Commit graph

2397 commits

Author SHA1 Message Date
Phobos Tro
8c0c279280 Fixing memleaks in main/main.cpp 2015-10-30 19:56:07 +08:00
ZuBsPaCe
fff7cedbe1 Fixes Visual Studio 2015 parallel builds (-j switch)
Reference: http://stackoverflow.com/questions/284778/what-are-the-implications-of-using-zi-vs-z7-for-visual-studio-c-projects

fatal error C1041: cannot open program database 'C:\godot\vc140.pdb'; if multiple CL.EXE write to the same .PDB file, please use /FS
2015-10-30 03:13:55 +01:00
ZuBsPaCe
b051914032 Fixes Visual Studio 2015 linker error (___iob_func)
The original, uncommited fix simply changed compiler flag /MT to /MD. This
would link the C runtime dynamically instead of statically. This is bad,
because some users would have to install the c runtime before starting the
editor.

You can find alot of info about this error, which can happen after
upgrading to VS 2015, and there are workarounds. But I realized, that the
only place, where iob_func is used, is in e_os.h of the openssl library.
The latest version already contains a workaround. I simply updated the
part in e_os.h.

Reference: https://github.com/openssl/openssl/blob/master/e_os.h#L268
Reference: https://software.intel.com/en-us/forums/intel-parallel-studio-beta-archived/topic/266345
Reference: https://connect.microsoft.com/VisualStudio/feedback/details/1144980/error-lnk2001-unresolved-external-symbol-imp-iob-func
Reference: http://stackoverflow.com/questions/757418/should-i-compile-with-md-or-mt

Here's the original error message:

   Creating library bin\godot.windows.tools.lib and object bin\godot.windows.tools.exp
drivers1.windows.tools.lib(t1_enc.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(txt_db.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(d1_enc.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(ui_openssl.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(cryptlib.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(pem_lib.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(d1_both.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
drivers1.windows.tools.lib(rsa_sign.windows.tools.obj) : error LNK2001: unresolved external symbol ___iob_func
bin\godot.windows.tools.exe : fatal error LNK1120: 1 unresolved externals
scons: *** [bin\godot.windows.tools.exe] Error 1120
2015-10-30 03:03:05 +01:00
Franklin Sobrinho
18392e28b6 Fix "Align with view" undo, fixes #1443 2015-10-29 20:44:12 -03:00
neikeq
b0b0f35e2c Added some demo icons 2015-10-29 20:37:09 +01:00
ZuBsPaCe
3886ed08ac Fixes Visual Studio 2015 compile error C3688 (invalid literal suffix)
tools\editor\editor_node.cpp(3037): error C3688: invalid literal suffix 'VERSION_FULL_NAME'; literal operator or literal operator template 'operator ""VERSION_FULL_NAME' not found
2015-10-29 15:57:55 +01:00
Alexander Holland
65258f741b replay on play if already playing for scene and main + switch icon to reload if running. 2015-10-28 23:50:11 +01:00
eska
06e0eba402 Set World2D default angular damp per global physics_2d/default_angular_damp 2015-10-28 18:21:45 +01:00
Franklin Sobrinho
2e1b4ecf4b Fix small memory leak 2015-10-28 10:34:02 -03:00
volzhs
3fbaa479e3 improve android payments
GodotPaymentV3 currently consumes purchased item right after purchasing.
But, some in-app item should not consume like "remove ads permanently"
So, I added "setAutoConsume(boolean)", "requestPurchased()",
"consume(sku_string)".
AutoConsume is true by default as before.

usage:

func _ready():
	var payment = Globals.get_singleton("GodotPayments")
	payment.setPurchaseCallbackId(get_instance_ID())
	payment.setAutoConsume(false) # default : true
	payment.requestPurchased() # callback : has_purchased
	payment.purchase("item_name") # callback : purchase_success,
purchase_fail, purchase_cancel, purchase_owned
	payment.consume("item_name") # callback : consume_success

func purchase_success(receipt, signature, sku):
	print("purchase_success : ", sku)

func purchase_fail():
	print("purchase_fail")

func purchase_cancel():
	print("purchase_cancel")

func purchase_owned(sku):
	print("purchase_owned : ", sku)

func consume_success(receipt, signature, sku):
	print("consume_success : ", sku)

