Commit graph

123 commits

Author SHA1 Message Date
Jerome67000
2609cc9ef4 Removes Script::get_node_type()
used before GDScript, with squirrel apparently
2017-10-25 20:11:30 +02:00
Ignacio Etcheverry
e218a13a64 Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
2017-10-24 15:48:58 +02:00
Rémi Verschelde
6361e24f29 Cleanup unnecessary debug prints 2017-10-21 20:41:07 +02:00
Rémi Verschelde
8652c1d5b1 classref: Sync with current source 2017-10-21 12:04:36 +02:00
Emmanuel Leblond
aedc44f6fe
[GDnative] remove useless (and illegal !) STL include 2017-10-20 22:05:25 +02:00
scorched
3ba5ee42c3 Fix compilation on Visual Studio 2013 (#10219). 2017-10-20 12:55:22 +02:00
Thomas Herzog
8c50bc369e Merge pull request #11953 from touilleMan/pluginscript
[GDnative] add pluginscript \o/
2017-10-17 13:08:41 +02:00
Emmanuel Leblond
e715be0f0a
[GDnative] add pluginscript \o/ 2017-10-17 10:50:13 +02:00
Emmanuel Leblond
9c1f6c5db6
[Nativescript] fix crash when loading a library with missing godot_nativescript_init 2017-10-16 08:16:37 +02:00
BastiaanOlij
c6ce73c680 Couple of small changes so our ARVRInterfaceGDNative gets constructed and registered automatically when a module loads 2017-10-15 12:56:36 +11:00
Karroffel
86de8060a4 remove error message for optional NativeScript symbols 2017-10-15 03:42:52 +02:00
Karroffel
e0019453a2 update ARVRInterfaceGDNative to use API struct 2017-10-14 18:18:02 +02:00
Karroffel
e568f80e6e [GDNative] removed native_raw_call 2017-10-14 15:50:55 +02:00
BastiaanOlij
cc37d43f86 Redoing the ARVR GDNative interface as module and tighter implementation 2017-10-14 09:10:18 +11:00
Karroffel
916ee427ff removed GDNativeClass doc from GDNative module 2017-10-13 15:02:54 +02:00
BastiaanOlij
41e70d4192 Move GDNative docs into gdnative folder 2017-10-13 21:54:57 +11:00
Thomas Herzog
ea37f44ec8 Merge pull request #11950 from sheepandshepherd/gdnative_property_index
Include property index in GDNative class API
2017-10-09 13:55:36 +02:00
Emmanuel Leblond
6363bcf209
[GDnative] fix crash at cleanup time when singleton_gdnatives is not empty 2017-10-09 00:31:25 +02:00
sheepandshepherd
6f3fffecb3 Include property index in GDNative class API
Needed by properties that share set/get functions. Fixes #10329.
2017-10-08 23:57:06 +02:00
Emmanuel Leblond
ce197990bc
[GDnatvie] improve wrapper code generation 2017-10-08 20:51:18 +02:00
Emmanuel Leblond
d17951f57e
[GDnative] Add string_name api 2017-10-08 16:47:10 +02:00
sheepandshepherd
39584f3312 Store GDNative API in array instead of dictionary 2017-10-07 20:17:12 +02:00
Juan Linietsky
3d87b70f7a Added the set/get_setting function in Editor/Project settings. Renamed has() to has_setting. Fixes #11844 2017-10-05 15:34:34 -03:00
Thomas Herzog
454dec2f2f Merge pull request #11806 from touilleMan/gdnative-version-field
[GDnative] add api version field to godot_gdnative_api_struct
2017-10-04 11:57:53 +02:00
Emmanuel Leblond
3e29cb806c
[GDnative] add future-proof next field to godot_gdnative_api_struct (a la Vulkan) 2017-10-04 03:11:41 +02:00
Karroffel
2a4e2b5378 [GDNative] added API struct wrapper generator
Previously functions of the GDNative API were accessed by letting
the loader at load-time resolve the symbols. This causes troubles on
Windows (...sigh...), so now the GDNative API isn't exported anymore.

