:08:54 +02:00
curtisxk38
d35fab7382 Fix typo in Parser Error message 2017-04-05 23:11:05 -04:00
Karroffel
12514cfebc [DLScript] inheritance fixes
This properly implements script inheritance for DLScripts.
2017-04-06 03:39:06 +02:00
Karroffel
7d914a289c [DLScript] more API fixes 2017-04-06 01:49:09 +02:00
Karroffel
71a99d5517 [DLScript] removed STL imports 2017-04-06 00:22:37 +02:00
Karroffel
fa7e167a92 [DLScript] fixed virtual method export 2017-04-05 17:08:23 +02:00
Karroffel
c6645d6a40 [DLScript] removed unused import
This hopefully fixes android builds
2017-04-05 14:08:26 +02:00
Karroffel
6c49fe9c62 [DLScript] added variant constructor and a function to get userdata of a script
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it.
This is particularly useful and even required for language bindings to work properly.

This also fixes non-tool builds.
2017-04-04 23:02:46 +02:00
Rémi Verschelde
46bc14e66f Merge pull request #8246 from GodotNativeTools/dlscript-module
DLScript module
2017-04-04 00:25:03 +02:00
Karroffel
fd55308786 added dlscript module
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.

This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.

For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-03 17:20:11 +02:00
Saggi Mizrahi
c464609bda Add '$' to token names
It was missing from this array and would cause godot to crash or report
bad errors.

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-04-01 03:20:23 +03:00
Rémi Verschelde
d8f32637be SCons: Add option to toggle warnings (on by default)
All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.

(cherry picked from commit 31107daa1a)
2017-03-26 21:58:37 +02:00
Rémi Verschelde
495710c3d6 Merge pull request #8123 from bojidar-bg/gdscript-inline-block-indent
Make inline blocks in GDScript more (or less) pythonic
2017-03-24 22:52:09 +01:00
Rémi Verschelde
296ece2c6a Merge pull request #7985 from Faless/enet_godot_sock_squash
Update ENet to use Godot sockets.
2017-03-24 22:47:18 +01:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Fabio Alessandrelli
0450e6539e ENet code cleanup and changes from review. 2017-03-24 02:30:11 +01:00
Fabio Alessandrelli
38d457170a Update ENet module to support custom ENet lib
Keep compatibility with upstream enet libraries
2017-03-24 02:30:05 +01:00
Bojidar Marinov
18ab88b3f1
Make inline blocks in GDScript more pythonic
Fixes #8001
2017-03-23 20:07:02 +02:00
Rémi Verschelde
33a2c5def0 Merge pull request #8095 from RandomShaper/fix-yield-crash
Fix random crashes when using yield()
2017-03-21 11:07:07 +01:00
Pedro J. Estébanez
0664a9ef8e Fix random crashes when using yield() 2017-03-21 02:53:06 +01:00
Rémi Verschelde
26c6c2b01a Fix linking order for builtin freetype
Before this change the libfreetype_builtin.a lib would be appended
at the very end of the linking flags, after system libs such as -lX11
or -lkernel32.
2017-03-19 15:19:31 +01:00
Rémi Verschelde
00c4782910 Merge pull request #8051 from RayKoopa/resizable_new_node_dialog
Make Create New Node dialog resizable and burninate old dialog
2017-03-18 14:52:34 +01:00
Ray Koopa
c0c4ba4e94 Make Create New Node dialog resizable and burninate old dialog 2017-03-18 11:21:50 +01:00
mbalint12
edaf77abd6 Fixed typo in gdscript autocompletion.
There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-17 23:27:44 +01:00
Pedro J. Estébanez
31af5a31fb Skip asserts on non-debug builds at compiler level 2017-03-13 00:25:29 +01:00
Rémi Verschelde
6163343118 Make that Whole New World great again
Fix regression from 5dbf180 that broke Windows build.
2017-03-05 19:12:22 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Rémi Verschelde
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
Ferenc Arn
790611ef26 Added missing FIXMEs in PR #7878 2017-03-02 16:13:01 -06:00
Rémi Verschelde
a1cbe8e22b Merge pull request #7878 from RebelliousX/else
Bunch of missing `else` statements and general logic
2017-02-28 23:03:10 +01:00
Saracen
5e938f0001 Inf and NaN support added to GDScript. 2017-02-28 21:52:33 +00:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Rémi Verschelde
1ec8b9fb7d Merge pull request #7851 from shlomif/fix-some-compilation-warnings
Get rid of some compilation warnings.
2017-02-26 20:22:48 +01:00
Rémi Verschelde
0f12d0a924 Merge pull request #7827 from volzhs/libwebp-0.6.0
Update libwebp to 0.6.0
2017-02-26 20:13:31 +01:00
Rémi Verschelde
a78c314b0e Merge pull request #7809 from hpvb/fix-6798
Allow preload to accept a const string.
2017-02-26 20:12:36 +01:00
Shlomi Fish
0a2c387d5c Fix some compilation warnings.
Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
2017-02-21 11:59:19 +02:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
volzhs
6de3defe72 Update libwebp to 0.6.0 2017-02-17 23:49:40 +09:00
Hein-Pieter van Braam
b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Hein-Pieter van Braam
3e5743ca36 Allow preload to accept a const string.
In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().

Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.

This (partially) fixes #6798
2017-02-16 14:29:18 +01:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Juan Linietsky
d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Hein-Pieter van Braam
e8611966de Remove bounds check when resuming from yield.
The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.

This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.

Fixes #7796
2017-02-13 21:59:05 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
530de920d4 Merge pull request #7723 from lonesurvivor/gdscript-range-fix
Fix parsing bug which causes range(variable) to crash the engine
2017-02-12 23:13:08 +01:00
Juan Linietsky
6f2e16306a Several bugfixes, improving the import workflow 2017-02-06 00:38:39 -03:00
lonesurvivor
c71a6c6d71 Fix parsing bug which causes range(variable) to crash the engine
problem was a segmentation fault caused by trying to access Vector constants[0] which isn't there if op->arguments.size() is not bigger than one.

- the changed OR condition didn't make sense (always true), should be AND
- changes the "constant" variable to be false per default and gets set to true when there is actually something pushed to "constants"
2017-02-04 20:57:39 +01:00
Juan Linietsky
d2b2d6801f Changed OGG Vorbis type to be imported, so it's possible to specify loop 2017-02-03 08:55:29 -03:00
Juan Linietsky
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Rémi Verschelde
5027799c13 Merge pull request #7583 from karroffel/wildcard
made _ a special token in GDScript
2017-01-23 07:55:11 +01:00
Juan Linietsky
0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
karroffel
c24c739da5 made _ a special token in GDScript 2017-01-20 09:26:55 +01:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
bf05dab74f Merge pull request #7532 from tagcup/pcg_prng
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
2017-01-16 20:06:54 +01:00
Rémi Verschelde
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
40323407df Style: No break before list brace
clang-format does not handle that well *at all*.