func has_purchased(receipt, signature, sku):
	if sku == "":
		print("has_purchased : nothing")
	else:
		print("has_purchased : ", sku)
2015-10-28 15:48:37 +09:00
Brickcaster
44057ed4ae Updated classes/matrix32
The 3 members of a matrix 32 are Vector2, not float.  Updated
documentation to reflect this.
2015-10-25 19:29:44 -04:00
Juan Linietsky
bd736e5af2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-10-25 20:09:18 -03:00
Juan Linietsky
8f84f4117c -Fixed a bug in scrollcontainer not respecting expand flag
If you relied on this, make sure the children of your scrollcontainer
is set to expand with the expand flag in either vertical or horizontal axis
2015-10-25 20:08:18 -03:00
eska
ca7cfa9b4c Add all collision shapes to a tile when converting scenes to TileSets 2015-10-25 23:13:46 +01:00
Okam Studio
8949db75c3 Merge pull request #2677 from phobos-tro/x11-memleak
X11 -- Fixing memleaks
2015-10-25 16:03:02 -03:00
Phobos Tro
2d2ab92680 Made the Atom net_wm_icon local 2015-10-26 01:36:27 +08:00
neikeq
cf995d5f07 Tooltip for the Inspector's history button 2015-10-25 18:00:29 +01:00
Phobos Tro
746ef7cbd6 Fixing memory leaks 2015-10-25 22:15:56 +08:00
Brickcaster
4e0511a8a0 Fix for negative coords. Regarding issue #2665
int() of negative numbers rounds up. Needed to add a condition to account for negative values. Thanks to Romulox_x for providing this solution.
2015-10-24 21:47:48 -04:00
punto-
4baf65dab7 Merge pull request #2663 from romulox-x/cadisplaylink
Added CADisplayLink setting for iOS
2015-10-22 22:07:32 -03:00
steve
15a826571c Added setting for CADisplayLink on iOS, so you no longer need to recompile to change it 2015-10-22 17:31:09 -07:00
Juan Linietsky
d123c89c58 -fixed a quite serious scene corruption bug when saving that has been around for months.
good thing no one ran into it :P
2015-10-21 23:57:43 -03:00
romulox_x
b86e3c3402 added low_memory_2d_mode, to indicate when 3D post processing buffers and viewport depth buffers should not be allocated 2015-10-21 19:23:34 -07:00
Juan Linietsky
6426ea61d7 Merge pull request #2655 from StraToN/fix-tab-buttons
Fix #2623 closing a 3D scene using the close button [x] on the tab crashes Godot editor
2015-10-21 19:28:12 -03:00
Julian Murgia - StraToN
d64c89d447 Fix #2623 2015-10-22 00:23:42 +02:00
Juan Linietsky
35959f9c5a -fixes to ring buffer (fixes network error)
-fixes to invalid disabling of commands on scene tree dock
2015-10-21 16:52:43 -03:00
firefly2442
580a88c3ce fix icon locations in demo projects 2015-10-21 14:29:52 -05:00
firefly2442
96cff3a73b when creating project, save icon using resource location by default 2015-10-21 14:28:23 -05:00
Juan Linietsky
b59c86f6f9 -Ability to debug video memory usage
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
Juan Linietsky
f6a790d58c Merge branch 'master' of https://github.com/okamstudio/godot 2015-10-20 23:55:08 -03:00
Juan Linietsky
d241b2ec1b -work in progress implementation of NDEE's theme It's NOT DONE YET 2015-10-20 23:54:24 -03:00
Juan Linietsky
b5011d9bf1 -Fixes on atlas import to save memory if mipmaps are not used
-Make the video memory visible to improve debugging
2015-10-20 19:19:19 -03:00
George Marques
baa59c0670 Add missing reference documentation for Array class 2015-10-20 14:31:30 -02:00
George Marques
eefc2bf5f7 Syncing classes.xml with current binary 2015-10-20 14:26:37 -02:00
Ovnuniarchos
0f0dc1a5d3 BBCode is now allowed anywhere in the inline documentation. 2015-10-20 17:41:27 +02:00
firefly2442
ad362fbc58 projects in the editor_settings.xml that are no longer found on disk will be removed 2015-10-19 23:14:02 -05:00
Juan Linietsky
2b12a8109d Merge branch 'master' of https://github.com/okamstudio/godot 2015-10-19 18:48:34 -03:00
Juan Linietsky
5d86a25f4d -some fixes to where screen is read from rasterizer
-fixed bug in ogg vorbis looping
-properly flushing audiostream rb when stopping
2015-10-19 18:47:49 -03:00
MarianoGNU
6df7d92379 Fix ButtonGroup broken layout 2015-10-19 17:46:13 -03:00
MarianoGNU
bf4bb3e17b Clamp filling angle instead of normalize 2015-10-19 15:26:00 -03:00
MarianoGNU
4345009a0e add missing default value 2015-10-19 12:21:19 -03:00
Franklin Sobrinho
1e36f36357 Bind missing FixedMaterial constants, fixes #2628 2015-10-19 08:03:29 -03:00
Julian Murgia - StraToN
f256e421b5 Fixed minor bug : quicklty pointing alternatively Script button and Close button on a tab showed both buttons as hovered 2015-10-19 12:26:19 +02:00
firefly2442
bb68dc5210 remove child variable that is duplicated from parent class 2015-10-18 21:45:27 -05:00
firefly2442
0a45fb6311 duplicate conditional check 2015-10-18 20:50:32 -05:00
Juan Linietsky
0a02c28b2b Merge pull request #2630 from firefly2442/rasterizer-comparison-fix
rasterizer comparison fix
2015-10-18 22:31:02 -03:00
firefly2442
c2aedde7e3 rasterizer comparison fix 2015-10-18 20:28:51 -05:00
firefly2442
4621d30d1b float to bool variable type, fixes: #2478 2015-10-18 19:49:30 -05:00
Franklin Sobrinho
ec394950ff Change MeshInstanceEditor outline dialog "Ok" button label 2015-10-18 15:13:17 -03:00
Franklin Sobrinho
abde648e68 Small fixes in some editor dialogs 2015-10-18 13:31:44 -03:00