Karroffel
c6645d6a40
[DLScript] removed unused import
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This hopefully fixes android builds
2017-04-05 14:08:26 +02:00
Rémi Verschelde
5b5a825c7f
Fixer looping timer accumulation in _process
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Follow-up to #8251 .
2017-04-05 08:22:41 +02:00
Rémi Verschelde
4989cc3617
Fix URLs to moved docs pages
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Closes #8266 .
2017-04-05 07:34:27 +02:00
Rémi Verschelde
e96f32945d
Merge pull request #8264 from MrMaidx/filesystem_popup_fix
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Fix typo which caused popup to display on incorrect coordinates.
2017-04-05 01:25:54 +02:00
Rémi Verschelde
02f9851d0d
Merge pull request #8259 from bojidar-bg/move-slide-wall-fix
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Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-05 01:24:19 +02:00
Rémi Verschelde
2c4e4432af
Merge pull request #8214 from tagcup/bounce_reflect_slide
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Made slide and reflect active verbs acting on itself in Vector2 and V…
2017-04-05 01:23:09 +02:00
Martin Novak
9aa60ff15f
Fix typo which caused popup to display on incorrect coordinates.
2017-04-05 00:31:17 +02:00
Rémi Verschelde
7ed83e9889
Merge pull request #8263 from karroffel/dlscript-userdata
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[DLScript] added variant constructor and a function to get userdata of a script
2017-04-04 23:38:00 +02:00
Karroffel
6c49fe9c62
[DLScript] added variant constructor and a function to get userdata of a script
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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
Bojidar Marinov
289abd3710
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
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Fixes #7313
2017-04-04 18:32:27 +03:00
Rémi Verschelde
46bc14e66f
Merge pull request #8246 from GodotNativeTools/dlscript-module
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DLScript module
2017-04-04 00:25:03 +02:00
Rémi Verschelde
57badfd1df
Merge pull request #8251 from cynicaldevil/master
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Previous value of time_left is added to wait_time before assigning to time_left
2017-04-04 00:22:44 +02:00
Rémi Verschelde
4d3ed11212
Merge pull request #8248 from Hinsbart/fix_notify_renames
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Fix more property names in _change_notify calls.
2017-04-04 00:21:12 +02:00
Rémi Verschelde
6fc1a88ea1
Merge pull request #8247 from Hinsbart/scene_dock_order
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Editor: Swap Scene and Import tabs in dock.
2017-04-04 00:20:55 +02:00
Rémi Verschelde
41986b2092
Merge pull request #8244 from RandomShaper/improve-touch-button
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Improve TouchScreenButton
2017-04-04 00:19:47 +02:00
Andreas Haas
4b7dd09dc3
Merge pull request #8249 from eska014/win-export
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Reenable Windows Desktop export
2017-04-04 00:15:31 +02:00
Nikhil Shagrithaya
ea4fbee8f2
previous value of time_left is added to wait_time before assigning to time_left
2017-04-04 00:37:42 +05:30
eska
9dbd6db63b
Reenable Windows Desktop export
2017-04-03 19:52:11 +02:00
Andreas Haas
0a287cfe4c
Fix more property names in _change_notify calls.
2017-04-03 18:35:15 +02:00
Andreas Haas
e19ccbdc32
Editor: Swap Scene and Import tabs in dock.
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Swaps the ordering of those tabs. Now the editor defaults to displaying the scene tab instead of import, which I found a bit confusing.
2017-04-03 17:29:29 +02:00
Karroffel
fd55308786
added dlscript module
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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
Ferenc Arn
1a620bd5fa
Made slide and reflect active verbs acting on itself in Vector2 and Vector3.
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This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201 .