For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +01:00
Rémi Verschelde
3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Ferenc Arn
4c9004671a Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state).
PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
2017-01-15 19:15:16 -06:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde
e0faf8a51b Style: Cosmetic fixes to play nice with clang-format 2017-01-15 16:42:17 +01:00
James Mintram
dab73c701a Compile error when duplicate key in dictionery literal #7034 2017-01-14 22:08:49 +01:00
Juan Linietsky
4261880c94 Merge pull request #6845 from karroffel/master
Adds pattern matching to GDScript
2017-01-14 17:08:10 -03:00
Juan Linietsky
7924f08a6a Merge pull request #4918 from jjay/f/error_on_redefine
Redefine var results in an error
2017-01-14 17:07:08 -03:00
Juan Linietsky
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky
a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00
Juan Linietsky
a2903fc51d Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED 2017-01-12 20:35:46 -03:00
Juan Linietsky
da477b76a9 some class renames
TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00
Juan Linietsky
6dd7d2c1f7 Implicit inheritance now defaults to Resource, will error for node scripts if extends not used. 2017-01-12 16:00:57 -03:00
Juan Linietsky
bfef8de1bc More efficient iteration syntax, and range() is converted behind the scenes to it. 2017-01-11 20:10:23 -03:00
Rémi Verschelde
42802ab9dc Merge pull request #6930 from bojidar-bg/gdscript-export-array-hint
Allow typing hints for Array class (in GDScript and Inspector)
2017-01-11 14:46:38 +01:00
Juan Linietsky
e6583117df Both Array and Dictionary are always in shared mode (removed copy on write). 2017-01-11 08:54:17 -03:00
Rémi Verschelde
57166cd292 Merge pull request #7093 from bojidar-bg/named-colors
Add named colors to GDScript/Visual Script/core.
2017-01-11 10:36:15 +01:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Karroffel
e781a7e07e pattern matcher: Implemented backend
changed comments
2017-01-11 04:40:28 +01:00
Karroffel
d445f0639f pattern matcher: Implemented transformations 2017-01-11 04:40:11 +01:00
Karroffel
f8a7c46273 pattern matching: implemented parser 2017-01-11 04:39:55 +01:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky
80b733a33a uses the global thread to protect the instacnes map in GDScript, closes #4615 2017-01-10 19:02:52 -03:00
Juan Linietsky
48097f6df3 Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container! 2017-01-10 01:49:55 -03:00
Juan Linietsky
e9bb65db81 -All types have editable script now in properties
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
Juan Linietsky
62273e51a2 Moved JSON functions to built-in to_json, parse_json, validate_json 2017-01-08 22:40:00 -03:00
Juan Linietsky
857c50db70 Removed Musepack, it's a pretty obsolete format nowadays. 2017-01-08 21:06:48 -03:00
Juan Linietsky
13cdccf23b Variant INT and REAL are now 64 bits (other types remain at 32) 2017-01-08 20:58:39 -03:00
Juan Linietsky
fa170cbc58 PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
Juan Linietsky
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky
8963ca3d17 Fix code completion for new getnode syntax 2017-01-08 03:01:52 -03:00
Juan Linietsky
8b912d1115 -Fix bugs related to PoolVector crashes
-Added ability to request nodes using $Name in GDScript :)
2017-01-08 02:04:53 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
99ceddd11e Editor settings categories are now tidy and beautiful! 2017-01-05 19:41:36 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky
9e477babb3 -GDScript support for accessing properties directly
-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -03:00
Juan Linietsky
76c2e8583e Merge branch 'master' of https://github.com/godotengine/godot 2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Ferenc Arn
bd7ba0b664 Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.

This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
dcc4ee21c1 Revert expression reduction from #7390
Fixes #7412.
2017-01-02 20:01:27 +01:00
Rémi Verschelde
caddbbe174 Merge pull request #7390 from bojidar-bg/gdscript-assign-error
Disallow assignment to constants and expressions
2017-01-02 15:54:43 +01:00
Rémi Verschelde
0b2771bd65 Merge pull request #7271 from Faless/ipv6_cleanup
Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Bojidar Marinov
0b077162a3
Disallow assignment to constants and expressions
Fixes #6221, fixes #6824
2016-12-29 12:31:19 +02:00
Bojidar Marinov
23381a530b
Add named colors to GDScript/Visual Script/core.
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Fabio Alessandrelli
1aff508dd9 IP_Address now handle IPv4 and IPv6 transparently
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
  mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
  (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
2016-12-09 18:24:59 +01:00
Błażej Szczygieł
86a2a42303 WebM: Fix compilation on Linux/X11 ARM platform 2016-12-08 01:38:14 +01:00
Rémi Verschelde
56195873b6 Remove incomplete Inverse Kinematic module
The plan is to implement IK properly in the core engine for version 3.1,
together with ragdolls in the Skeleton node to let them reuse the same
limits and constraints.

Therefore we remove this module as part of the API breakage in 3.0, so
that we are not limited by staying compatible with it in 3.1.
2016-12-04 11:53:59 +01:00
Błażej Szczygieł
a7f76e1b13 WebM: Fix iPhone x86 compilation 2016-11-16 14:06:02 +01:00
George Marques
fa327f886e
Add "Positive" operator to VisualScript 2016-11-11 23:46:32 -02:00
Rémi Verschelde
7751a933a9 Merge pull request #6802 from henriquelalves/master
Added small modification on gdscript parser to allow users insert '+' before variables
2016-11-11 10:55:26 +01:00
Rémi Verschelde
57cc953cff Merge pull request #7028 from bojidar-bg/gdscript-multiline-comment-fixup
Make GDScript parser ignore floating strings in class definition
2016-11-06 12:07:02 +01:00
Rémi Verschelde
be4eff1d8b Merge pull request #7019 from vnen/rename-winrt-uwp
Rename WinRT platform to UWP
2016-11-06 12:03:10 +01:00
Rémi Verschelde
611a94e3a6 opus: Move public headers to match system install 2016-11-03 21:18:23 +01:00
George Marques
411faaa6f4
Rename remaining WinRT references to UWP 2016-11-03 14:51:08 -02:00
George Marques
fb5a73a39f
Rename WinRT files to UWP 2016-11-03 14:51:08 -02:00
Bojidar Marinov
074bcb2a7b
Make GDScript parser ignore floating strings in class definition
Fixes #1320
2016-11-03 12:26:38 +02:00
Rémi Verschelde
cc95d4448c scons: Reorder options for clarity
Also prefix all thirdparty-related toggles with `builtin`.
2016-11-03 07:45:08 +01:00
Pedro J. Estébanez
f935d7ab0e Make regex compilable with RTTI disabled 2016-11-01 19:16:46 +01:00
Rémi Verschelde
f34151ff0f style: Various other PEP8 fixes in Python files
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde
817dd7ccbb style: Fix PEP8 blank lines issues in Python files
Done with `autopep8 --select=E3,W3`, fixes:

- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Rémi Verschelde
c6c13eb8fc Merge pull request #6490 from zaps166/webm-pr
Add WebM support
2016-10-30 18:12:00 +01:00
Rémi Verschelde
f1b89f1778 Merge pull request #6887 from leezh/regex_module
RegEx re-implemented as a module
2016-10-30 12:02:44 +01:00
Juan Linietsky
53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Zher Huei Lee
9a5ce099f1 Changed RegEx to inherit Resource 2016-10-27 10:27:40 +01:00
Zher Huei Lee
c3b4686082 Added global sub and bounds checking to RegEx 2016-10-27 10:27:40 +01:00
Zher Huei Lee
439d439321 RegEx re-implemented as a module
Re-wrote nrex as a module using godot-specific parts and new
features:

 * Added string substitutions.
 * Named groups are now supported.
 * Removed use of mutable variables in RegEx. RegExMatch is returned
   instead.
2016-10-27 10:27:40 +01:00
yg2f
f7773d499d fix bug introduced by #6501
( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 )

this is manual revertion of #6501 which introduced a bug that prevented
scons from detecting Mingw under Windows when MSVC was installed.
(thanks to @vnen for finding this)

AND
it fixes the actual bug that prevented scons from detecting MSVC standalone
compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` )

The freeware Standalone MSVC C++ Build Tools are available here :
http://landinghub.visualstudio.com/visual-cpp-build-tools
2016-10-26 19:29:30 +02:00
Rémi Verschelde
c67e3a485d Merge pull request #6925 from godotengine/ipv6
Adding IPv6 support
2016-10-26 14:32:51 +02:00
Bojidar Marinov
713f1451b9
Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)
Closes #3586, by implementing the `1b` variation mentioned there.
2016-10-26 14:38:41 +03:00
Błażej Szczygieł
d710b265f8 Add WebM module
Use already existing libraries: libvorbis and libopus. Also use newly
added libraries: libvpx, libwebm, libsimplewebm.
2016-10-23 02:46:06 +02:00
Henrique L. Alves
6a4b4c7db4 Added small modification on parser for '+' 2016-10-22 14:26:48 -02:00
Rémi Verschelde
cf3ba3379f Merge pull request #6564 from SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint
fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
2016-10-22 12:45:46 +02:00
Ariel Manzur
887a897c02 adding ipv6 2016-10-18 18:53:18 -03:00
Rémi Verschelde
e96c49f849 Merge pull request #6850 from akien-mga/pr-scsub-shebang
SCsub: Add python shebang as a hint for syntax highlighting
2016-10-17 20:13:18 +02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
31e0e95362 Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-script
Add `String char(int ascii)` function to GDScript and Visual Script
2016-10-17 09:40:39 +02:00
Błażej Szczygieł
4ffa8f224d Theora: Don't compile unnecessary files, rename "x86_opt_*" 2016-10-16 22:31:27 +02:00
Rémi Verschelde
edbc0c0d0b freetype: Make it a module and split thirdparty library
Comment out the weird workaround for building on Windows at it might
not be needed anymore. Testing needed to confirm.
2016-10-15 18:10:17 +02:00
Rémi Verschelde
e6dc51a0f7 chibi: Move to a module 2016-10-15 12:20:53 +02:00
Rémi Verschelde
8311a78df5 squish: Move to a module and split thirdparty lib 2016-10-15 12:01:28 +02:00
Rémi Verschelde
5c12c9e69b mpc: Move to a module and split thirdparty libmpcdec 2016-10-15 11:50:42 +02:00
Rémi Verschelde
cfcc8a20e8 theora: Move to a module and split thirdparty lib
Same rationale as the previous commits.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
da09c6131b modules: Clone env in each module
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
422196759f openssl: Move to a module and split thirdparty lib
Same rationale as the previous commits.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
d9a291f641 ogg/vorbis/opus: Make them modules and unbundle thirdparty libs
Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.

