Paweł Fertyk
ee8c9bb614
Return error when decompressing empty PoolByteArray
2021-05-25 18:43:26 +02:00
Rémi Verschelde
215e43242c
Merge pull request #49037 from vnen/fix-callable-freed-crash
2021-05-24 19:52:32 +02:00
George Marques
ea44744e2d
Make Callable not crash on call when the object has been freed
...
Also add a GDScript test for this case.
2021-05-24 14:23:02 -03:00
Marcel Admiraal
afdc5edb2a
Remove alloca from loop and use a single fixed size array declaration
2021-05-21 13:04:55 +01:00
JohnM666
b19544e91d
Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot
2021-05-20 10:46:24 +03:00
Rémi Verschelde
ed11756d26
GDNative: Fix size mismatch on 32-bit platforms for Signal and Callable
...
Fixes #48645 .
2021-05-11 20:25:01 +02:00
Rémi Verschelde
01f80201bf
Merge pull request #38645 from KoBeWi/FMR
...
Add filter, map and reduce to Array
2021-05-06 20:44:01 +02:00
Hugo Locurcio
3f078c99f6
Rename IP_Unix
, IP_Address
and TCP_Server
to remove underscores
2021-05-06 02:52:01 +02:00
Tomasz Chabora
c50acc7339
Add filter, map and reduce to Array
2021-05-05 15:54:57 +02:00
Rémi Verschelde
c9e874b62d
Merge pull request #48442 from akien-mga/posmod-int64_t
...
Re-bind posmod, use int64_t instead of int
2021-05-04 15:15:52 +02:00
Rémi Verschelde
e196733e88
Re-bind posmod, use int64_t instead of int
...
Fixes #48420 , fixes #48421 .
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2021-05-04 13:25:08 +02:00
reduz
c76acf6890
Add RPC to Callable
...
-Up to each scripting language to implement this
-If not supported for the function, it will just error when you try to call
2021-05-03 19:21:37 -03:00
Rémi Verschelde
f9b9992c25
Merge pull request #35245 from qarmin/unsigned_bit_shift
...
Don't allow to use in bit shift negative operands
2021-05-03 15:48:49 +02:00
Rémi Verschelde
9e9ac9f6ad
Merge pull request #46476 from DarknessCatt/master
...
Add fill method to Arrays and PackedArrays
2021-04-28 16:52:31 +02:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
...
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Florian Kothmeier
a2c419bdc9
Raise error if Resource is of wrong type as function argument
2021-04-27 21:24:08 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem
/zeromem
defines
...
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639
.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Matheus Lima Cunha
efd27a63c1
Add fill method to Arrays and PackedArrays
2021-04-21 11:33:53 -03:00
George Marques
a6c5938909
Remove return value type adjust of builtin method calls
...
Make calls faster with the caveat that the caller needs to make sure
that the return value type is already correct.
2021-04-16 12:04:34 -03:00
Julien Nguyen
026b8497d1
Fix PackedFloat32Array get index not working
2021-04-12 23:33:06 +02:00
reduz
e67c63108b
Add marshalling to PackedByteArray
...
-Decode/Encode functions for u8,s8,u16,s16,u32,s32,u64,s64,half,float,double,variant
-Improved binder template to allow this
Given in Godot 4.0 PackedByteArray is passed as reference, it is now possible to have these functions there, which makes the most sense.
2021-04-10 13:09:22 -03:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements
2021-04-05 14:09:59 +02:00
Rémi Verschelde
4b6e9f3157
Merge pull request #46991 from madmiraal/rename-invert-reverse
...
Rename Array.invert() to Array.reverse()
2021-04-01 13:32:22 +02:00
Rémi Verschelde
aba03110ba
Merge pull request #46830 from vnen/gdscript-typed-arrays
...
GDScript typed arrays
2021-03-29 16:47:38 +02:00
Marcel Admiraal
755c70b871
Rename Array.invert() to Array.reverse()
...
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Aaron Franke
affe3c817a
Use real_t in GridMap and VariantParser
2021-03-19 00:56:34 -04:00
George Marques
997a8ae9e8
Make Variant setget use set() method of Array
...
This ensure that typed arrays are properly checked when setting an
element.
Moved the macro to a straight declaration since the macro was only used
for Array and it now is quite specific to the Array class.
2021-03-18 10:18:59 -03:00
George Marques
fbfdd5e110
Add functions to retrieve type of a typed Array
2021-03-18 10:18:58 -03:00
George Marques
497dab94be
Don't check type when assigning Array
...
The array should just assimilate the type of the other one since
assignment in this case means a change in the reference.
This also adds a `typed_assign` function for the cases where type
validation is wanted.
2021-03-18 10:18:58 -03:00
Rémi Verschelde
224f5cab99
Merge pull request #46378 from reduz/static-method-in-variant-types
...
Add static method support to core Variant types
2021-03-16 15:44:04 +01:00
reduz
ecfa570ccb
Add static method support to core Variant types
...
* Properly exposed, including validated and variant call
* Bound static functions in String and Color
* Did not add support for scripting languages, will have to be added manually.
2021-03-16 10:53:05 -03:00
Anshul7sp1
91181c2086
Fixes small typos and grammar correction
2021-03-12 19:05:16 +05:30
Rémi Verschelde
83b1acdc60
Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
...
Relaxes node name sanitization in gltf documents.
2021-03-09 14:54:33 +01:00
Alex Hirsch
6985967c3b
Add missing ERR_FAIL_INDEX check to Variant::construct
...
Other functions in the same file validate parameters using the ERR_FAIL
macros. This validation was missing for Variant::construct resulting in
a crash when called with invalid data (p_type < 0).
fix #46067
2021-03-04 18:50:37 +01:00
Rafał Mikrut
2cbdcb03a1
Don't allow to use in bit shift negative operands
2021-03-04 16:25:40 +01:00
abaire
61cc1c8624
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-02-24 08:22:27 -08:00
George Marques
f1088e1b70
Bind ClockDirection enum
...
It's the only enum in math_defs.h not bound, and it's used by Plane.
2021-02-23 13:56:28 -03:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector
2021-02-16 18:33:23 -05:00
JestemStefan
2c71ff1119
Added signed_angle_to for Vector3
2021-02-16 05:07:33 -05:00
kobewi
fb83d905da
Change sort_custom/bsearch_custom to use Callables
2021-02-04 14:37:52 +01:00
Aaron Franke
f55445079a
Replace ColorN and from HTML with a string constructor
2021-02-01 17:27:19 -05:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
...
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
...
Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Rémi Verschelde
976e768e71
Merge pull request #45489 from aaronfranke/core
...
Type consistencies in core
2021-01-27 21:16:20 +01:00
Aaron Franke
1be0d6b30e
Type consistencies in core
2021-01-26 13:04:22 -05:00
Yuri Roubinsky
38a5d22079
Renamed String.ord_at to unicode_at
2021-01-26 20:36:12 +03:00
Marcel Admiraal
8b983bddfb
Remove Quat set methods in favour of constructors
2021-01-26 06:52:04 +00:00
Rémi Verschelde
f6be114d02
Merge pull request #44427 from briansemrau/fix-variant-bitand-validated-eval
...
Fix bitwise-and eval not updating return type
2021-01-11 13:53:27 +01:00
Rémi Verschelde
eea3287c2d
Merge pull request #44661 from AndreaCatania/AndreaCatania-patch-5
...
Fixes: GDscript min and max are inverted
2021-01-05 13:42:08 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
...
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00