Commit graph

7045 commits

Author SHA1 Message Date
Rémi Verschelde
156367e147 gitignore: Add version_generated.h 2017-04-20 02:00:24 +02:00
Chris Bradfield
d9149847ed Clarification of degrees/radians in angle methods 2017-04-20 01:59:36 +02:00
Thomas Herzog
d74c2bbec9 Merge pull request #8455 from karroffel/gdnative-calling-conv
[GDNative] explicit calling convention
2017-04-19 16:38:33 +02:00
Karroffel
d4f4f14c68 [GDNative] explicit calling convention 2017-04-19 15:51:33 +02:00
Rémi Verschelde
8ee991a2a7 Merge pull request #8447 from Melix19/patch-1
Fixed that playing the project opens the project manager
2017-04-18 17:29:50 +02:00
mbalint12
71978685f9 Added autocomplete for file paths in the script editor 2017-04-18 17:22:01 +02:00
Marco Melorio
1ac38846e8 Fixed that playing the project opens the project manager
Fixes #8445
2017-04-18 15:46:37 +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
Rémi Verschelde
7088d9e30f Merge pull request #8441 from tagcup/seed_fix
Fix PRNG randomization.
2017-04-18 00:06:41 +02:00
Rémi Verschelde
24b2186ff9 Merge pull request #8388 from Dobbias/fix_#8381
Fix gles3-particles shader not compiling
2017-04-18 00:01:08 +02:00
Rémi Verschelde
dd55950b62 Drop EXEC PATHP?? super verbose info message
It seems to give nightmares to Windows users.
2017-04-17 23:39:04 +02:00
Rémi Verschelde
474f18512a Merge pull request #8375 from Hinsbart/project_extension
Use .godot as file extension for project files.
2017-04-17 23:28:15 +02:00
Ferenc Arn
ceb699f5ec Fix PRNG randomization.
PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases).

Use a large default seed, and also add a shift in Math::randomize.

Fixes #8423.
2017-04-17 14:05:02 -05:00
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
Thomas Herzog
6f9ec3acfc Merge pull request #8437 from touilleMan/gdnative-godot_string_unicode_str
Add godot_string_unicode_str to GDnative
2017-04-17 16:51:57 +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
Andreas Haas
95fe6b5d8c Merge pull request #8433 from neikeq/pr-fix-smth
ScriptEditor: Fixes bug where menu option would be handled twice
2017-04-17 11:55:42 +02:00
Andreas Haas
60886b8055 Merge pull request #8426 from Shockblast/master
[GD 3.0] Fix stretch mode 2d... again
2017-04-17 10:52:54 +02:00
Ignacio Etcheverry
97c385dbb8 ScriptEditor: Fixes bug where menu option would be handled twice 2017-04-17 02:45:56 +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
Shockblast
2f76257da4 [GD 3.0] Fix stretch mode 2d... again
Objects on the screen were not displayed when the project was played,
because it looked for the values of width and height of menus with old
names (godot 2.1?) For that reason delivered value (0, 0).
2017-04-16 18:02:22 -03:00
Paulb23
95a2a7e525 Added ability to convert indent type 2017-04-16 17:21:45 +01:00
Andreas Haas
c06a2db63a
Use .godot as file extension for project files.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)

Code-wise this should be complete, but there's still work to do:

- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.

Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
Andreas Haas
25f843f80e
Editor: decrease blending time for dialog dimming a little.
Feels snappier now.
2017-04-16 09:33:26 +02:00
mbalint12
a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +02:00
Andreas Haas
e55a496f79 Merge pull request #8394 from eska014/fbo-depth-format
Fix FBO depth texture format
2017-04-15 15:52:26 +02:00
L. Krause
3e0f8bb254 Fix FBO depth texture format 2017-04-15 13:56:55 +02:00
gamemanj
0a4dde93d4 Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)
As it turns out, is_ceiling would be true when hitting a wall,
 and is_wall would be true momentarily when hitting a ceiling.

This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
 mess around with it.
2017-04-15 10:24:36 +01:00
Thomas Herzog
b7ce1601a3 Merge pull request #8411 from touilleMan/gdnative-vector2-vector3
[GDnative] Implement missing functions in gdnative vector2 and vector3 bindings
2017-04-15 01:38:38 +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
Andreas Haas
065261cceb Merge pull request #8389 from volzhs/inspector-button-margin-master
Make buttons closer in Inspector panel
2017-04-14 17:52:18 +02:00
Andreas Haas
1a8f94edd4 Merge pull request #8370 from volzhs/fix-stylebox-master
Fix editor style box for ToolButton
2017-04-14 17:51:30 +02:00
Andreas Haas
6871ec708f Merge pull request #8393 from hpvb/fix-8081
Correct Variant::hash_compare()
2017-04-14 17:51:05 +02:00
Andreas Haas
4e7c5eb498 Merge pull request #8356 from volzhs/texture-view-master
Prevent to take too much space for long vertical texture
2017-04-14 17:50:29 +02:00
Andreas Haas
58edf26500 Merge pull request #8374 from nunodonato/killimport
Removed the deprecated Import menu from the main editor.
2017-04-14 17:50:16 +02:00
Hein-Pieter van Braam
8ff6e53833 Correct Variant::hash_compare()
There was a logic error in #7815 which made
Variant.hash_compare() == Variant.hash_compare() always true.
In an attempt to short-circuit the NaN check I made an (in hindsight) obvious
error: 10 == 12 || is_nan(10) == is_nan(12)

This will be true for all inputs, except for the NaN, not-NaN case. The macro
has been updated to now generate:

(10 == 12) || (is_nan(10) && is_nan(10))

so:

(10 == 12)   || (is_nan(10)  && is_nan(12))  = false
   False  or (False and False) is False
(10 == 10)   || (is_nan(10)  && is_nan(10))  = true
   True or (False and False) is True
(Nan == 10)  || (is_nan(NaN) && is_nan(10))  = false
   False or (True and False) is False
(Nan == Nan) || (is_nan(NaN) && is_nan(NaN)) = true
   False or (True and True) is True

Which is correct for all cases.

This bug was triggered because the hash function for floating point numbers
can very easily generate collisions for the tested Vector3(). I've also added
an extra hashing step to the float hash function to make this less likely to
occur.

This fixes #8081 and probably many more random weirdness.
2017-04-14 11:31:18 +02:00
Andreas Haas
a96e795241 Merge pull request #8402 from neikeq/pr-fix-binds
PackedScene: Fix wrong DEFVAL
2017-04-14 03:14:01 +02:00
Andreas Haas
34a8547722 Merge pull request #8399 from mbrickn/patch-1
Changed a link from http to https
2017-04-14 02:19:38 +02:00
Ignacio Etcheverry
30835f9d37 PackedScene: Fix wrong DEFVAL 2017-04-14 02:18:38 +02:00
Maxwell Paul Brickner
984aeffd79 Changed a link from http to https
This is a really minor change. I just changed the link to the IRC channel login from http to https.

Thank you! ^ _ ^
2017-04-13 17:54:16 -04:00
volzhs
79182ced83 Make buttons closer in Inspector panel 2017-04-14 00:03:54 +09:00
Dobbias
5404e10803 replaced incompatible keywords/function 2017-04-13 16:46:16 +02:00
Ray Koopa
75f684bc17 Respect the expand margin for StyleBoTextures again. 2017-04-13 10:37:22 +02:00