TODO: Fix the platform/ stuff for opus.
2016-10-15 11:50:40 +02:00
Rémi Verschelde
ee3cf211c6 webp: Make it a module and unbundle libwebp thirdparty files
Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
b1e8889d96 dds/etc1/pbm/pvr: Make those modules and split thirdparty files
They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.

Also s/pnm/pbm/, long-lived typo :)
2016-10-15 11:50:39 +02:00
Rémi Verschelde
c31ad71f10 enet: Split enet thirdparty files and allow unbundling
Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
16ba665db6 jpg: Make it a module and split jpgd thirdparty files
Similar rationale as in previous commit.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
5e373c2a69 Merge pull request #6813 from Faless/fix_6801_bis
Re-Allow absolute paths, make them behave correctly
2016-10-14 18:14:05 +02:00
Pedro J. Estébanez
1b3dcac281 Adapt overlooked instances of zero-based column numbers 2016-10-13 12:57:14 +02:00
Fabio Alessandrelli
11349a786b Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)"
Also closes: #6801

This reverts commit e59820ac94.
2016-10-13 11:49:22 +02:00
Rémi Verschelde
f3106cddb3 Merge pull request #6775 from RandomShaper/one-based-col-numbers
Make text column numbers one-based
2016-10-11 09:09:49 +02:00
Rémi Verschelde
3df507d696 Merge pull request #6694 from bojidar-bg/gdscript-newline-functions
Allow for linebreaks in function calls and definitions and yeild/signal.
2016-10-11 09:06:14 +02:00
Pedro J. Estébanez
2f80965845 Make text column numbers one-based
Make one-based the column number on the code editor

Make one-based the column number for GDScript error messages

Make one-based the column number for shader code error messages
2016-10-10 11:56:45 +02:00
Rémi Verschelde
2fb5a00305 i18n: Fix string that broke msgmerge 2016-10-09 18:11:55 +02:00
Rémi Verschelde
20773733ca Merge pull request #6741 from Faless/network_no_spoof
Better checks for Multiplayer API, prevent packet source spoofing.
2016-10-09 14:52:35 +02:00
Rémi Verschelde
5f7f73c6ae Merge pull request #6730 from Faless/fix_export_crash_error
Throw an error when exporting a resource class
2016-10-09 14:44:10 +02:00
Rémi Verschelde
fda72354c9 Merge pull request #6702 from Faless/load_error_leading_slash
Add error when (pre)loading paths with leading / (#4280 - #3106)
2016-10-09 14:16:47 +02:00
Rémi Verschelde
c16c621c97 Merge pull request #6657 from Faless/multi_channel_rpc
Use 2 different ENet channels for reliable/unreliable packets
2016-10-09 14:05:40 +02:00
Fabio Alessandrelli
b80d72e662 Better checks for Multiplayer API, prevent packet source spoofing.
Fixes the following problems.

A malicious client was able to contact another peer faking its identity
(even looking like he was the server).

A malicious client was able to force other client disconnections by sending
bogus system packets to the server.
2016-10-07 16:48:55 +02:00
Fabio Alessandrelli
ee7df2c89a Throw an error when exporting a resource class
"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"

Fixes #6719 . Closes #6729
2016-10-06 20:24:32 +02:00
Fabio Alessandrelli
e59820ac94 Add warning when (pre)loading paths with leading / (#4280 - #3106) 2016-10-04 16:07:45 +02:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Bojidar Marinov
16a0e4b235
Allow for linebreaks in function calls and definitions and yeild/signal.
(Plus maybe a few other things)
2016-10-03 21:40:18 +03:00
Bojidar Marinov
513c0265c4
Add String char(int ascii) function to GDScript and Visual Script
Just hope it doesn't crashes with that much pointer math... 😄
2016-10-03 19:17:54 +03:00
Fabio Alessandrelli
c1dc71baee Fix possible buffer overflow in NetworkedMultiplayerENet
NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
2016-09-30 03:51:46 +02:00
Fabio Alessandrelli
8b9e5453a5 Use 2 different ENet channels for reliable/unreliable packets
This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
2016-09-30 02:48:25 +02:00
yg2f
217e09c79d Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.

This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.

