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-rw-r--r--core/math/camera_matrix.cpp2
-rw-r--r--core/os/file_access.h2
-rw-r--r--core/variant.cpp161
-rw-r--r--core/variant_op.cpp2
-rw-r--r--doc/classes/RigidBody.xml35
-rw-r--r--doc/classes/RigidBody2D.xml27
-rw-r--r--editor/import/resource_importer_scene.cpp14
-rw-r--r--editor/import/resource_importer_scene.h6
-rw-r--r--main/main.cpp2
-rw-r--r--modules/gdnative/gdnative.cpp4
-rw-r--r--modules/gdnative/include/gdnative/gdnative.h2
-rw-r--r--modules/gdscript/gd_function.cpp87
-rw-r--r--platform/osx/crash_handler_osx.mm3
-rw-r--r--platform/windows/crash_handler_win.cpp4
-rw-r--r--platform/windows/godot_win.cpp38
-rw-r--r--platform/x11/crash_handler_x11.cpp3
-rw-r--r--scene/gui/scroll_bar.cpp8
17 files changed, 276 insertions, 124 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
index 7132b6573e..2c587762e8 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -577,7 +577,7 @@ real_t CameraMatrix::get_fov() const {
if ((matrix[8] == 0) && (matrix[9] == 0)) {
return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
} else {
- // our frustum is asymetrical need to calculate the left planes angle seperately..
+ // our frustum is asymmetrical need to calculate the left planes angle separately..
Plane left_plane = Plane(matrix[3] + matrix[0],
matrix[7] + matrix[4],
matrix[11] + matrix[8],
diff --git a/core/os/file_access.h b/core/os/file_access.h
index 151c41c263..63692cb290 100644
--- a/core/os/file_access.h
+++ b/core/os/file_access.h
@@ -140,7 +140,7 @@ public:
virtual Error reopen(const String &p_path, int p_mode_flags); ///< does not change the AccessType
- virtual Error _chmod(const String &p_path, int p_mod) {}
+ virtual Error _chmod(const String &p_path, int p_mod) { return FAILED; }
static FileAccess *create(AccessType p_access); /// Create a file access (for the current platform) this is the only portable way of accessing files.
static FileAccess *create_for_path(const String &p_path);
diff --git a/core/variant.cpp b/core/variant.cpp
index 10d86152ee..52bdd4e22d 100644
--- a/core/variant.cpp
+++ b/core/variant.cpp
@@ -903,9 +903,6 @@ bool Variant::is_one() const {
void Variant::reference(const Variant &p_variant) {
- if (this == &p_variant)
- return;
-
clear();
type = p_variant.type;
@@ -924,17 +921,14 @@ void Variant::reference(const Variant &p_variant) {
case INT: {
_data._int = p_variant._data._int;
-
} break;
case REAL: {
_data._real = p_variant._data._real;
-
} break;
case STRING: {
memnew_placement(_data._mem, String(*reinterpret_cast<const String *>(p_variant._data._mem)));
-
} break;
// math types
@@ -942,33 +936,24 @@ void Variant::reference(const Variant &p_variant) {
case VECTOR2: {
memnew_placement(_data._mem, Vector2(*reinterpret_cast<const Vector2 *>(p_variant._data._mem)));
-
} break;
case RECT2: {
memnew_placement(_data._mem, Rect2(*reinterpret_cast<const Rect2 *>(p_variant._data._mem)));
-
} break;
case TRANSFORM2D: {
_data._transform2d = memnew(Transform2D(*p_variant._data._transform2d));
-
} break;
case VECTOR3: {
memnew_placement(_data._mem, Vector3(*reinterpret_cast<const Vector3 *>(p_variant._data._mem)));
-
} break;
case PLANE: {
