Commit graph

1272 commits

Author SHA1 Message Date
Andreas Haas
3204befd1e
Fix InputEvent actions.
The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
2017-05-27 10:52:57 +02:00
Juan Linietsky
f89641907f -Added EXR supprot for HDR (no BC6 compression yet though)
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
2017-05-26 22:31:32 -03:00
Andreas Haas
3744d9fd55
Fix virtual methods in InputEventKey.
This fixes a lot of problems with key input in the engine.
2017-05-25 21:56:54 +02:00
Juan Linietsky
7c89e00d46 Merge pull request #8590 from tagcup/s3tc_stuff
Use libsquish to decompress DXT textures.
2017-05-25 16:29:04 -03:00
Rémi Verschelde
7592c2380d Merge pull request #8898 from vnen/screentouch-struct-class
Change InputEventScreenTouch from struct to class
2017-05-25 08:40:27 +02:00
George Marques
452caf3f80
Change InputEventScreenTouch from struct to class 2017-05-24 16:06:07 -03:00
Martin Capitanio
29c5b4c7e6 Fix 2D-editor mouse wheel zoom (x11).
Fixes #8888
2017-05-24 10:02:43 +02:00
Juan Linietsky
afcce9eb12 -Fix the "set_val" call deferred, it was the only one.. closes #8742
-Removed redundant bind in input_event
2017-05-23 09:06:22 -03:00
Juan Linietsky
6161e731d0 fixed crash on code that checks InputEvent 2017-05-23 08:13:11 -03:00
Rémi Verschelde
ce51138b38 Merge pull request #8786 from bojidar-bg/fix-astar-weight-scale
Fix weigth scale of A* being applied to the whole estimation
2017-05-22 15:16:20 +02:00
Bojidar Marinov
bd91730347
Fix weigth scale of A* being applied to the whole path and estimation
Attempt to fix #8584
2017-05-22 15:55:49 +03:00
Ferenc Arn
e4eb093c62 Avoid overestimating the cost in AStar heuristics.
This is a necessary condition for finding optimal solutions.
This is achieved by simply requiring/ensuring that no weights are smaller than 1.

Fixes #8584.
2017-05-21 15:13:09 -05:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde
c7650c363b Merge pull request #8829 from supagu/astar-bidirectional
Added bool to allow astar points to be connected in one direction only
2017-05-20 09:49:28 +02:00
Emmanuel Leblond
abcb044bf3
Finish implementation of GDnative builtins bindings 2017-05-19 23:28:15 +02:00
Fabian Mathews
2262a59ab3 Added bool to allow astar points to be connected in one direction only 2017-05-19 20:46:45 +09:30
Ferenc Arn
3c175115eb Use libsquish to decompress DXT textures. 2017-05-18 16:57:53 -05:00
Rémi Verschelde
1f62c33141 Merge pull request #8807 from RandomShaper/mq-flush-reentrant
Make MessageQueue::flush() reentrant
2017-05-18 18:52:55 +02:00
Rémi Verschelde
c2854381b3 Merge pull request #8649 from neikeq/pr-ringbuffer-find
RingBuffer: Adds find() method
2017-05-18 13:42:56 +02:00
Pedro J. Estébanez
983fd3a7bb Make MessageQueue::flush() reentrant 2017-05-18 13:02:49 +02:00
Rémi Verschelde
c3baf5eb3c Fix two typos from previous commit
Also cleanup comments on variant types.
2017-05-17 18:45:56 +02:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Damian Day
f2564ca97f Fix natural sorting order in EditorFileDialog, FileDialog and EditorFileSystemDirectory
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural

Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.