Fixes #6487
2016-09-20 13:54:17 +02:00
George Marques
5ef64aae58
Fix build for templates 2016-09-12 22:40:46 -03:00
Juan Linietsky
37f1e86108 Do ctrl-click on any code identifier to go to definiton or help page. 2016-09-12 10:53:31 -03:00
Juan Linietsky
78f92dbcb9 Merge pull request #6281 from bojidar-bg/gdscript-ternary-operator
Ternary operator in GDScript (a if x else b)
2016-09-11 18:40:46 -03:00
Juan Linietsky
b83350f4b2 Added constants from types in code completion, somehow this was never added.
Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
2016-09-11 12:20:28 -03:00
Juan Linietsky
1bf684cea2 -Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons
-Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
2016-09-11 10:05:46 -03:00
Juan Linietsky
fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky
e6dc95e499 Merge pull request #6292 from bojidar-bg/gdscript-add-enums
Adds enums to GDScript
2016-09-10 11:59:51 -03:00
Juan Linietsky
7a27d5d9e7 Merge pull request #6363 from vnen/winrt
Fix the support for WinRT/UWP
2016-09-10 11:47:42 -03:00
Rémi Verschelde
8af99ef1c6 Merge pull request #6436 from djrm/icons
Tweaked some icons, including xform one
2016-09-09 07:46:42 +02:00
Daniel J. Ramirez
56f9adac3b Tweaked some icons, including xform one 2016-09-08 19:22:30 -05:00
Juan Linietsky
828e1c092f Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C# 2016-09-07 19:39:57 -03:00
Juan Linietsky
405f6af79c -Added diectly editable expressions on node to VSEditor, closes #6392
-Added ability for LineEdit to expand to fit text
2016-09-06 20:34:24 -03:00
Juan Linietsky
23ababdcd5 Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399 2016-09-06 19:14:47 -03:00
ISylvox
4aab004674 Should Fix Compiling Export Templates
- Works on Windows, Linux x11, Linux Server, Android, HTML5
- Not tested on Mac/iOS (don't have Apple's devices yet)
2016-09-06 04:50:30 +07:00
Răzvan Cosmin Rădulescu
00e743b76a Clean up GDScript template 2016-09-05 19:58:04 +02:00
Juan Linietsky
24bd472a4a Removed script_variables/ prefix to VS properties, made them easier to access from GD and Expression nodes 2016-09-04 10:38:41 -03:00
Juan Linietsky
9167cd45bb Added expression nodes to visual script, please test. 2016-09-04 10:34:40 -03:00
George Marques
5f5db46e8d
Patch thirdy-party libraries to build for WinRT
- Patch enet code.
- Patch OpenSSL code and add shims for unavailable API.
- Add extra definition header for Freetype.
2016-09-03 19:46:26 -03:00
Juan Linietsky
77cb836fc4 small fix 2016-09-03 14:59:44 -03:00
Juan Linietsky
5028d7510d Connection hints when connecting to empty space. 2016-09-03 14:58:23 -03:00
Juan Linietsky
ee37c2f433 Made basic call nodes unsequenced, since they are like gdscript and most return const. 2016-09-03 00:31:39 -03:00
Juan Linietsky
89702d545b Basic type constants for visual script 2016-09-02 02:13:12 -03:00
Juan Linietsky
65ae4976eb made visual script switch more flexible 2016-09-01 20:04:17 -03:00
Juan Linietsky
5b96c3a552 -Modified Input and added is_action_just_pressed() as well as is_action_just_released() 2016-09-01 18:59:46 -03:00
Juan Linietsky
fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Juan Linietsky
5567350e1b -Reworked constant nodes better
-Added simple switch node, removed InputEventFilter
2016-08-31 12:50:46 -03:00
Juan Linietsky
fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
J08nY
a56e5c74f5
VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325 2016-08-30 16:42:39 +02:00
Daniel J. Ramirez
0d692e6a8c Fixed compilation 2016-08-29 12:26:53 -05:00
Rémi Verschelde
b06fd4cfda Merge pull request #6303 from Marqin/enet_bind_ip_rebased
add NetworkedMultiplayerENet::set_bind_ip
2016-08-29 19:05:45 +02:00
Rémi Verschelde
79068e348f Merge pull request #6223 from RandomShaper/improve-gridmap-edit
Improve/fix GridMap editor
2016-08-29 19:05:00 +02:00
Juan Linietsky
12dc7a2e6a Merge branch 'master' of https://github.com/godotengine/godot 2016-08-29 08:35:10 -03:00
Daniel J. Ramirez
9465ce46c6 Colors for VS sockets and icons 2016-08-28 19:57:16 -05:00
Juan Linietsky
748836e0b3 Several all around fixes to visual scripting (in the process of creating demos) 2016-08-28 20:59:01 -03:00
Rémi Verschelde
b6e206e995 Merge pull request #6108 from djrm/vs_type_icons_2
Icons for VScript types
2016-08-27 21:45:06 +02:00
Bojidar Marinov
88430f0962
Add enum naming, by assinging a given enum's values to a Dict 2016-08-27 15:56:51 +03:00
Bojidar Marinov
4ee82a2c38
Adds enums to GDScript
Fixes #2966
2016-08-27 15:27:02 +03:00
Hubert Jarosz
8a4e636df6
add NetworkedMultiplayerENet::set_bind_ip
which allows ENet to bind on custom IP.
2016-08-27 13:41:34 +02:00
Juan Linietsky
ec49f41e19 Even more work on visual script editor:
-Added constructor nodes, specialized and conversion ones.
-Cleaned up how unconnected input default values are shown and edited (much cleaner)
-Dragging scene nodes into graph makes a call dialog appear by deault
-Dragging properties into graph is set by default, not get
-fixed dragging internal functions into graph
2016-08-26 17:38:25 -03:00
Juan Linietsky
9c6175db11 More visual script work
-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
Bojidar Marinov
9f66f59477
Ternary operator in GDScript (a if x else b)
Fixes #1961
2016-08-25 21:23:03 +03:00
Daniel J. Ramirez
8151da15e1 Icons for VScript types 2016-08-23 22:54:21 -05:00
Juan Linietsky
ad8f208bdb Proper function/property selection in visual script editing for property.
This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
Rémi Verschelde
2cf781d3c6 enet: Fix build on android and iphone platforms
Fixes #6156.
2016-08-22 12:59:06 +02:00
Juan Linietsky
cbbcf72703 -High Level protocol optimization (should be smaller)
-Ability to set compression to ENet packets (check API)
-Fixed small bug in StringDB that lead to duplicate empty strings
-Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
2016-08-22 01:19:24 -03:00
Pedro J. Estébanez
7d35973486 Improve/fix GridMap editor
Fix cursor/palette update on tile eyedropping
Fix editor not cleaning its state when becoming inactive, which leaves indicators behind among other issues
Fix/improve menu/keyboard shortcuts
Merge 'Gridmap Editor' and 'Grid Map' settings into the latter
2016-08-21 03:41:19 +02:00
Juan Linietsky
2b7aa98d2d Changed API to use sequenced packets for UDP (drop old) 2016-08-19 22:54:53 -03:00
Juan Linietsky
38338e90c0 ENet windows compilation fixes.
For reference, when you include a Windows header (be it directly windows.h or something that includes it)
put it at the end of the includes. it seems I forgot.
2016-08-20 01:05:57 -03:00
Juan Linietsky
2fa693273c Many fixes to networking, demo should work now 2016-08-19 18:44:09 -03:00
Juan Linietsky
1add52b55e Brand new networked multiplayer 2016-08-19 16:48:41 -03:00
vkbsb
91ba00b416 VisualScript: Adding TOOLS_ENABLED flag where needed (#6144)
Fixes #6022.
2016-08-15 09:54:02 +02:00
Juan Linietsky
3db36684b1 Added high level networked multiplayer to Godot.
It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
2016-08-14 18:49:50 -03:00
Juan Linietsky
01bdfe1ff6 Missing some bits, and added connection status. 2016-08-14 14:07:23 -03:00
Juan Linietsky
c21aae65b6 -Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher level" networking. 2016-08-14 14:07:23 -03:00
Johan Manuel
a4674bda47 Fix some comparisons between signed and unsigned integers 2016-08-13 13:21:35 +02:00
Johan Manuel
67b29e3b9e Fix some warnings about misleading indentation 2016-08-13 13:21:35 +02:00
Johan Manuel
046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Rémi Verschelde
5d9967ef00 Merge pull request #6055 from eska014/native-bind-rettype
Allow documenting unexposed return types in bind_native_method
2016-08-08 18:23:36 +02:00
Rémi Verschelde
38cbf69e24 Merge pull request #6045 from bojidar-bg/extends-on-placeholders
Fix #5891 by not expecting the script instance to be a GDInstance
2016-08-08 10:22:13 +02:00
Juan Linietsky
72748d1363 -Show proper node name in subcall
-Implemented Ctrl-F to focus script type search
2016-08-08 01:41:57 -03:00
Juan Linietsky
9865650b43 Added a simpler way to do sub-functions in both visual and gdscript with the subcall node.
With this, visual script is almost done (missing registering custom nodes from addon).
All this is probably pretty broken, too and needs a lot of testing.
2016-08-08 01:21:22 -03:00
Juan Linietsky
cfbdeeffec Added ability to create custom nodes from script. 2016-08-07 21:22:14 -03:00
Juan Linietsky
0b8f0670c5 Automatically turn on process callbacks if relevant callbacks in node exists 2016-08-07 20:08:15 -03:00
Juan Linietsky
b77200728e -Added yield nodes to visual script
-Added input selection nodes to visual script
-Added script create icon for those who miss it, will only appear when it can be used.
2016-08-07 19:22:33 -03:00
Juan Linietsky
6671c6bdc7 Added yield() signal smart autocompletion. 2016-08-06 22:11:03 -03:00
Juan Linietsky
9714a36e65 Reverted printable null object, seems to cause bugs around and not sure why.
Will have to check better, likely for 3.0
2016-08-06 20:13:27 -03:00
Juan Linietsky
9890c1d2ca Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done! 2016-08-06 19:00:54 -03:00
Juan Linietsky
259418f827 VisualScript can now execute visual scripts, but there is no debugger or profiler yet. 2016-08-05 22:48:00 -03:00
eska
4cd246898e Allow documenting unexposed return types in bind_native_method
Document return type of `Object.call` and `GDScript.new`
2016-08-06 02:21:29 +02:00
Bojidar Marinov
76ea995228
Fix #5891 by not expecting the script instance to be a GDInstance
It could be a placeholder instance as well
2016-08-05 13:44:12 +03:00
Juan Linietsky
6ed5d48d0c Concluded base visual scripting! can edit but not run though. 2016-08-04 00:05:35 -03:00
Juan Linietsky
cd25624667 More work on visual scripting.. 2016-08-03 22:07:03 -03:00
Juan Linietsky
d8af6330e5 More progress on visual script editing 2016-08-03 11:28:43 -03:00
Rémi Verschelde
e51f4725fe Fix translatable strings in VisualScript 2016-08-03 07:26:36 +02:00
Juan Linietsky
3d1d190dcd Merge branch 'master' of https://github.com/godotengine/godot 2016-08-02 19:11:47 -03:00
Juan Linietsky
ad313097eb WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00
eska
b80c42ef4e Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2D 2016-07-30 21:27:58 +02:00
Juan Linietsky
9151eb591d Changed the way the step decimals are computed to a safer way, fixes many issues. 2016-07-26 17:25:10 -03:00
Juan Linietsky
f51a816253 Set proper line into operators when parsing GDScript, fixes #5822 2016-07-22 09:23:26 -03:00
Juan Linietsky
33cc480350 Fixed reloading of tool scripts within editor, they should work much better now, closes #3194 2016-07-20 22:37:48 -03:00
Juan Linietsky
5218f35b7f Forgot to clear signals on recompile, closes #5729 2016-07-17 13:49:59 -03:00
George Marques
8113ba8bef
Allow semicolon after 'pass' keyword 2016-07-10 12:20:53 -03:00
George Marques
4bf31b3f3d
Revert removing of function call in gd_parser
The function call was removed in #5538 because of the unused return value,
but the function itself has side effects and the absence of the call was
causing crashes.
2016-07-08 22:12:59 -03:00
Rémi Verschelde
b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Juan Linietsky
48959f0590 Merge pull request #5407 from RandomShaper/opt-self-indexing
Optimize member access with self
2016-07-01 12:25:26 -03:00
Juan Linietsky
e49b73e93a Only check for constants when parsing constants, should close #5497 2016-06-30 10:40:13 -03:00
Juan Linietsky
cf0fbe493f Ability to put constants in constant expressions, closes #5264 2016-06-29 22:17:55 -03:00
Juan Linietsky
36e754457f Warn instad of crashing when class instance is gone after yield. Closes #5247 , probably closes other yield related crashes 2016-06-29 21:06:16 -03:00
Juan Linietsky
3754f6cd75 Properly show the source:line even in inner clases, closes #3766 2016-06-28 11:49:57 -03:00
Juan Linietsky
cf6450043d Fix bug in inner class reference, closes #1411 2016-06-28 11:15:55 -03:00
Juan Linietsky
f4c6640827 Fixed bug related to resolving constants in a class, closes #1110 2016-06-28 11:02:53 -03:00
Juan Linietsky
565bb3afcc Fix extends issue, closes #4026 2016-06-28 10:44:38 -03:00
George Marques
dc2ec3140a
Fix cscript module syntax errors for MSVC compiler 2016-06-26 14:19:46 -03:00
Juan Linietsky
f31a6d26f1 missing files 2016-06-26 11:02:15 -03:00
Juan Linietsky
3813160ea0 -Fix crashes with thread_exit()
-Added draft of C script API (still disabled and unused)
2016-06-26 10:54:45 -03:00
Pedro J. Estébanez
d306b9bea5 Optimize member access with self
Let the compiler take the fast path when a member is superfluously accessed with `self.`.
2016-06-25 15:59:39 +02:00
Andreas Haas
c871cf6801 Add "bool" to GDScript reserverd keywords
Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
2016-06-24 17:47:19 +02:00
Juan Linietsky
95e3279d34 Properly report a valid error instead of reporting as a bug, closes #3841 2016-06-24 10:30:36 -03:00
Juan Linietsky
5e816fd8c8 Property reporty base type when a function fails, fixes #4581 probably also closes other issues 2016-06-20 01:15:02 -03:00
Rémi Verschelde
e76f744c36 Merge pull request #5283 from djrm/remove_prints
Removed lots of prints
2016-06-19 13:10:23 +02:00
Rémi Verschelde
1923733ec8 Merge pull request #5268 from brakhane/fix-floating-bug
correctly parse floats in scientific notation (Fix #5267)
2016-06-19 13:05:00 +02:00
Daniel J. Ramirez
422fac5066 Removed lots of prints 2016-06-18 18:01:06 -05:00
Rémi Verschelde
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Dennis Brakhane
c246931f03 correctly parse floats in scientific notation
GDScript incorrectly parsed float values in scientific notation
when no decimal point was given. "1e-5" was parsed as "15".