This means, that a library that wants to call a GDNative function
needs to access it via a struct of pointers that's passed to it at
right after the library was loaded. To make the usage easier, those
function pointers in the struct can be wrapped in actual function in
the global scope. This commit adds a generator for that wrapper code.
2017-10-03 23:26:39 +02:00
Emmanuel Leblond
0d41be3790
[GDnative] add api version field to godot_gdnative_api_struct 2017-10-03 18:08:34 +02:00
Emmanuel Leblond
cdc29926af
[GDnative] replace gdnative_api_struct.h by a json-based autogenerated system 2017-10-03 09:48:52 +02:00
Emmanuel Leblond
c55b8217ab
[GDnative] Add active_library_path to init options struct 2017-10-02 13:45:47 +02:00
Emmanuel Leblond
c11c951871
[GDnative] Add binding to GDNativeLibrary::get_active_library_path 2017-10-02 13:25:53 +02:00
Ruslan Mustakov
f5b3b24c22 Enhance iOS export
- The export process now builds complete .ipa on macOS, instead of just
   creating XCode project.

 - The project includes Capabilities games usually require: Game Center,
   Push Notifications, In-App Purchase.

 - Icons and launch screens can be specified in export preset.
2017-09-26 00:18:08 +07:00
Ross Hadden
1a97d6455d Fixed a bunch of typos, including an error code. 2017-09-21 23:58:29 -04:00
Hein-Pieter van Braam
833c3917b2 Allow booleanization of all types
We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.

This allows you to write GDScript like:
if not Dictionary():
  print("Empty dict")

Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
2017-09-19 18:55:31 +02:00
Konstantin Zaitsev
28dc30cd59 Change structure order for godot nim compatibility 2017-09-19 11:35:51 +07:00
Konstantin Zaitsev
c386a02654 Fix MSVC compilation errors 2017-09-19 10:33:07 +07:00
Thomas Herzog
259778ce8c Merge pull request #11296 from touilleMan/gdnative-api-struct
[GDnative] pass api as struct of function pointers to loaded gdnative modules
2017-09-17 20:59:46 +02:00
Emmanuel Leblond
8d57a3f3d5
[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation 2017-09-17 18:33:08 +02:00
Emmanuel Leblond
e4c9f8895e
[GDnative] create godot_gdnative_api_struct and pass it to godot_gdnative_init_options 2017-09-17 16:13:14 +02:00
Rémi Verschelde
2d4f6ef0bf Apply clang-format again to recent changes
Also add missing copyright headers.

[ci skip]
2017-09-16 19:48:45 +02:00
Marcelo Fernandez
12a7f15bdc Fix compile error on gd_native_library_editor.cpp with tools=no 2017-09-15 13:29:29 -03:00
Thomas Herzog
5636ac526e Merge pull request #11237 from endragor/gdnative-variant-ref
Construct Variants from Reference properly in GDNative
2017-09-14 21:21:50 +02:00
Juan Linietsky
35ed1eef2a Added a menu to enable/disabled GDNative singletons in project settings 2017-09-14 15:02:51 -03:00
Ruslan Mustakov
f08bc0df7c Construct Variants from Reference properly in GDNative
Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.

Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
2017-09-14 19:40:36 +07:00
Rémi Verschelde
4f51211dfb Merge pull request #11028 from mrawlingst/color-RGBA32
Change Color.to_32() to Color.to_rgba32() and lowercase other functions
2017-09-12 13:44:43 +02:00
bncastle
fc83821316 Fixed attempt to delete NULL pointer error
Fixed: Error cause by attemptng to delete a NULL pointer.
unregister_gdnative_types() now checks discoverer to see if it is NULL
before deleting. After selecting a godot project to edit (in Win10), the
discoverer_callback() wasn't called thus discoverer was NULL.
2017-09-10 17:39:42 -04:00
mrawlingst
6aa5bc2347 Change Color.to_32() to to_rgba32() and format as RGBA 2017-09-07 16:19:44 -04:00
Ruslan Mustakov
269203a022 Provide NativeScript properties in definition order 2017-09-05 12:45:23 +07:00
Karroffel
54a9c1ee43 [GDNative] added singleton GDNativeLibraries
A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
2017-09-03 16:56:00 +02:00
Karroffel
7878329e6f merged gdnative and nativescript module 2017-09-03 15:28:43 +02:00
Hein-Pieter van Braam
f9467ec1ea Fix signed and unsigned comparisons
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00