memnew_placement(_data._mem, Plane(*reinterpret_cast<const Plane *>(p_variant._data._mem)));
-
} break;
- /*
- case QUAT: {
-
- } break;*/
case RECT3: {
_data._rect3 = memnew(Rect3(*p_variant._data._rect3));
@@ -986,7 +971,6 @@ void Variant::reference(const Variant &p_variant) {
case TRANSFORM: {
_data._transform = memnew(Transform(*p_variant._data._transform));
-
} break;
// misc types
@@ -1058,6 +1042,7 @@ void Variant::reference(const Variant &p_variant) {
default: {}
}
}
+
void Variant::zero() {
switch (type) {
case NIL: break;
@@ -1073,6 +1058,7 @@ void Variant::zero() {
default: this->clear(); break;
}
}
+
void Variant::clear() {
switch (type) {
@@ -1092,12 +1078,10 @@ void Variant::clear() {
case TRANSFORM2D: {
memdelete(_data._transform2d);
-
} break;
case RECT3: {
memdelete(_data._rect3);
-
} break;
case BASIS: {
@@ -1106,14 +1090,12 @@ void Variant::clear() {
case TRANSFORM: {
memdelete(_data._transform);
-
} break;
// misc types
case NODE_PATH: {
reinterpret_cast<NodePath *>(_data._mem)->~NodePath();
-
} break;
case OBJECT: {
@@ -1127,48 +1109,39 @@ void Variant::clear() {
case DICTIONARY: {
reinterpret_cast<Dictionary *>(_data._mem)->~Dictionary();
-
} break;
case ARRAY: {
reinterpret_cast<Array *>(_data._mem)->~Array();
-
} break;
// arrays
case POOL_BYTE_ARRAY: {
reinterpret_cast<PoolVector<uint8_t> *>(_data._mem)->~PoolVector<uint8_t>();
-
} break;
case POOL_INT_ARRAY: {
reinterpret_cast<PoolVector<int> *>(_data._mem)->~PoolVector<int>();
-
} break;
case POOL_REAL_ARRAY: {
reinterpret_cast<PoolVector<real_t> *>(_data._mem)->~PoolVector<real_t>();
-
} break;
case POOL_STRING_ARRAY: {
reinterpret_cast<PoolVector<String> *>(_data._mem)->~PoolVector<String>();
-
} break;
case POOL_VECTOR2_ARRAY: {
reinterpret_cast<PoolVector<Vector2> *>(_data._mem)->~PoolVector<Vector2>();
-
} break;
case POOL_VECTOR3_ARRAY: {
reinterpret_cast<PoolVector<Vector3> *>(_data._mem)->~PoolVector<Vector3>();
-
} break;
case POOL_COLOR_ARRAY: {
reinterpret_cast<PoolVector<Color> *>(_data._mem)->~PoolVector<Color>();
-
} break;
default: {} /* not needed */
}
@@ -2496,7 +2469,135 @@ Variant::Variant(const Vector<Color> &p_array) {
void Variant::operator=(const Variant &p_variant) {
- reference(p_variant);
+ if (this == &p_variant)
+ return;
+
+ if (type != p_variant.type) {
+ reference(p_variant);
+ return;
+ }
+
+ switch (p_variant.type) {
+ case NIL: {
+
+ // none
+ } break;
+
+ // atomic types
+ case BOOL: {
+
+ _data._bool = p_variant._data._bool;
+ } break;
+ case INT: {
+
+ _data._int = p_variant._data._int;
+ } break;
+ case REAL: {
+
+ _data._real = p_variant._data._real;
+ } break;
+ case STRING: {
+
+ *reinterpret_cast<String *>(_data._mem) = *reinterpret_cast<const String *>(p_variant._data._mem);
+ } break;
+
+ // math types
+
+ case VECTOR2: {
+
+ *reinterpret_cast<Vector2 *>(_data._mem) = *reinterpret_cast<const Vector2 *>(p_variant._data._mem);
+ } break;
+ case RECT2: {
+
+ *reinterpret_cast<Rect2 *>(_data._mem) = *reinterpret_cast<const Rect2 *>(p_variant._data._mem);
+ } break;
+ case TRANSFORM2D: {
+
+ *_data._transform2d = *(p_variant._data._transform2d);
+ } break;
+ case VECTOR3: {
+
+ *reinterpret_cast<Vector3 *>(_data._mem) = *reinterpret_cast<const Vector3 *>(p_variant._data._mem);