Fix this by not requiring a decimal point when we found an exponent
for the number to be considered a float.

Fixes #5267
2016-06-18 13:20:45 +02:00
Geequlim
71245995a4 Add @GDScript.type_exists 2016-06-18 15:07:51 +08:00
Juan Linietsky
57c67fb0f7 reverted to ==, if a line is missing a statement, we'll have to make sure to add it 2016-06-17 21:57:46 -03:00
Juan Linietsky
dcd50f8838 changed == for >= since some statements may not store a line (if line is empty)
this is added to #5204
2016-06-17 21:19:09 -03:00
Juan Linietsky
3ddce309f4 Merge pull request #5204 from vnen/fix-completion-crash
Fix crash in code completion
2016-06-17 21:09:18 -03:00
Rémi Verschelde
7723579237 Fix type hint for the seed argument
Closes #5260.
2016-06-18 01:18:06 +02:00
George Marques
17b6cebcfe
Fix crash in code completion
Fix #4641
2016-06-13 22:19:39 -03:00
George Marques
7127f0943d Merge pull request #5139 from zaps166/init_navigation_pointer
GridMap: Initialize "navigation" pointer
2016-06-13 12:16:00 -03:00
Juan Linietsky
45443a1651 Changed reload logic to auto-hard-reload scripts on save. It's simpler to use and also fixes #4756 2016-06-13 10:58:32 -03:00
Juan Linietsky
4667f9e61e Changed how min/max icon size in ItemList works and replaced it by a fixed size. Fixes many issues, closes #4907 2016-06-12 16:52:22 -03:00
Juan Linietsky
ceeb5453a8 gdscript tokenizer will dislike use of case, closes #4991 2016-06-11 21:45:37 -03:00
Juan Linietsky
fea9511bc6 remove unnecesary found bug? print, closes #5028 2016-06-11 20:36:28 -03:00
Juan Linietsky
f860915ae0 Made many built-in gdscript functions return more descriptive errors, closes #5150 2016-06-11 19:43:38 -03:00
Juan Linietsky
9ddc13a5cc -All variables from script are visible through get_property_list(), not just those with export()
-Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script
-closes #5146
2016-06-11 18:34:49 -03:00
Błażej Szczygieł
3d931f3353 GridMap: Initialize "navigation" pointer 2016-06-10 12:47:38 +02:00
Juan Linietsky
f8f30662d9 -Ability to reload (and soft reload) tool scripts. Please test! 2016-06-08 20:00:52 -03:00
punto-
86253cbdfe Revert "Fix implicit GDScript Reference inheritance" 2016-06-06 23:40:50 -03:00
eska
3acbf8e71f Fix implicit GDScript Reference inheritance 2016-06-05 19:17:33 +02:00
George Marques
43dad78209
Fix Color8 constructor using wrong value range
Fix #5015
2016-06-03 14:59:40 -03:00
Juan Linietsky
cc0a7b24e7 missed ifdef that broke android build 2016-06-01 20:44:34 -03:00
Juan Linietsky
9e745b920f Ability to reload scripts on running game 2016-06-01 20:31:42 -03:00
Juan Linietsky
df139f57b3 Some cleanup to GDScript
separated GDFunction (VM) from GDScript in two different files
2016-05-31 22:33:43 -03:00
Yakov Borevich
9e86b2714f [GDScript] Redefine var results in an error
Error rised if redefine
- function argument
- for-loop argument
- local-scope var