Fixes #8712.
2017-05-12 13:02:25 +01:00
Marcelo Fernandez
bba8f1db30 Fixed the IP resolver code blocking the main thread, it uses a Mutex now to lock its own thread. 2017-05-08 21:30:48 +02:00
toger5
304a1f5b5a Implemented scrolling factor for smooth trackpad scrolling
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
2017-05-07 14:23:56 +02:00
Rémi Verschelde
18df047f0b Merge pull request #8658 from Faless/explain_out_of_mem_msg_queue_master
Better explain out of memory error in message queue
2017-05-05 23:09:30 +02:00
Rémi Verschelde
e58519eb31 Merge pull request #8642 from RandomShaper/fix-pack-get-curr-dir
Fix infinite loop in DirAccessPack::get_current_dir()
2017-05-05 23:02:07 +02:00
Fabio Alessandrelli
1a7aafa90d Better explain out of memory error in message queue
Also effectively saves one unnecessary call when everything is fine.
2017-05-05 19:56:54 +02:00
Ignacio Etcheverry
803a54d93c RingBuffer: Adds find() method 2017-05-05 02:09:43 +02:00
Pedro J. Estébanez
5c0188b5c3 Fix infinite loop in DirAccessPack::get_current_dir() 2017-05-04 02:20:53 +02:00
Rémi Verschelde
7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
Rémi Verschelde
de7eba887e Merge pull request #8572 from akien-mga/thirdparty
Moving more thirdparty stuff (minizip, some single-file external libs) to the thirdparty directory
2017-04-29 22:57:49 +02:00
Juan Linietsky
6d2f985db4 Revert "Use .godot as file extension for project files." 2017-04-29 17:56:51 +02:00
Rémi Verschelde
d4029aa51a Move other lone thirdparty files to thirdparty/misc
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
2017-04-28 21:19:25 +02:00
Rémi Verschelde
c5f830d6b9 Split thirdparty smaz.c out of compressed_translation.cpp
Code comes from 150e125cba/smaz.c

With a small modification to match Godot expectations:
```
diff --git a/thirdparty/core/smaz.c b/thirdparty/core/smaz.c
index 9b1ebc2..555dfea 100644
--- a/thirdparty/core/smaz.c
+++ b/thirdparty/core/smaz.c
@@ -14,7 +14,7 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 #include <string.h>

 /* Our compression codebook, used for compression */
-static char *Smaz_cb[241] = {
+static const char *Smaz_cb[241] = {
 "\002s,\266", "\003had\232\002leW", "\003on \216", "", "\001yS",
 "\002ma\255\002li\227", "\003or \260", "", "\002ll\230\003s t\277",
 "\004fromg\002mel", "", "\003its\332", "\001z\333", "\003ingF", "\001>\336",
@@ -89,7 +89,7 @@ static char *Smaz_rcb[254] = {
 "e, ", " it", "whi", " ma", "ge", "x", "e c", "men", ".com"
 };

-int smaz_compress(char *in, int inlen, char *out, int outlen) {
+int smaz_compress(const char *in, int inlen, char *out, int outlen) {
     unsigned int h1,h2,h3=0;
     int verblen = 0, _outlen = outlen;
     char verb[256], *_out = out;
@@ -167,7 +167,7 @@ out:
     return out-_out;
 }

-int smaz_decompress(char *in, int inlen, char *out, int outlen) {
+int smaz_decompress(const char *in, int inlen, char *out, int outlen) {
     unsigned char *c = (unsigned char*) in;
     char *_out = out;
     int _outlen = outlen;
@@ -192,7 +192,7 @@ int smaz_decompress(char *in, int inlen, char *out, int outlen) {
             inlen -= 2+len;
         } else {
             /* Codebook entry */
-            char *s = Smaz_rcb[*c];
+            const char *s = Smaz_rcb[*c];
             int len = strlen(s);

             if (outlen < len) return _outlen+1;
diff --git a/thirdparty/core/smaz.h b/thirdparty/core/smaz.h
index a547d89..a9d8a33 100644
--- a/thirdparty/core/smaz.h
+++ b/thirdparty/core/smaz.h
@@ -14,7 +14,7 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 #ifndef _SMAZ_H
 #define _SMAZ_H

-int smaz_compress(char *in, int inlen, char *out, int outlen);
-int smaz_decompress(char *in, int inlen, char *out, int outlen);
+int smaz_compress(const char *in, int inlen, char *out, int outlen);
+int smaz_decompress(const char *in, int inlen, char *out, int outlen);

 #endif
```
2017-04-28 21:19:24 +02:00
Rémi Verschelde
2398eb6ed4 Move core thirdparty files to thirdparty/{minizip,misc} 2017-04-28 21:19:23 +02:00
Andreas Haas
c530d8f43c
Fix recognition of resource extensions.
Also removes a related debug print.
2017-04-26 23:07:23 +02:00
volzhs
ec1c7ce6c3 Fix wrong fallback for locale 2017-04-26 04:48:03 +09:00
Rémi Verschelde
1dc689b513 Merge pull request #8506 from iam13islucky/patch-1
[3.0] Fix bug in Image::_get_pixelb
2017-04-24 12:02:10 +02:00
Rémi Verschelde
bd885ed704 Merge pull request #8469 from Melix19/patch-2
Update snake_case splitting
2017-04-24 11:38:36 +02:00
Rémi Verschelde
68870af214 Merge pull request #8420 from magyar123/pr-script-files-as-base
Added the ability to select files as base when creating scripts
2017-04-24 11:28:36 +02:00
Rémi Verschelde
5ae1e172da Merge pull request #8277 from tagcup/math_checks
Added various functions basic math classes. Also enabled math checks …
2017-04-24 11:16:20 +02:00
iam13islucky
73a9a85bc9 [3.0] Fix bug in Image::_get_pixelb
Fixes issue:
 https://github.com/godotengine/godot/issues/8158
2017-04-23 22:51:35 -06:00
Marco Melorio
4677c0fbb8 Update snake_case splitting 2017-04-23 23:03:16 +02:00
Rémi Verschelde
515f92d03b Fix property warnings and hide some debug prints
"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
Rémi Verschelde
99529fb80d Move VERSION_MKSTRING logic to version.h
Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.