+ } break;
+ case PLANE: {
+
+ *reinterpret_cast<Plane *>(_data._mem) = *reinterpret_cast<const Plane *>(p_variant._data._mem);
+ } break;
+
+ case RECT3: {
+
+ *_data._rect3 = *(p_variant._data._rect3);
+ } break;
+ case QUAT: {
+
+ *reinterpret_cast<Quat *>(_data._mem) = *reinterpret_cast<const Quat *>(p_variant._data._mem);
+ } break;
+ case BASIS: {
+
+ *_data._basis = *(p_variant._data._basis);
+ } break;
+ case TRANSFORM: {
+
+ *_data._transform = *(p_variant._data._transform);
+ } break;
+
+ // misc types
+ case COLOR: {
+
+ *reinterpret_cast<Color *>(_data._mem) = *reinterpret_cast<const Color *>(p_variant._data._mem);
+ } break;
+ case _RID: {
+
+ *reinterpret_cast<RID *>(_data._mem) = *reinterpret_cast<const RID *>(p_variant._data._mem);
+ } break;
+ case OBJECT: {
+
+ *reinterpret_cast<ObjData *>(_data._mem) = p_variant._get_obj();
+ } break;
+ case NODE_PATH: {
+
+ *reinterpret_cast<NodePath *>(_data._mem) = *reinterpret_cast<const NodePath *>(p_variant._data._mem);
+ } break;
+ case DICTIONARY: {
+
+ *reinterpret_cast<Dictionary *>(_data._mem) = *reinterpret_cast<const Dictionary *>(p_variant._data._mem);
+ } break;
+ case ARRAY: {
+
+ *reinterpret_cast<Array *>(_data._mem) = *reinterpret_cast<const Array *>(p_variant._data._mem);
+ } break;
+
+ // arrays
+ case POOL_BYTE_ARRAY: {
+
+ *reinterpret_cast<PoolVector<uint8_t> *>(_data._mem) = *reinterpret_cast<const PoolVector<uint8_t> *>(p_variant._data._mem);
+ } break;
+ case POOL_INT_ARRAY: {
+
+ *reinterpret_cast<PoolVector<int> *>(_data._mem) = *reinterpret_cast<const PoolVector<int> *>(p_variant._data._mem);
+ } break;
+ case POOL_REAL_ARRAY: {
+
+ *reinterpret_cast<PoolVector<real_t> *>(_data._mem) = *reinterpret_cast<const PoolVector<real_t> *>(p_variant._data._mem);
+ } break;
+ case POOL_STRING_ARRAY: {
+
+ *reinterpret_cast<PoolVector<String> *>(_data._mem) = *reinterpret_cast<const PoolVector<String> *>(p_variant._data._mem);
+ } break;
+ case POOL_VECTOR2_ARRAY: {
+
+ *reinterpret_cast<PoolVector<Vector2> *>(_data._mem) = *reinterpret_cast<const PoolVector<Vector2> *>(p_variant._data._mem);
+ } break;
+ case POOL_VECTOR3_ARRAY: {
+
+ *reinterpret_cast<PoolVector<Vector3> *>(_data._mem) = *reinterpret_cast<const PoolVector<Vector3> *>(p_variant._data._mem);
+ } break;
+ case POOL_COLOR_ARRAY: {
+
+ *reinterpret_cast<PoolVector<Color> *>(_data._mem) = *reinterpret_cast<const PoolVector<Color> *>(p_variant._data._mem);
+ } break;
+ default: {}
+ }
}
Variant::Variant(const IP_Address &p_address) {
diff --git a/core/variant_op.cpp b/core/variant_op.cpp
index d67466556d..142919337d 100644
--- a/core/variant_op.cpp
+++ b/core/variant_op.cpp
@@ -2676,7 +2676,7 @@ bool Variant::iter_next(Variant &r_iter, bool &valid) const {
return true;
} break;
case VECTOR2: {
- int64_t to = reinterpret_cast<const Vector3 *>(_data._mem)->y;
+ int64_t to = reinterpret_cast<const Vector2 *>(_data._mem)->y;
int64_t idx = r_iter;
idx++;
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index fc9d241e35..8347597daf 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -1,10 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Rigid body node.