Affects #3730
2016-05-30 18:22:34 +03:00
Juan Linietsky
3e8eb396d7 Finalized DynamicFont implementation
-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
2016-05-29 11:37:52 -03:00
Ignacio Armenteros
7caabd9398 Fix #4748: proper call to base class function 2016-05-23 11:49:51 +02:00
Juan Linietsky
a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Rémi Verschelde
b58e261d41 GDScript: Fix method info for is_nan and is_inf
As reported on https://godotengine.org/qa/4114/why-isnan-and-isinf-arent-implemented
2016-05-17 14:59:48 +02:00
Juan Linietsky
0c57a58056 ability to drag scenes from filesystem to tree for instancing 2016-05-11 20:57:52 -03:00
Rémi Verschelde
8259c46707 GridMap: Fix backwards rotate hotkeys (#4498)
Fixes #1237
2016-05-01 11:38:08 +02:00
Rémi Verschelde
c0ec7e933a Merge pull request #4302 from Anarchid/gridmap-navmesh
Navmesh support for GridMaps
2016-04-20 21:12:35 +02:00
Anarchid
b03a892f95 manually fix indent 2016-04-20 21:21:51 +03:00
Anarchid
73ca831848 Implement GridMap support for navigation meshes 2016-04-20 21:19:05 +03:00
Saracen
d643a40f95 Subclasses can now extend from other subclasses contained in scripts derived from relative paths. 2016-04-09 03:23:33 +01:00
Rémi Verschelde
2f12c2dd90 Merge pull request #4169 from slapin/ik
InverseKinematics node, basic features
2016-04-06 18:32:38 +02:00
Rémi Verschelde
0a5472e697 Remove trailing spaces 2016-04-02 20:26:12 +02:00
Sergey Lapin
eae5169dfd Now parameters can be changed real time 2016-03-31 12:44:35 +03:00
Sergey Lapin
e4fea5d5f9 Added speed setting 2016-03-31 12:44:25 +03:00
Sergey Lapin
8d7a94389a InverseKinematics node, basic features
I don't already know how the fuck it works, but it is.
A bit slow currently, but hope to improve it soon.

The current limitations:

1. No constraints. At all.
2. Used simplest CCD algorithm, I just can't believe
in jacobian construction from code.
3. Slow to get to target.
2016-03-31 12:43:00 +03:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Rémi Verschelde
002ff3cc9a Revert "Merge pull request #3814 from est31/iterators_for_for"
This reverts commit adf5056889, reversing
changes made to ee2bc87c0e.
2016-03-01 18:09:48 +01:00
Juan Linietsky
210d332def -wip on addon editor
-fixes instantiable subclasses not working, as reported in #3871
2016-02-29 09:57:38 -03:00
est31
5f66692395 Use xrange for common "for i in range(...)" use case
Make the parser eliminate a wasteful allocation and initialisation
of a possibly large array.
2016-02-28 22:47:48 +01:00
est31
f81153eb69 Add xrange builtin function
Also update classes.xml in order to document xrange
2016-02-28 22:47:48 +01:00
Juan Linietsky
6fc1c3a4d1 Completed the support for plugins! It is not possible to add plugins.
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00
Rémi Verschelde
c8071dfce8 Merge pull request #3812 from est31/master
Fix typo in error
2016-02-24 00:15:53 +01:00
est31
cea8e97c11 Fix typo in error 2016-02-24 00:08:53 +01:00
Juan Linietsky
70cdfa681a -Change link to new documentation
-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
Rémi Verschelde
285c400288 Merge pull request #3658 from Hinsbart/doc_joyevent
doc: use correct identifiers for InputEventJoystick{Motion, Button}
2016-02-11 07:17:43 +01:00
hondres
6de2b9d864 doc: use correct identifier for InputEventJoystick{Motion, Button} 2016-02-10 23:37:25 +01:00
Juan Linietsky
61f03c98c8 -Added missing functions to the doc, fixes #3583 2016-02-09 16:58:03 -03:00
Rémi Verschelde
6ea0863ed3 Merge pull request #3587 from akien-mga/pr-reserved-keyords
Fix missing comma
2016-02-04 18:57:25 +01:00
Rémi Verschelde
ade7329625 Fix missing comma 2016-02-04 18:56:41 +01:00
George Marques
0f41a18344 Merge pull request #3582 from akien-mga/pr-reserved-keyords
Add preload and PI to GDScript reserved keywords
2016-02-04 14:52:44 -02:00
Rémi Verschelde
99d9188da8 Add preload and PI to GDScript reserved keywords
I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them.
2016-02-04 10:26:10 +01:00
Rémi Verschelde
8151110002 Reorder reserved words by categories
They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words.
2016-02-04 10:17:23 +01:00
Juan Linietsky
817fd1ab71 -Added method flags to global constants for script
-Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
2016-01-31 15:40:51 -03:00
Rémi Verschelde
7af864f467 Merge pull request #3445 from akien-mga/master
Add missing return for typeof() MethodInfo
2016-01-26 00:03:33 +01:00
Rémi Verschelde
e38b797c97 Add missing return for typeof() MethodInfo 2016-01-25 10:55:50 +01:00
hondres
56ce58d57c can preload constants 2016-01-24 23:45:11 +01:00
Juan Linietsky
de7fe2fced -remove unnecesary error report, fixes #3361 2016-01-23 15:36:03 -03:00
Franklin Sobrinho
0426806ebf Removed GDScript "function" keyword 2016-01-13 17:59:39 -03:00
Juan Linietsky
5fca2bd4bc Reworked how autoloads are load to make sure identifiers always exist, please check if this resolves bug #3156 2016-01-13 08:27:14 -03:00
Juan Linietsky
1a9c3a134d -Make Akien happy, fixes #3068
(seems I wrote all the code, then forgot to use the enum...)
2016-01-10 23:13:02 -03:00
Ignacio Etcheverry
d50e8d2bad Added missing onready token name 2016-01-07 18:59:37 +01:00
Juan Linietsky
cb39db0b02 Fixed bug with default arguments in gdscript, closes #2024 2016-01-03 21:11:11 -03:00
Juan Linietsky
23441ec867 Added var2bytes and bytes2var to convet any variable to bytes and back. Closes #2075 2016-01-02 21:07:03 -03:00
Juan Linietsky
1597082c85 -Ability to roll-back script-exported properties to their default value on the script, closes #2128 2016-01-02 20:17:31 -03:00
Juan Linietsky
61745855d0 PI is now a built-in constant, fixes #2134 2016-01-02 17:56:45 -03:00
Juan Linietsky
0e0a7c9494 -properly handle newline in \ (line continuation) in gdscript, fixes #2112
-also fix a small crash in export detection with scripts that include themselves
2016-01-02 13:56:58 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
64872ca811 small fixes to color8 2015-12-31 18:32:56 -03:00
Juan Linietsky
37f2222dd7 -Added Color8(r8,g8,b8,a8) function as well as .r8,.g8,.b8,.a8 members to Color, to deal with colors in the 0-255 range. Closes #2345 2015-12-31 18:26:49 -03:00
Juan Linietsky
ec3d17b4e2 force thread model to single-safe when running editor, fixes #2387 2015-12-31 16:24:27 -03:00
Juan Linietsky
b60a3e7202 -Changed var2str and str2var in GDScript to use VariantWriter and VariantParser
-It is now finally possible to parse back a variant from text!
2015-12-31 00:54:00 -03:00
Zher Huei Lee
61a1f596cc added missing null check
for p_func inside _parse_function
2015-12-30 01:02:31 +00:00
Zher Huei Lee
821351be04 added missing onready allocation for subclasses
Fixes #3158
2015-12-30 00:23:26 +00:00
reduz
7d2d1442f8 -add breakpoint statement to ease with debugging, closes #3165 2015-12-29 12:11:21 -03:00
reduz
99736e63e4 -fixed bug with some indent blocks not properly checked, fixes #2570
-added ability to do one-line blocks, such as:  if something: print("hello") , to be more python-like
2015-12-29 11:41:37 -03:00
reduz
f7b64a62d1 -renamed function get_relative_transform() to get_relative_transform_to_parent(), makes more sense
-fixed newly introduced bug in onready keyword, fixes #3155
2015-12-28 21:05:57 -03:00
reduz
30c12297dc - added 'onready' keyword to gdscript. Defers initialization of member variables until _ready() is run. 2015-12-28 19:32:51 -03:00
reduz
110de2ccac -Added proper code completion for singletons 2015-12-28 16:36:29 -03:00
reduz
e0d21d2158 Ability to set autoloads as singleton global variables 2015-12-28 15:59:20 -03:00
Rémi Verschelde
d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Rémi Verschelde
9e9e4f96a2 Merge pull request #3051 from eska014/add-export-hints
Add GDScript export hints for named bit flags, exponential ranges and global filesystem
2015-12-14 17:40:57 +01:00
eska
897cf2140c Add GDScript export hint for named bit flags
Syntax: `export( int, FLAGS, "A Flag", "Another Flag" ) var flags`
2015-12-14 17:32:31 +01:00
Juan Linietsky
f2183a5e09 replaced :var by :Variant in documentation, fixes #2897 2015-12-14 08:28:01 -03:00
eska
ef0c05430c Add GDScript export hints for global filesystem and exponential ranges
- File in global filesystem: `String, FILE, GLOBAL, "*.png"`, tool scripts only
- Directory in global filesystem: `String, DIR, GLOBAL`, tool scripts only
- Exponential range: `float, EXP, 50, 150, 2`
2015-12-11 06:45:03 +01:00
Juan Linietsky
17927cb705 Merge pull request #2877 from eska014/remove-builtin-aliases
Remove unexpected GDScript aliases for built-in types
2015-12-08 17:09:22 -03:00
Juan Linietsky
200b7bb87c -Display on animation editor which keys are invalid and which tracks are unresolved
-Added a tool to clean up unresolved tracks and unused keys
2015-12-05 14:18:22 -03:00
Rémi Verschelde
3aa0d0e9fd Merge pull request #2938 from koalefant/master
Break into GDScript debugger when new() fails
2015-11-30 07:50:22 +01:00
koalefant
e52d211b61 GDScript: fixed highlighting of the next line when colon is missing 2015-11-29 23:45:28 +01:00
admix
b2508ca879 Break into GDScript debugger when new() fails 2015-11-29 17:02:52 +01:00
Franklin Sobrinho
69a6524adf Add script auto-completion for function parameters 2015-11-26 09:40:13 -03:00
eska
d1a75a6757 Remove unexpected GDScript built-in type aliases 2015-11-23 02:09:19 +01:00
Juan Linietsky
0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
e8435cc721 Merge pull request #2632 from firefly2442/duplicate-inherited-vars
remove child variable that is duplicated from parent class
2015-11-18 19:16:35 -03:00
eska
bbc42a159c Allow extending from Object in GDScript 2015-11-12 15:50:20 +01:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
firefly2442
bb68dc5210 remove child variable that is duplicated from parent class 2015-10-18 21:45:27 -05:00
Juan Linietsky
474c72697d Merge pull request #2250 from PeaceSells50/AddedGridMapSettings
Added GridMap settings which allows the user to enter a pick distance.
2015-10-17 12:11:13 -03:00
Juan Linietsky
e1e04c1dd5 Merge pull request #2497 from vnen/fix-2490
Make dict2inst set internal members of instance
2015-10-17 10:11:11 -03:00
eska
eb9621624f Add GDScript export hint for real numbers with easing export(float, EASE) 2015-10-16 20:37:13 +02:00
eska
57b2c4b0c6 Add multiline string GDScript export hint export(String, MULTILINE) 2015-10-16 18:48:54 +02:00
eska
e18c1ba05b Revert "add flag and multiline hits in GDScript"
This reverts commit 7843ec6633.
2015-10-16 16:18:46 +02:00
George Marques
1d45c9a04c
Make dict2inst set internal members of instance
Fix #2490
2015-09-20 16:17:30 -03:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
crr0004
f34c3e249b Fixes editor freeze 2015-09-02 13:56:51 +10:00
Juan Linietsky
319cc7e3ae detect node and variable assignments in _ready, _init, etc for further code completion 2015-08-30 11:50:10 -03:00
Juan Linietsky
04cb3c9eb1 Ability to edit all kinds of arrays from the property editor.
Yes, I'm trying to convince you to test the alpha release by adding all these now :)
2015-08-25 20:45:51 -03:00
Juan Linietsky
4b40f9228b Merge branch 'master' of https://github.com/okamstudio/godot 2015-08-23 20:22:08 -03:00
Juan Linietsky
07e9741425 **WARNING BEFORE PULLING**
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)