(cherry picked from commit 3b687c5474)
2017-04-20 12:14:34 +02:00
Rémi Verschelde
22b9c0207b Merge pull request #8417 from neikeq/hello-there
External editor improvements and fixes
2017-04-20 02:20:04 +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
7088d9e30f Merge pull request #8441 from tagcup/seed_fix
Fix PRNG randomization.
2017-04-18 00:06:41 +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
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
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
mbalint12
a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +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
Bojidar Marinov
c37840c69f
Fix a pesky bug in marshalls.cpp/encode_variant
Fixes #7556 running game from editor on LLVM builds.
2017-04-11 20:17:56 +03:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
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
Rémi Verschelde
f29dc079dc Merge pull request #8333 from touilleMan/classdb-class_sget_property-binding
Add _ClassDB.class_[g|s]et_property to ClassDB exposed methods
2017-04-09 17:46:35 +02:00
Emmanuel Leblond
42eba57bad
Add return value in ClassDB.class_[g|s]et_property bindings 2017-04-09 14:04:01 +02:00
Emmanuel Leblond
23c310be7b
Add _ClassDB.class_[g|s]et_property to ClassDB exposed methods 2017-04-09 13:27:07 +02:00
Juan Linietsky
4286aef693 Particle system is complete. Rejoice! 2017-04-08 22:40:06 -03:00
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
Ferenc Arn
9a37ff1e34 Added various functions basic math classes. Also enabled math checks only for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
2017-04-06 13:03:56 -05:00
Rémi Verschelde
1a33d5e06f Merge pull request #8286 from Hinsbart/memleaks
Core: fix possible memory leaks.
2017-04-06 14:34:21 +02:00
Andreas Haas
a2734df7ed
Core: fix possible memory leaks. 2017-04-06 13:43:13 +02:00
Rémi Verschelde
2c4e4432af Merge pull request #8214 from tagcup/bounce_reflect_slide
Made slide and reflect active verbs acting on itself in Vector2 and V…
2017-04-05 01:23:09 +02:00
Rémi Verschelde
46bc14e66f Merge pull request #8246 from GodotNativeTools/dlscript-module
DLScript module
2017-04-04 00:25:03 +02:00
Karroffel
fd55308786 added dlscript module
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.
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
Rémi Verschelde
5b09dde3fe Merge pull request #8146 from supagu/astar
Added ability to change A-star cost function
2017-04-03 13:52:59 +02:00
Fabian Mathews
b541402417 Added ability to change A-star cost function 2017-04-01 16:36:22 +10:30
Karroffel
2281942fb3 Added methods for opening dynamic libraries to OS 2017-03-29 23:05:15 +02:00
Ferenc Arn
97d510531a Fix polar decomposition in 2D.
When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.

Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
2017-03-29 12:04:49 -05:00
Rémi Verschelde
5cad9147f9 Merge pull request #8133 from Hinsbart/joy_constants
Input: Refactor JOY_* constants.
2017-03-24 22:53:16 +01:00
Rémi Verschelde
60a9debb99 Merge pull request #8132 from tagcup/vector3_angle_to
Use atan2 rather than acos in Vector3.angle_to.
2017-03-24 22:52:46 +01:00
Rémi Verschelde
beba97c0c3 Merge pull request #8122 from tagcup/axis_check_normalization
Explicitly documented that Transform.basis is not necessarily an orth…
2017-03-24 22:51:27 +01:00
Rémi Verschelde
98baec6880 Merge pull request #8109 from RandomShaper/warped-panning
Implement warped mouse panning for 2D & 3D editors
2017-03-24 22:50:39 +01:00
Rémi Verschelde
ca3596b043 Merge pull request #8098 from bojidar-bg/configfile-get-value-suppress
Suppress error messages when using ConfigFile::get_value and a default is given
2017-03-24 22:49:50 +01:00
Rémi Verschelde
296ece2c6a Merge pull request #7985 from Faless/enet_godot_sock_squash
Update ENet to use Godot sockets.
2017-03-24 22:47:18 +01:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Andreas Haas
0d8f5660f6
Input: Refactor JOY_* constants.
**Breaking change**

Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
2017-03-24 18:04:36 +01:00
Ferenc Arn
3730e0533c Use atan2 rather than acos in Vector3.angle_to.
Fixes #8111.
2017-03-24 12:03:33 -05:00
Fabio Alessandrelli
5f681d0b0f Allow non blocking UDP put_packet in C++.
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
2017-03-24 02:30:11 +01:00
Ferenc Arn
6bb9b58b09 Explicitly documented that Transform.basis is not necessarily an orthogonal matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.

Fixes #8113.
2017-03-23 12:27:00 -05:00
Pedro J. Estébanez
f5004b78d0 Implement warped mouse panning for 2D & 3D editors
Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-22 21:36:52 +01:00
Bojidar Marinov
927d15b815
Suppress error messages when using ConfigFile::get_value and a default is given
Fixes #8097
2017-03-21 19:56:54 +02:00
Andreas Haas
a69e449782
Input: bind parse_input_event()
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.

This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
2017-03-19 09:20:44 +01:00
Karroffel
6ab3213a55 fixed ClassDB inconsistencies
fixes #7960
2017-03-13 21:17:31 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
45438e9918 Style: prevent bogus macro formatting by clang-format
Also prevent formatting of thirdparty snippet
2017-03-05 16:29:53 +01:00
Karroffel
1531f6fe01 really fixed PTRCALL now 2017-03-05 16:20:20 +01:00
Rémi Verschelde
f4fb19d11a Merge pull request #7958 from karroffel/powerstate-ptrcall-fix
Added PowerState casting operator to Variant
2017-03-05 15:48:06 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Karroffel
15838f3702 Added PowerState casting operator to Variant
Without it Godot does not build with PTRCALL_ENABLED
2017-03-05 15:32:16 +01:00
Rémi Verschelde
e6952cad3a Merge pull request #7950 from RandomShaper/expose-more-geom
Expose uncapped versions of closest-point-to-segment utilities
2017-03-05 12:04:23 +01:00
Pedro J. Estébanez
0e0b6ec443 Expose uncapped versions of closest-point-to-segment utilities 2017-03-04 23:02:27 +01:00
Julian Murgia
94103c0c02 Add API to access battery power state
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
2017-03-04 18:04:29 +01:00
Rémi Verschelde
de530c1b23 Merge pull request #7940 from RandomShaper/expose-geometry
Expose Geometry::get_closest_point_to_segment_2d()
2017-03-04 17:00:34 +01:00
Pedro J. Estébanez
eaa6433b3b Expose Geometry::get_closest_point_to_segment_2d() 2017-03-04 01:55:12 +01:00
Rémi Verschelde
74eace2b14 Merge pull request #7911 from RandomShaper/single-field-prop-edit
Implement single-field property change for multinode edit
2017-03-02 11:47:11 +01:00
Pedro J. Estébanez
1e867cb9d4 Implement single-field property change for multinode edit 2017-03-02 10:42:05 +01:00
Rémi Verschelde
ee53f85bea Merge pull request #7882 from AlexHolly/PoolStringArray-join
added join to PoolStringArray
2017-03-02 08:00:28 +01:00
Leandro Motta Barros
0e5863c86a Fix RANDOM_MAX, which is 2^32-1 with PCG32. 2017-03-01 14:33:45 -03:00
AlexHolly
9f7ce79ea3 added join to PoolStringArray 2017-03-01 16:30:34 +01:00
Rémi Verschelde
a1cbe8e22b Merge pull request #7878 from RebelliousX/else
Bunch of missing `else` statements and general logic
2017-02-28 23:03:10 +01:00
Saracen
5e938f0001 Inf and NaN support added to GDScript. 2017-02-28 21:52:33 +00:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Rémi Verschelde
9c2542cf26 Merge pull request #7830 from volzhs/str-format-3
Fix zero padding formatting
2017-02-26 20:15:10 +01:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
volzhs
b8e58b2b7b Fix zero padding formatting 2017-02-18 00:20:05 +09:00
Hein-Pieter van Braam
b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Juan Linietsky
d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Juan Linietsky
04a6d2789e Revert "Make nan==nan true for GDScript" 2017-02-14 17:05:16 -03:00
Hein-Pieter van Braam
adcc211feb Make nan==nan true for GDScript
After discussing this with Reduz this seemed like the best way to
fix #7354. This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.

Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.

This fixes #7354 and probably also fixes #6947
2017-02-14 13:32:23 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
70b9aa379d Merge pull request #7581 from Faless/v6_wild_bind
TCP/UDP listen bind to address and bugfixes
2017-02-12 23:31:40 +01:00
Rémi Verschelde
70fff42df5 Merge pull request #7749 from Faless/fix_7697
HTTPClient properly handle partial data in non-blocking mode
2017-02-12 23:18:59 +01:00
Rémi Verschelde
5ce18cbdb9 Merge pull request #7743 from karroffel/json_parsing-3.0
JSON::parse reports errors on open-ended objects (master)
2017-02-12 23:17:08 +01:00
Nuno Donato
6b5c595e40 Added "Scots" locale name, fixing #7630 2017-02-08 14:54:28 +00:00
Fabio Alessandrelli
833994b294 HTTPClient properly handle partial data in non-blocking mode
Use block to send DVector::Write out of scope in
HTTPClient::read_response_body_chunk()
2017-02-07 11:01:53 +01:00
Juan Linietsky
6bfaa0f12c shadows were not working in-editor for nvidia, fixed now 2017-02-06 20:18:35 -03:00
Karroffel
d5071a940d JSON::parse reports errors on open-ended objects 2017-02-06 19:34:34 +00:00
Juan Linietsky
6f2e16306a Several bugfixes, improving the import workflow 2017-02-06 00:38:39 -03:00
Juan Linietsky
af3fabeb77 Ensure proper config version when reading the new configuration file. 2017-02-04 21:02:52 -03:00
Juan Linietsky
102b5fce85 Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x 2017-02-04 20:53:55 -03:00
volzhs
e3cf472651 Match ERROR_QUERY_FAILED enum with others 2017-02-02 21:15:47 +09:00
Rémi Verschelde
40e4c1f6ab Merge pull request #7689 from eska014/webgl2
Enable WebGL2 in web export, start fixing build
2017-02-02 08:18:42 +01:00
Rémi Verschelde
a506898137 Merge pull request #7681 from karroffel/classdb_type
corrected ClassDB::instance() return type
2017-02-02 08:15:43 +01:00
Rémi Verschelde
af6d59eed6 Merge pull request #7649 from Faless/fix_input_master
Keyboard Input modifiers do not block actions.
2017-02-02 08:07:47 +01:00
Juan Linietsky
b3aebcf6df CSV translation import plugin 2017-02-01 20:41:05 -03:00
Juan Linietsky
2cd2ca7bbc Lot of work in new importer, importing textures now works. 2017-02-01 09:46:36 -03:00
eska
e06edc67c0 Enable WebGL2 in web export, start fixing build
Will not yet compile
2017-02-01 10:21:04 +01:00
Karroffel
a7b1f9ee5a corrected ClassDB::insatnce() return type 2017-01-30 14:13:13 +01:00
Juan Linietsky
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Fabio Alessandrelli
9100db7b94 Keyboard Input modifiers do not block actions.
This means, if you press "F" while holding "shift" and there is and
action registered for "F" that action should be pressed.
This commit restore this behaviour, lost when implementing
is_action_just_pressed.
If you want "blocking modifiers" you should code it via script.