+ Physics Body whose position is determined through physics simulation in 3D space.
</brief_description>
<description>
- Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static.
+ This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
+ This node can use custom force integration, for writing complex physics motion behavior per node.
+ This node can shift state between regular Rigid body, Kinematic, Character or Static.
+ Character mode forbids this node from being rotated.
+ As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
</description>
<tutorials>
</tutorials>
@@ -324,55 +328,56 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
- Dampens rotational forces of the Rigid body by the 'angular_damp' rate.
+ Damps RigidBody's rotational forces.
</member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
- The current rotational velocity of the Rigid body
+ RigidBody's rotational velocity.
</member>
<member name="axis_lock" type="int" setter="set_axis_lock" getter="get_axis_lock" enum="RigidBody.AxisLock">
Locks the rotational forces to a particular axis, preventing rotations on other axes.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
- Bounciness of the Rigid body.
+ RigidBody's bounciness.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep">
- If true, the Rigid body will no longer calculate forces when there is no movement and will act as a static body. It will wake up when other forces are applied through other collisions or when the 'apply_impulse' method is used.
+ If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
- If true, the Rigid body will emit signals when it collides with another Rigid body.
+ If true, the RigidBody will emit signals when it collides with another RigidBody.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
</member>
<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection">
- Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
+ If [code]true[/code] continuous collision detection is used.
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
</member>
<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator">
- If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
+ If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction">
The body friction, from 0 (frictionless) to 1 (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
- The 'gravity_scale' for this Rigid body will be multiplied by the global 3d gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 3d". A value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
+ This is multiplied by the global 3D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 3d" to produce RigidBody's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
- The linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
+ RigidBody's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
- The body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
+ RigidBody's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass">
- The body mass.
+ RigidBody's mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode">
The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
- The current 'sleeping' state of the Rigid body.
+ If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
- The body weight given standard earth-weight (gravity 9.8).
+ RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 3d".
</member>
</members>
<signals>
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index e92c417323..a4faa697de 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,12 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Rigid body 2D node.
+ Physics Body whose position is determined through physics simulation in 2D space.
</brief_description>
<description>
- Rigid body 2D node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift state between regular Rigid body, Kinematic, Character or Static.
- Character mode forbids the node from being rotated. This node can have a custom force integrator function, for writing complex physics motion behavior per node.
- As a warning, don't change this node position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
+ This is the node that implements full 2D physics. This means that you do not control a RigidBody2D directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
+ This node can use custom force integration, for writing complex physics motion behavior per node.
+ This node can shift state between regular Rigid body, Kinematic, Character or Static.
+ Character mode forbids this node from being rotated.
+ As a warning, don't change RigidBody2D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
</description>
<tutorials>
</tutorials>
@@ -382,36 +384,53 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
+ Damps RigidBody2D's rotational forces.
</member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
+ RigidBody2D's rotational velocity.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
+ RigidBody2D's bounciness.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep">
+ If [code]true[/code] RigidBody2D will not calculate forces and will act as a static body while there is no movement. It will wake up when other forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. Default value: [code]true[/code]
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
+ If [code]true[/code] RigidBody2D will emit signals when it collides with another RigidBody2D.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
+ The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
</member>
<member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode">
+ If [code]true[/code] continuous collision detection is used. Default value: [code]false[/code]
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
</member>
<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator">
+ If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction">
+ The body friction, from 0 (frictionless) to 1 (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
+ This is multiplied by the global 2D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 2d" to produce RigidBody2D's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
+ RigidBody2D's linear damp. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
+ RigidBody2D's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass">
+ RigidBody2D's mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode">
+ The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
+ If [code]true[/code] RigidBody2D is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
+ RigidBody2D's weight based on its mass and the global 2D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 2d".
