Previously builds for 64 Bit targets on the x64 Native Tools Command
Prompt failed while trying to link the 64Bit build godot objects with
32Bit vc libraries. This was due to wrong library directories.
Since there are the environment variables INCLUDE and LIB which are
containing the correct paths this patch uses those now to fix the linking
issue.
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
Previously CFLAGS and LINKFLAGS were passed as a single
quoted argument to the compiler or linker. This patch splits the
paramters.
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
In the `parse_tag` method of the `class ResourceInteractiveLoaderXML`,
the class responsible of loading the editor_settings.xml file, the
properties' values are loaded directly into an `String` object but the
file contents are always UTF-8, which leads to garbage in the XML file
when saved.
This patch reads the properties' values in a `CharString` and translate
them to UTF-8.
In `class OS_Unix` the arguments in the `execute` method are converted
to UTF-8, but in the `main` program's method they're inserted into a
wide-char `Vector` before translating them from UTF-8 and thus the
non-ASCII characters are lost.
This fix converts the `argv` elements to UTF-8 using `String::utf8`
before inserting them in the `Vector`.
Entering a somethign in the 'Path field' triggers the
`_path_changed` signal being triggered.
This in turn calls Globals::localize_path(const String& p_path) with the
currently entered string.
localize_path then is replacing backslashes with slashes and calls
afterwards `String::simplify_path`
String::simplify_path is checking wheter a string starts with:
- res://
- local://
- user://
If any of those is true it removes this section.
However, if any of the first letters of those are matching begins_with
returns true, which is wrong. It should only return true if the whole
string is matched at the beginning.
This caused the whole desaster and lead localize_path into an endless loop
because out of `u` suddenly became user:// which it then tried again to
localize and so on.
This fix, fixes the root of the problem which is begins_with which should
not return true if not the whole search string was matched.
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
-made GUI Theme editor usable
-editor does not allow to export or create .pck in the same path as a project
-changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export.
-will not look for .pck files recursively, was causing unexpected behaviors
-fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.