Rémi Verschelde
cdf0fbd8e8
Merge pull request #8522 from NNesh/mus
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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
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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
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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
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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
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Fix property warnings and hide some debug prints
2017-04-24 11:04:16 +02:00
Karroffel
885239fb09
re-added MultiScript
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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
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"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
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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
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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
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[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
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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
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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
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[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
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[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
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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
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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
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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
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[DLScript] refactoring and in-editor reloading
2017-04-08 16:49:46 +02:00
Andreas Haas
fe4336f165
DLScript: Fix llvm compilation error.
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`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
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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
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... really.
2017-04-06 14:00:54 +02:00
Rémi Verschelde
ab02206f18
Merge pull request #8280 from karroffel/dlscript-inheritance
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[DLScript] inheritance fixes
2017-04-06 08:09:16 +02:00