Fixes 6826
2017-01-25 21:21:19 +01:00
Rémi Verschelde
831d9b925a Merge pull request #7563 from RayKoopa/extended_list_dir_begin
Add parameters to Directory.list_dir_begin() to skip navigational or hidden entries
2017-01-25 20:22:34 +01:00
Ilija Boshkov
1005a56e5a Added focus tracking in X11 and Windows classes, added new confined mouse mode (#7162) 2017-01-25 19:21:41 +01:00
Juan Linietsky
4c28f35b2c Merge pull request #7002 from RandomShaper/vcs-friendliness
Greater VCS friendliness
2017-01-25 14:52:40 -03:00
Juan Linietsky
7e1afeafd4 Audio bus editing is COMPLETE! 2017-01-25 14:31:52 -03:00
Ray Koopa
1ce9bbc8ed Added parameters to skip hidden and/or navigational file system entries 2017-01-24 21:07:02 +01:00
Juan Linietsky
87bb6cdc6f Ability to drag and drop around audio effects! 2017-01-24 00:19:31 -03:00
Juan Linietsky
3b019bf644 Ability to delete, drag and drop audio buses! 2017-01-23 23:12:41 -03:00
Juan Linietsky
2527566ca8 Merge pull request #7621 from Hinsbart/modified_time
Add ClassDB binding for File.get_modified_time
2017-01-23 22:07:02 -03:00
Andreas Haas
5ec0610c60
Add ClassDB binding for File.get_modified_time
Closes #7613
2017-01-23 22:33:58 +01:00
Fabio Alessandrelli
88a56ba783 Remove set_ip_type from network classes (no longer needed)
- TCP:
  - `listen` bind to wildcard "*" -> dual stack socket
  - `listen` bind to address -> socket from address type
  - `connect` -> resolve using best protocol (UNSPEC), socket from address type

- UDP:
  - `listen` bind to wildcard "*" -> dual stack socket
  - `listen` bind to address -> socket from address type
  - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
    (to change socket type you must first call `close` it)
2017-01-23 20:18:22 +01:00
Fabio Alessandrelli
2fe4ef6699 Implement UDP listen bind address 2017-01-23 20:18:18 +01:00
Fabio Alessandrelli
b2839343ca Implement TCP Server bind address 2017-01-23 20:15:20 +01:00
Fabio Alessandrelli
4198291cd4 IP_Address can now be a wildcard (not a valid IP, used for binding) 2017-01-23 20:15:20 +01:00
Fabio Alessandrelli
98a7e2b4e0 Convert validity checks of IP_Address to is_valid method. 2017-01-23 20:15:20 +01:00
Juan Linietsky
0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
Juan Linietsky
ee0f53df52 Merge pull request #7528 from tagcup/real_t_float_fixes
Use real_t rather than float or double in generic functions (core/mat…
2017-01-20 19:24:49 -03:00
BastiaanOlij
d11a4c1120 Some changes in the header so Godot3 compiles again on Windows. 2017-01-18 21:55:47 +11:00
karroffel
fb16f09b15 updated method_ptrcall.h to use 3.0 naming 2017-01-17 11:36:17 +01:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
d13f2f9e25 Merge pull request #7560 from volzhs/issue-7555
Fix crash when creating new project
2017-01-16 20:10:34 +01:00
Rémi Verschelde
bf05dab74f Merge pull request #7532 from tagcup/pcg_prng
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
2017-01-16 20:06:54 +01:00
volzhs
57350faee4 Fix crash when creating new project 2017-01-17 03:50:42 +09:00
Pedro J. Estébanez
7dbb1c0571 Improve .tscn VCS
Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)

Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.

This PR is back-compat; won't break the load of existing files.
2017-01-16 18:03:51 +01:00
BastiaanOlij
cef0ae5d5d Fix compile errors related to audio on OSX 2017-01-16 20:32:44 +11:00
Rémi Verschelde
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
e2a3f06f3d Style: Keep long lines for now
clang-format does not play well with tab-aligned multiline statements...
Some more research will be needed if we want to set a column limit.
2017-01-16 08:48:24 +01:00
Rémi Verschelde
40323407df Style: No break before list brace
clang-format does not handle that well *at all*.