2017-04-03 10:02:12 -05:00
Karroffel
67f59bc2d9
increased maximum number of scripting languages
2017-04-03 16:10:26 +02:00
Pedro J. Estébanez
6caa9fc94c
Improve TouchScreenButton
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Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
2017-04-03 14:42:46 +02:00
Rémi Verschelde
1bd3648bb0
Merge pull request #8211 from robertdhernandez/NinePatch-Fix
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[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03 14:41:53 +02:00
Rémi Verschelde
5b09dde3fe
Merge pull request #8146 from supagu/astar
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Added ability to change A-star cost function
2017-04-03 13:52:59 +02:00
Rémi Verschelde
9f85befbfd
Merge pull request #8048 from ficoos/was_input_handled
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Add the option to check if input was handled
2017-04-03 13:48:57 +02:00
Rémi Verschelde
ff468e2d42
Merge pull request #8241 from volzhs/crash-project-setting-master
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Fix crash when change project settings
2017-04-03 11:35:44 +02:00
volzhs
6ac4969cdd
Fix crash when change project settings
2017-04-03 17:57:50 +09:00
Rémi Verschelde
dd35caca05
Merge pull request #8238 from volzhs/scenetree-button-margin
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Make buttons closer in Scene tree
2017-04-03 09:51:26 +02:00
Rémi Verschelde
79712ca3ab
Merge pull request #8218 from ficoos/fix_token_names
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Add '$' to token names
2017-04-03 09:34:57 +02:00
volzhs
a911b1f126
Make buttons closer in Scene tree
2017-04-03 15:50:16 +09:00
Rémi Verschelde
71f8f80b84
Merge pull request #8235 from RandomShaper/fix-warped-pan
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Fix warped mouse panning on Linux
2017-04-03 07:57:28 +02:00
Pedro J. Estébanez
58cd4461d1
Fix warped mouse panning on Linux
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Fix/improve it also on certain edge cases for any platform
2017-04-03 02:56:14 +02:00
Andreas Haas
b49d206a4c
Merge pull request #8219 from robertdhernandez/Node2D-Canvas-Sync
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Node2D/Control variables now update with canvas changes
2017-04-03 00:33:40 +02:00
Juan Linietsky
65f8210e50
Merge pull request #8233 from volzhs/fix-adreno-430
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Fix failing to compile shader on Adreno GPU
2017-04-02 17:25:57 +02:00
volzhs
e65b8b666c
Fix failing to compile shader on Adreno GPU
2017-04-02 23:16:25 +09:00
Rémi Verschelde
dee7fb5ab5
Merge pull request #8228 from Hinsbart/viewport_fix
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Viewport: Fix undefined behaviour found by llvm sanitizer.
2017-04-02 13:04:14 +02:00
Rémi Verschelde
3b256f1a90
Merge pull request #8229 from Hinsbart/upd_mappings
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Input: Update Gamepad mappings.
2017-04-02 13:02:12 +02:00
Andreas Haas
1d3c9c448d
Viewport: Fix undefined behaviour found by llvm sanitizer.
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-04-02 09:46:51 +02:00
Andreas Haas
b9d606af71
Input: Update Gamepad mappings.
2017-04-02 09:43:37 +02:00
Robert Hernandez
8078b5ecf6
Fixed Node2D/Control not updating properties
2017-04-01 20:13:52 -04:00
Fabian Mathews
b541402417
Added ability to change A-star cost function
2017-04-01 16:36:22 +10:30
Saggi Mizrahi
c464609bda
Add '$' to token names
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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
Saggi Mizrahi
245ace6e2e
Add the option to check if input was handled
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When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31 17:56:32 +03:00
Andreas Haas
6731924dcf
Merge pull request #8213 from Hinsbart/joymapping_master
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Initialize hat values for mapping and revert X360 mappings. [3.0]
2017-03-31 13:35:02 +02:00
Jordan Patterson
86de80db89
Initialize hat values for mapping and revert X360 mappings.
2017-03-31 13:27:02 +02:00
Robert Hernandez
7a428206fe
Fixed WindowDialog not aligning properly
2017-03-31 01:48:02 -04:00
Robert Hernandez
a4a12a2b7b
Fixed AtlasTexture being incorrectly
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Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
2017-03-30 21:09:25 -04:00
Benjamin Dahse
93d6003aa8
Show 3D raycasts when debugging collisions
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Represent a raycast by a line segment using the direction and magnitude of the cast_to vector.
The entire line segment will become red while a collision occurs.
2017-03-30 22:34:05 +02:00