If you somehow end up with a Singleton.gd that looks like this:
extends Node
class_name Singleton
func foo():
pass
You will get an error when using it in another file:
extends Node2D
func _init():
# Parser Error: Non-static function "foo" can only be called from an instance.
Singleton.foo()
This error is confusing. This patch ensures that an error on the class_name line will be produced:
Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.
Fixes#28187.
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
The PR did not use the ScriptCodeCompletionOption system introduced
later on, and somehow this did not generate a merge conflict even
though neighboring code was changed.
Obeyed CLANG format rules
Obeying CLANG format rules attempt 2
Obeying CLANG format rules attempt 3
Clean up
Fixed runaway while loop
Removed int initialization
Issues fixed:
- Updated assimp to latest and backported fixes into godot.
- Fixed file scale being ignored from FBX file.
- Fixed bone removal
- Implemented proper armature binding
- Fixed recursion not always going through the entire path
- Implemented assimp global scaling system
- Fixed assimp global scale process to support unit conversion
- Implemented proper fbx scaling
- Fixed asserts caused by missing faces in some models which could crash
- Fixed valid bone removal
- Fixed root node being overwriten by assimp which caused data loss
- Fixed armature construction so that it works with multiple roots
- Implemented basic support for FBX standard materials
- Refactoring to improve code quality and improve function reuse.
- Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone.
- Creating meshes is now done after hierarchy is created so that the skeleton is always available.
- Added support to assimp to support file scale in all formats which call SetFileScale.
- Many other fixes provided into assimp.
Known issues:
- FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks)
- Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node.
- When an animated mesh has not executed any animation the rest pose is wrong.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
The WebSocketMultiplayerPeer was relaying the same message two times,
both in _server_relay and _process_multiplayer (which was only supposed
to store the packet, given the server was one of the destination).
_process_multiplayer now only store the packet, and calls _server_relay
which will relay the message to other clients if needed.
When relaying messages in multiplayer mode.
Could cause a crash in case a malicious client sends a bogus packet and
for those cases where a peer has just disconnected and a message arrive
from another peer with the disconnected one as destination.
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244.
- Clean up the recent scripts dialog to match the recent scenes dialog
- Add "..." at the end of shortcuts that cause a modal dialog to appear
This closes#31148.
So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
This action will show help for target symbol in godot editor and bring the godot editor window to foreground
Improved markdown documentation for symbols.
Only level one inner classes would be resolved currently but it sould cover most real world use case
Improve documation parseing for const values
Improve documation format for native symbols
Improved uri and workspace path translatation on windows platform.
The smart resolvation is much faster than builtin's in the server side.
The smart resolve mode is still disabled as default as the clients might be slow with a planty of completion items.
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
In the Visual Script editor, the override icon is not very clear what it's intended purpose is for. Currently, its tooltip just says: "Function:" which is the same tooltip as the "add new function" icon.
To resolve this issue, this PR adds descriptive tooltips to the following icons in the Visual Script editor:
-Override Function
-Add Function
-Add Variable
-Add Signal
This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.
This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).
@akien-mga told me how to reference methods here:
godotengine#30909
These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line.
xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html
It's a good time to just remove xbuild support entirely.
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour.
The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.
For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.
The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.
We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
Properly release added resource loader and save references. Otherwise PluginScript API
may cause "ObjectDB Instances still exist!" warnings and segmentation faults on exit.
"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
Color table should exist for images with bit count <= 8. Importing 16-bit
BMP images could also likely have a color table but they're not currently
supported in Godot.
Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.
Also fixed:
- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
We need to dispose the GodotSharpExport export plugin before the editor destroys EditorSettings. Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid will be freed after EditorSettings already was, and its device polling thread will try to access the EditorSettings singleton, resulting in null dereferencing.
Also added an option to output a json file with all the ClassDB registered classes and its members. This can be used to compare the API of two different builds by a simple diff.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
ptrcall assumes methods that return a Reference type do so with Ref<T>. Returning Reference* from a method exposed to the scripting API completely breaks ptrcalls to this method (it can be quite hard to debug!).
Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
The gizmo colors now depend on the operation. Subtraction will
result in an inverted gizmo color, whereas intersection is now displayed
as white.
A solid translucent overlay is now drawn over a selected node
to make it easier to distinguish.
Both client and server are supported on native builds (as usual).
SSL server is still not supported, but will soon be possible with this
new library.
The API stays the same, we just need to work out potential issues due to
this big library switch.
That is, any library referred to in GDNative library resources, won't be copied to the export target path unless its path begins with `res://`.
The case use for this is a bit advanced: having a GDN library that will be deployed separately from the project; for instance, to a path in the system (like `/opt/...`).
Currently the GDN library editor doesn't allow to pick dynamic libraries outside the project, but that can be done by editing the `.gdnlib` file manually.
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
This PR introduces support for ARKit to the iOS version of Godot.
ARKit is Apples Augmented Reality platform.
This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features.
It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.
Most module icons were moved from editor/icons to respective modules.
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
I have added a small code sample to show how to automate the process of port forwarding (and closing after you are done).
Thanks to @mhilbrunner for explaining how to achieve t0his (see #18780)