For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +01:00
Rémi Verschelde
3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Ferenc Arn
4c9004671a Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state).
PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
2017-01-15 19:15:16 -06:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde
e0faf8a51b Style: Cosmetic fixes to play nice with clang-format 2017-01-15 16:42:17 +01:00
Rémi Verschelde
5e13a762ec Add missing map.h include in color defs 2017-01-15 12:51:47 +01:00
Geequlim
c8e9937e21 Fix error while JSON::parse with empty string 2017-01-15 16:59:02 +08:00
Juan Linietsky
5dde810aa5 no more errors related to missing GlobalConfig::Get (or so I hope) 2017-01-14 21:57:22 -03:00
Rémi Verschelde
d4eb8ec884 Merge pull request #7127 from BastiaanOlij/ios_meters
Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
2017-01-15 00:08:46 +01:00
Rémi Verschelde
8d3aedeefd MethodBind: Make sure header order is kept
When clang-format sorts includes alphabetically, MethodBind breaks.
Trying to move the object.h include upward in method_bind.h does
not seem to fix the problem, this needs investigation.
2017-01-14 22:07:28 +01:00
Rémi Verschelde
52666b88b3 Merge pull request #7525 from neikeq/pr-plus_file
String: plus_file(String) no longer adds a root
2017-01-14 19:53:35 +01:00
Wilhem Barbier
54b20874b6 Fix _Directory::get_current_drive error condition 2017-01-14 18:47:06 +01:00
Ignacio Etcheverry
95396067b7 String: plus_file(String) no longer adds a root 2017-01-14 18:18:44 +01:00
Rémi Verschelde
ce99286362 Merge pull request #7524 from neikeq/pr-dir-getcurdrive
Directory: Bind get_current_drive() method
2017-01-14 17:22:06 +01:00
Ignacio Etcheverry
0b2ae7313b Directory: Bind get_current_drive() method 2017-01-14 17:20:16 +01:00
Juan Linietsky
7c4167de64 Merge pull request #7010 from AlexHolly/format-string2
advanced string format
2017-01-14 11:56:24 -03:00
Juan Linietsky
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
78e90ac60b Unexpose the video mode API, will be completely removed when multi-window support is implemented. 2017-01-14 10:06:15 -03:00
Juan Linietsky
da4170540c Fixed dir access return value, changed it to Error like all other funcs 2017-01-14 09:17:15 -03:00
Juan Linietsky
6c512b88c2 UDP.set_send_address to UDP.set_dest_address 2017-01-14 00:54:21 -03:00
Juan Linietsky
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky
6e88b1096a Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming 2017-01-13 20:00:43 -03:00
Juan Linietsky
a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00
Rémi Verschelde
d2aae675e9 Replace Engine version API by preexisting OS one
It outputs a single Dictionary with all relevant information as
keys, that will less bloat the documentation and provide all details
in one function call.
2017-01-13 18:25:49 +01:00
Juan Linietsky
e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
Juan Linietsky
ad224295c0 made math functions inlnie 2017-01-12 08:55:42 -03:00
BastiaanOlij
5e4dcb3b7f Added support for getting gravity vector from iOS 2017-01-12 16:37:27 +11:00
Juan Linietsky
c84d618b4e Made InputEvent use floating point coordinates. 2017-01-12 00:12:54 -03:00
Juan Linietsky
bfef8de1bc More efficient iteration syntax, and range() is converted behind the scenes to it. 2017-01-11 20:10:23 -03:00
Juan Linietsky
f698e2be4f Proper inheritance checking when requesting theem resources 2017-01-11 18:29:59 -03:00
Juan Linietsky
b7d69c2444 Added a BACK notification besides QUIT, so they go in separate channels. 2017-01-11 16:42:31 -03:00
Juan Linietsky
7bf4b592f8 using VariantParser to parse engine.cfg 2017-01-11 16:42:31 -03:00
Juan Linietsky
e6583117df Both Array and Dictionary are always in shared mode (removed copy on write). 2017-01-11 08:54:17 -03:00
Rémi Verschelde
57166cd292 Merge pull request #7093 from bojidar-bg/named-colors
Add named colors to GDScript/Visual Script/core.
2017-01-11 10:36:15 +01:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
710692278d Merge pull request #7426 from m4nu3lf/bugfix/physics
Fixed inertia tensor computation and center of mass
2017-01-10 22:27:32 -03:00
Juan Linietsky
6671670e81 Merge pull request #7445 from tagcup/2d_math_fixes
Various corrections in 2D math.
2017-01-10 22:25:45 -03:00
Juan Linietsky
0acd4fccd5 Merge pull request #7438 from tagcup/matrix3_rotate_fix
Fix the order in which additional transformations are applied
2017-01-10 22:22:56 -03:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Ferenc Arn
f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Rémi Verschelde
0507f87de9 Merge pull request #7491 from BastiaanOlij/tools-no-fixes
Few small fixes so tools=no and target=release compiles
2017-01-10 15:31:03 +01:00
Rémi Verschelde
82ea31e42a Merge pull request #7490 from touilleMan/issue-7481
Remove deprecated Vector2.floorf method
2017-01-10 15:30:41 +01:00
Rémi Verschelde
9856843717 Merge pull request #7462 from karroffel/error_code
expose OS.set_exit_code and OS.get_exit_code to ClassDB
2017-01-10 15:29:39 +01:00
BastiaanOlij
bf990b0822 Few small fixes so tools=no and target=release compiles 2017-01-10 21:42:14 +11:00
Emmanuel Leblond
0fbf3b990d Remove deprecated Vector2.floorf method 2017-01-10 09:11:36 +01:00
Juan Linietsky
a503f8aadc Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00
Juan Linietsky
1f8451001d -Translation text will change automatically for in-game buttons, labels, poups when translation is changed.
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
2017-01-09 16:43:44 -03:00
Juan Linietsky
e9bb65db81 -All types have editable script now in properties
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
Juan Linietsky
62273e51a2 Moved JSON functions to built-in to_json, parse_json, validate_json 2017-01-08 22:40:00 -03:00
m4nu3lf
2e38b32e0f Fixed inertia tensor computation and center of mass 2017-01-09 00:13:54 +00:00
Juan Linietsky
fdc3380cf6 Remove XML format, as promised, for 3.0 2017-01-08 21:12:19 -03:00
Juan Linietsky
13cdccf23b Variant INT and REAL are now 64 bits (other types remain at 32) 2017-01-08 20:58:39 -03:00
Rémi Verschelde
8b7a86ec7b Move tests again from core to main
As advised by @reduz, as tests depend on other libs.
2017-01-08 21:33:37 +01:00
Juan Linietsky
10938e8bb9 Made Variant::NIL printable as "Null". Please everyone be on the lookout of bugs related to assigning an empty variant to a string, and expecting it to be not empty! 2017-01-08 17:23:04 -03:00
Juan Linietsky
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky
0a59c3c3a6 Dictionary keys are now sorted by insertion order 2017-01-08 14:17:04 -03:00
Ferenc Arn
6b1252cdfa Fix the order in which additional transformations are applied in Matrix3 and Transform.
This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too.

Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion.

Also replaced the few instances of float with real_t in Matrix3 and Transform.

Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition.

Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
2017-01-08 10:36:14 -06:00
Rémi Verschelde
ede36aca8d i18n: Add support for Scots (sco) language
Fixes #6931.
2017-01-08 16:48:30 +01:00
Rémi Verschelde
790f629e5e Move core engine tests to core/ 2017-01-08 14:08:18 +01:00
Juan Linietsky
8b912d1115 -Fix bugs related to PoolVector crashes
-Added ability to request nodes using $Name in GDScript :)
2017-01-08 02:04:53 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
karroffel
fbfcc981d9 exposed OS.set_exit_code and OS.get_exit_code to ClassDB 2017-01-07 18:55:48 +01:00
Juan Linietsky
53ce643e52 -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16
-Changed Vector<> template to fit this.
2017-01-06 10:15:44 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky
9e477babb3 -GDScript support for accessing properties directly
-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -03:00
Juan Linietsky
76c2e8583e Merge branch 'master' of https://github.com/godotengine/godot 2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Ferenc Arn
bd7ba0b664 Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.

This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00
Juan Linietsky
3fae505128 Begin modifying properties to make them more friendly to script and doc. 2017-01-03 00:38:16 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
0b2771bd65 Merge pull request #7271 from Faless/ipv6_cleanup
Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
Juan Linietsky
37f558cd7b Some BRDF fixes 2016-12-21 14:22:17 -03:00
Bojidar Marinov
474eafbbf6
Remove extraneous line in .po reader, which caused it to disregard first line
Fixes #7337
2016-12-20 21:10:44 +02:00
Juan Linietsky
075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Bojidar Marinov
23381a530b
Add named colors to GDScript/Visual Script/core.
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Fabio Alessandrelli
d194e1c48e Expose HTTP classes' set_ip_type to scripting 2016-12-13 11:09:37 +01:00
Juan Linietsky
22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Fabio Alessandrelli
c1c1ec690e Separate hostname resolve cache based on ip_type 2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
1aff508dd9 IP_Address now handle IPv4 and IPv6 transparently
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
  mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
  (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli
a77a0118f6 Allow setting ip_type for TCP/UDP and HTTP classes 2016-12-09 18:24:59 +01:00