All 100% completed: MainLoop, Node, Object, Path, Performance,
Reference, Resource, SceneState, SceneTree, UndoRedo.
Also fixed some en_GB occurrences as the reference spelling is en_US.
Allow getting interfaces names and assigned names.
On UWP this is not supported, and the function will return one interface
for each local address (with interface name the local address itself).
This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.
Does not impact exported games, which will still run without
console in release and with console in debug mode.
A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.
Fixes#17889.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
Improved documentation of rsplit Method for String class.
Removed "divisor" (i will also change variants_call.cpp) and added "delimiter" in its place. Also moved the example at the bottom of the description.
Unlike the old custom method, the `String::humanize_size()`
method works well with file sizes above 2 GB.
This also tweaks the suffixes for spacing consistency and
uses the correct acronym for exabytes (EB).
This closes#29610.
This issue could be triggered if you try to access a path which contains
the resource path string in its absolute path, while pointing to a directory
which is *not* in the resource path.
It's clearer with an example: with `/my/project` as resource path, the
previous logic would also localize `/my/project_data` to `res://data`, which
is incorrect and would lead to a cryptic error.
Fixes#24761.
Co-authored-by: volzhs <volzhs@gmail.com>
Can be used via scripting as `Geometry.triangulate_delaunay_2d(points)`
The interface is the same as in `Triangulate` library, returning indices
into triangulated points.
Clipper 6.4.2 is used internally to perform polypaths clipping, as well
as inflating/deflating polypaths. The following methods were added:
```
Geometry.merge_polygons_2d(poly_a, poly_b) # union
Geometry.clip_polygons_2d(poly_a, poly_b) # difference
Geometry.intersect_polygons_2d(poly_a, poly_b) # intersection
Geometry.exclude_polygons_2d(poly_a, poly_b) # xor
Geometry.clip_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.intersect_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.offset_polygon_2d(polygon, delta) # inflate/deflate
Geometry.offset_polyline_2d(polyline, delta) # returns polygons
// This one helps to implement CSG-like behaviour:
Geometry.transform_points_2d(points, transform)
```
All the methods return an array of polygons/polylines. The resulting
polygons could possibly be holes which could be checked with
`Geometry.is_polygon_clockwise()` which was exposed to scripting as well.
Reverts "Build polygon clipper only in tools builds" (see #17319)
which allows to build Clipper with tools disabled (release) and because
of that, Clipper has to be patched to optionally disable exceptions in
order to be built on some platforms.
Patched Clipper 6.4.2 to be compiled with exceptions enabled/disabled.
and ensure that Clipper-specific exception macros are defined: don't use
exceptions by default unless exception handling is detected.
Compilation with exceptions will be determined by various
C++ exceptions defines:
* ` __cpp_exceptions` is part of C++ feature testing macros (since C++98);
* `__EXCEPTIONS` is used by some GNU compilers;
* `_CPPUNWIND` is used by MSVC.
The user can override specific exceptions behavior via corresponding
`*_USER` macros (i.e. compiling for embedded systems).
Object::get_indexed was not correctly reporting invalid keys if the name
was a direct property (not a subproperty), causing for example Tween to
not report correctly a bad interpolate_property key.
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
solves #26796
- ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts
- ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings
- IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance
- ADD Documentation about `Object.to_string` and `Object._to_string`
- Changed `Variant::operator String` to use `obj->to_string()`