</member>
</members>
<signals>
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index cc519c1c4b..b448ab8920 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -120,13 +120,13 @@ String ResourceImporterScene::get_preset_name(int p_idx) const {
switch (p_idx) {
case PRESET_SINGLE_SCENE: return TTR("Import as Single Scene");
- case PRESET_SEPERATE_ANIMATIONS: return TTR("Import with Seperate Animations");
+ case PRESET_SEPARATE_ANIMATIONS: return TTR("Import with Separate Animations");
case PRESET_SEPARATE_MATERIALS: return TTR("Import with Separate Materials");
case PRESET_SEPARATE_MESHES: return TTR("Import with Separate Objects");
case PRESET_SEPARATE_MESHES_AND_MATERIALS: return TTR("Import with Separate Objects+Materials");
- case PRESET_SEPARATE_MESHES_AND_ANIMATIONS: return TTR("Import with Seperate Objects+Animations");
- case PRESET_SEPERATE_MATERIALS_AND_ANIMATIONS: return TTR("Import with Seperate Materials+Animations");
- case PRESET_SEPERATE_MESHES_MATERIALS_AND_ANIMATIONS: return TTR("Import with Seperate Objects+Materials+Animations");
+ case PRESET_SEPARATE_MESHES_AND_ANIMATIONS: return TTR("Import with Separate Objects+Animations");
+ case PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS: return TTR("Import with Separate Materials+Animations");
+ case PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS: return TTR("Import with Separate Objects+Materials+Animations");
case PRESET_MULTIPLE_SCENES: return TTR("Import as Multiple Scenes");
case PRESET_MULTIPLE_SCENES_AND_MATERIALS: return TTR("Import as Multiple Scenes+Materials");
}
@@ -954,10 +954,10 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
script_ext_hint += "*." + E->get();
}
- bool materials_out = p_preset == PRESET_SEPARATE_MATERIALS || p_preset == PRESET_SEPARATE_MESHES_AND_MATERIALS || p_preset == PRESET_MULTIPLE_SCENES_AND_MATERIALS || p_preset == PRESET_SEPERATE_MATERIALS_AND_ANIMATIONS || p_preset == PRESET_SEPERATE_MESHES_MATERIALS_AND_ANIMATIONS;
- bool meshes_out = p_preset == PRESET_SEPARATE_MESHES || p_preset == PRESET_SEPARATE_MESHES_AND_MATERIALS || PRESET_SEPARATE_MESHES_AND_ANIMATIONS || PRESET_SEPERATE_MESHES_MATERIALS_AND_ANIMATIONS;
+ bool materials_out = p_preset == PRESET_SEPARATE_MATERIALS || p_preset == PRESET_SEPARATE_MESHES_AND_MATERIALS || p_preset == PRESET_MULTIPLE_SCENES_AND_MATERIALS || p_preset == PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS || p_preset == PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS;
+ bool meshes_out = p_preset == PRESET_SEPARATE_MESHES || p_preset == PRESET_SEPARATE_MESHES_AND_MATERIALS || PRESET_SEPARATE_MESHES_AND_ANIMATIONS || PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS;
bool scenes_out = p_preset == PRESET_MULTIPLE_SCENES || p_preset == PRESET_MULTIPLE_SCENES_AND_MATERIALS;
- bool animations_out = p_preset == PRESET_SEPERATE_ANIMATIONS || PRESET_SEPARATE_MESHES_AND_ANIMATIONS || p_preset == PRESET_SEPERATE_MATERIALS_AND_ANIMATIONS || p_preset == PRESET_SEPERATE_MESHES_MATERIALS_AND_ANIMATIONS;
+ bool animations_out = p_preset == PRESET_SEPARATE_ANIMATIONS || PRESET_SEPARATE_MESHES_AND_ANIMATIONS || p_preset == PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS || p_preset == PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS;
r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "nodes/custom_script", PROPERTY_HINT_FILE, script_ext_hint), ""));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "nodes/storage", PROPERTY_HINT_ENUM, "Single Scene,Instanced Sub-Scenes"), scenes_out ? 1 : 0));