Summary of Changes

-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00
Juan Linietsky
c2e2f2e0ae Merge pull request #2282 from Ovnuniarchos/master
Bitmask editor and some CanvasItem documentation.
2015-08-08 11:18:08 -03:00
Juan Linietsky
71b14f9822 Merge pull request #2323 from dbsGen/patch-2
add flag and multiline hints in GDScript
2015-08-08 11:05:35 -03:00
neikeq
6c5b031ba9 Add missing token name for signal. closes #2201 2015-08-07 22:20:52 +02:00
Juan Linietsky
8280bb0de0 more debugger fixes
-setting/clearing breakpoints during run-time now works
-multi-line strings resulted in wrong line numbers in bytecode, fixed
2015-08-04 20:17:39 -03:00
Juan Linietsky
d1da2c2995 error debugger
shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
Gen
7843ec6633 add flag and multiline hits in GDScript
`export (flag) var test` for PROPERTY_HINT_ALL_FLAGS
`export (multiline) var test` for PROPERTY_HINT_MULTILINE_TEXT
2015-08-01 14:02:10 +08:00
Ovnuniarchos
dd09ae50e1 Added FLAGS to int hint to make an int a bitmask on the editor. 2015-07-20 20:02:46 +02:00
Peace Sells
a009fadfff Added GridMap settings which allows the user to enter a pick distance. 2015-07-09 20:51:49 -06:00
Juan Linietsky
55b34e05b3 -some changes by okam 2015-06-30 11:28:43 -03:00
Juan Linietsky
95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
2b64f73b04 more code completion improvements
-calltip dissapears with more types of keypresses or when pressing ')'
-properly looks into autoloaded scripts or nodes with another script for
script functions/variables/etc.
2015-06-27 15:52:39 -03:00
Juan Linietsky
a67486a39e improved get_node(), connect(), etc code completion.
-properly completes text arguments
-includes the "/root" autoloads
2015-06-26 01:14:49 -03:00
Juan Linietsky
48f1d02da4 added ability to define signals in script
closes #2175
2015-06-24 13:29:45 -03:00
Franklin Sobrinho
faf8b410b1 Fix for issue related to GridMap editor
* closes #2102
2015-06-23 12:07:17 -03:00
Juan Linietsky
68443a649d Merge pull request #2088 from KillerJaguar/setter-fix
Fixed variables being set before calling the setter method
2015-06-22 23:55:55 -03:00
Franklin Sobrinho
0159cecd69 Small fixes for Grid/Tile map editor palette 2015-06-22 11:10:13 -03:00
Franklin Sobrinho
d68a33b473 Grid/Tile map editor new item palette 2015-06-22 10:05:03 -03:00
Juan Linietsky
e9bbb97acc Multiple scene editing *POTENTIALLY UNSTABLE*
-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
2015-06-22 00:04:15 -03:00
Jaguar
7c0051beac Fixed variables being set before calling the setter method 2015-06-13 14:10:06 -04:00
Juan Linietsky
e323cc0505 -Rename unexisting by nonexistant, closes #1940
-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
Juan Linietsky
e72717e373 properly save external resources, fixes #1924
added API to get scancode names to OS
2015-05-17 13:15:23 -03:00
Juan Linietsky
27cb75112e -bit slower execution in debug, but proper error reporting for get index and operators, fixes #1911 2015-05-16 16:32:46 -03:00
Juan Linietsky
65d48d6d39 -Added prints() function, fixes #1132, #1859
-Tabs work inside built-in log window, fixes #1867
2015-05-09 18:09:58 -03:00
Juan Linietsky
f54ad9e086 made parser accept EOF after "pass", fixes #1488 2015-04-26 20:28:41 -03:00
Juan Linietsky
59154cccf9 -Changed Godot exit to be clean.
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
701335e845 -Throw error if setter and getter reference their member variable with self. , fixes #1685 2015-04-18 17:55:04 -03:00
Juan Linietsky
170a9349d2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-18 16:18:59 -03:00
Juan Linietsky
4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -03:00
Juan Linietsky
e388d551b7 Merge pull request #1667 from TheHX/fix_multiline_strings
Now the script editor highlight all lines of a multiline string
2015-04-18 14:45:15 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
be46be7801 -renamed function to get object from instance id
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Franklin Sobrinho
562bc22dd4 Now the script editor highlight all lines of a multiline string 2015-04-09 18:24:38 -03:00
Juan Linietsky
963845eea9 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-07 21:21:06 -03:00
Juan Linietsky
22997294fa -Concatenating arrays keeps the shared property if any of the arrays is shared. Fixes #1646 2015-04-07 21:18:46 -03:00
Juan Linietsky
8619cb64ba Merge pull request #1567 from sanikoyes/Pr-GDScript-seed-get-inst
Pr-GDScript-seed-get-inst
2015-04-07 20:19:07 -03:00
Juan Linietsky
b1bf4fcef2 Merge pull request #1591 from MostafaHassan/pr_FixCrashInVisualShader
(Fix crash) in visual shader for curve remap node
2015-04-07 20:14:10 -03:00
yg2f
fcbf473d0d fix printraw to make it actually print raw 2015-04-06 13:57:31 +02:00
mostafahassan
73ff3ac218 (Fix) script will not be able to extend itself 2015-03-31 21:34:50 +02:00
sanikoyes
97f34a1dd6 Add seed/get_inst function for GDScript
seed -> Math::seed
get_inst -> ObjectDB::get_instance
2015-03-25 11:01:12 +08:00
Juan Linietsky
0302ea5b82 Merge pull request #1396 from Spooner/fix_sprintf_errors
Fix sprintf errors
2015-03-22 15:03:32 -03:00
Juan Linietsky
da7698073f Merge pull request #1407 from NateWardawg/documentation
Updated the internal documention for the GDScript class.
2015-03-22 15:02:00 -03:00
Juan Linietsky
2c2894ceb6 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_tokenizer.cpp
	scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky
4d2198110b merges from okam repo 2015-03-03 14:39:13 -03:00
Juan Linietsky
a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Nathan Warden
bfad392387 Updated the variable in the lerp function to be weight instead of percent. 2015-02-20 16:28:48 -05:00
Juan Linietsky
daeac73c54 restored @ for nodepaths/stringnames 2015-02-19 18:12:45 -03:00
Bil Bas (Spooner)
748311ec42 Added info about operator after bespoke error message. 2015-02-19 16:59:37 +00:00
Bil Bas (Spooner)
db2381de7a Correctly halt on error in sprintf parsing (fixes #1393) 2015-02-19 15:45:49 +00:00
Juan Linietsky
2185c018f6 begin new serialization framework
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Hinsbart
cbade4daf6 fix typo in script template 2015-02-10 19:39:52 +01:00
Wim Vander Schelden
3d3b1937dd Cleaned up formating in gd_compiler.h 2015-01-14 16:37:24 +01:00
Juan Linietsky
7c7ab30c4e fixes 2015-01-13 11:22:56 -03:00
Juan Linietsky
bd03562076 -Resolved bug that made yield() not work in some situations, fixes #884 2015-01-06 00:39:35 -03:00
Juan Linietsky
1ff0d5c4e5 -attempt to be friendlier on non english keyboards 2015-01-04 22:39:21 -03:00
Juan Linietsky
dc7ac86b79 -Completely removed EmptyControl (but added fallback), closes #1017 2015-01-03 17:24:16 -03:00
Juan Linietsky
ddf7457894 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-03 16:53:39 -03:00
Juan Linietsky
fbdd925d9b -Work in progress visual shader editor *DOES NOT WORK YET* 2015-01-03 16:52:37 -03:00
Juan Linietsky
6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
Juan Linietsky
60afd79a6e -added a check for setget while running the game , closes #1009
-fixed issues in tilemap editor (swap arrows not showing/hiding properly)
2015-01-03 00:57:02 -03:00
sanikoyes
3108517406 Reduce android build size(-fvisibility=hidden)
Fix gridmap link error when disable_3d=Yes
2014-12-25 13:05:57 +08:00
Juan Linietsky
78e7777cf5 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_editor.cpp

Improved code completion for InputEvent (shows members by type)
2014-12-21 11:46:28 -03:00
Juan Linietsky
a36a774897 Fixes
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Juan Linietsky
9783f6fc96 Merge branch 'master' of https://github.com/okamstudio/godot 2014-12-20 12:32:32 -03:00
sanikoyes
4ccdbde845 Fix crash when gd-script _init fail 2014-12-18 12:50:47 +08:00
Juan Linietsky
9f5bbfc322 -improved completion options for InputEvent, shows all event types now 2014-12-18 00:56:33 -03:00
Juan Linietsky
92f28a5028 oops, C++11 makes me screw up 2014-12-17 10:45:02 -03:00
Juan Linietsky
fd4648c081 -fixed crash reported by n-pigeon 2014-12-16 23:46:55 -03:00
Juan Linietsky
2dd302ff90 -fix compilation issue
-fix missing built-ins in completion
-fix parse error
2014-12-16 23:17:35 -03:00
Juan Linietsky
bcf27feb98 New Code Completion
-=-=-=-=-=-=-=-=-=-

-Massive improvement to code completion
-Argument hinting for functions

If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.

 Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky
be4e40e90a compilation fix 2014-12-08 16:09:29 -03:00
Juan Linietsky
6851f9bfae Small Fixes
-=-=-=-=-=-

-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00
Juan Linietsky
c940212b89 more bugfixes 2014-12-07 02:39:51 -03:00
Juan Linietsky
c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky
abbea4d945 UDP Fixes
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
d85b67be53 Bug Fixes
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky
e82dc40205 -Much improvement to baked light baker
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky
9608d4255e Merge pull request #823 from grabiller/#821
Fix issue #821: GDScript now accepts single quoted as well as double quoted strings.
2014-10-27 22:44:53 -03:00
Guy Rabiller
1317d20740 - Fix issue #391: GDScript now reduce constant expressions to constant and forbids constant assignment after being defined. 2014-10-27 22:26:31 +01:00
Guy Rabiller
f1744c8c31 Fix issue #821: GDScript now accepts single quoted as well as double quoted strings. 2014-10-26 10:33:35 +01:00
Juan Linietsky
948fd83cdd Little Bits
-=-=-=-=-=-

-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
2014-10-12 02:13:22 -03:00
Juan Linietsky
0fa94a9690 Build System Changes
-=-=-=-=-=-=-=-=-=-=

Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
2014-10-07 01:31:49 -03:00
Juan Linietsky
048fdc8aea -variables with export in script are now IMMEDIATELY AND ALWAYS visible in properties (#718)
-WorldEnvironment cleanup issues fixed (#563)
-Text Editor improvement to shift-mouse selection (#648)
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652)
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel
2014-09-22 00:50:48 -03:00
Juan Linietsky
11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky
0a557f3bf5 - more fixes on #672 on windows
- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
2014-09-19 21:01:41 -03:00
Juan Linietsky
549d344f0f Fixing Issues...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00
Juan Linietsky
8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00
Juan Linietsky
2ee4ac183b Little Bits
-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
2014-08-14 10:31:38 -03:00
Juan Linietsky
2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky
703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky
9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky
71355aaab7 -Fixed bug in "extends" 2014-05-24 13:25:56 -03:00
Juan Linietsky
1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Juan Linietsky
b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky
f1d3b30a45 Fixes to constants in scope 2014-05-02 12:40:34 -03:00
Juan Linietsky
6572d51288 -Fixes to OpenSSL compilation (more)
-Fix bug in GDScript, now static functions can call static functions.
2014-05-01 11:34:10 -03:00
Juan Linietsky
b4969373b3 -HttpClient: ’Content-Length’ is added to httprequest if not provided in the headers and a body exists
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
2014-04-05 18:50:09 -03:00
Juan Linietsky
9f33134c93 -Support for changing fonts
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
Juan Linietsky
0a717ffee2 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/multiscript/register_types.cpp
	platform/android/java/src/com/android/godot/GodotLib.java
2014-03-13 23:14:35 -03:00
Juan Linietsky
31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
reduz
81757d2e97 Merge pull request #168 from mogemimi/fix/empty-body
Fix if statement with empty body.
2014-03-12 08:58:14 -07:00
sanikoyes
cde48d0c9c fix gdscript path parse error 2014-03-11 13:30:33 +08:00
mogemimi
9d463a8914 Fix if statement with empty body. 2014-03-05 23:09:41 +09:00
Juan Linietsky
b2ce682f6e -scripts are converted to bytecode on export
-fix bug in doc where touchscreen events were not documented
2014-02-25 09:31:47 -03:00
Juan Linietsky
4b07eb8deb -moved script to modules 2014-02-24 09:53:33 -03:00
Juan Linietsky
51c55b237b wtf 2014-02-19 18:09:52 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00