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index 652977b98a..c3a66aa8b8 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -85,14 +85,14 @@ class ResourceImporterScene : public ResourceImporter {
enum Presets {
PRESET_SEPARATE_MATERIALS,
PRESET_SEPARATE_MESHES,
- PRESET_SEPERATE_ANIMATIONS,
+ PRESET_SEPARATE_ANIMATIONS,
PRESET_SINGLE_SCENE,
PRESET_SEPARATE_MESHES_AND_MATERIALS,
PRESET_SEPARATE_MESHES_AND_ANIMATIONS,
- PRESET_SEPERATE_MATERIALS_AND_ANIMATIONS,
- PRESET_SEPERATE_MESHES_MATERIALS_AND_ANIMATIONS,
+ PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS,
+ PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS,
PRESET_MULTIPLE_SCENES,
PRESET_MULTIPLE_SCENES_AND_MATERIALS,
diff --git a/main/main.cpp b/main/main.cpp
index bb601198db..04375666a9 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -248,7 +248,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
performance = memnew(Performance);
globals->add_singleton(ProjectSettings::Singleton("Performance", performance));
- GLOBAL_DEF("debug/settings/backtrace/message", String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues"));
+ GLOBAL_DEF("debug/settings/crash_handler/message", String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues"));
MAIN_PRINT("Main: Parse CMDLine");
diff --git a/modules/gdnative/gdnative.cpp b/modules/gdnative/gdnative.cpp
index 8cc8b0bec8..93a9bac11c 100644
--- a/modules/gdnative/gdnative.cpp
+++ b/modules/gdnative/gdnative.cpp
@@ -40,8 +40,8 @@
const String init_symbol = "godot_gdnative_init";
const String terminate_symbol = "godot_gdnative_terminate";
-#define GDAPI_FUNC(name, ret_type, ...) .name = name,
-#define GDAPI_FUNC_VOID(name, ...) .name = name,
+#define GDAPI_FUNC(name, ret_type, ...) name,
+#define GDAPI_FUNC_VOID(name, ...) name,
const godot_gdnative_api_struct api_struct = {
GODOT_GDNATIVE_API_FUNCTIONS
diff --git a/modules/gdnative/include/gdnative/gdnative.h b/modules/gdnative/include/gdnative/gdnative.h
index 04dca6f56d..1c5e91d733 100644
--- a/modules/gdnative/include/gdnative/gdnative.h
+++ b/modules/gdnative/include/gdnative/gdnative.h
@@ -237,12 +237,12 @@ godot_variant GDAPI godot_method_bind_call(godot_method_bind *p_method_bind, god
struct godot_gdnative_api_struct; // Forward declaration
typedef struct {
- const struct godot_gdnative_api_struct *api_struct;
godot_bool in_editor;
uint64_t core_api_hash;
uint64_t editor_api_hash;
uint64_t no_api_hash;
godot_object *gd_native_library; // pointer to GDNativeLibrary that is being initialized
+ const struct godot_gdnative_api_struct *api_struct;
} godot_gdnative_init_options;
typedef struct {
diff --git a/modules/gdscript/gd_function.cpp b/modules/gdscript/gd_function.cpp
index ddee7b2521..438d484a41 100644
--- a/modules/gdscript/gd_function.cpp
+++ b/modules/gdscript/gd_function.cpp
@@ -271,6 +271,8 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
if (ScriptDebugger::get_singleton())
GDScriptLanguage::get_singleton()->enter_function(p_instance, this, stack, &ip, &line);
+#define GD_ERR_BREAK(m_cond) ERR_BREAK(m_cond)
+
#define CHECK_SPACE(m_space) \
ERR_BREAK((ip + m_space) > _code_size)
@@ -281,6 +283,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
break;
#else
+#define GD_ERR_BREAK(m_cond)
#define CHECK_SPACE(m_space)
#define GET_VARIANT_PTR(m_v, m_code_ofs) \
Variant *m_v; \
@@ -302,9 +305,13 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
#endif
bool exit_ok = false;
+#ifdef DEBUG_ENABLED
while (ip < _code_size) {
-
int last_opcode = _code_ptr[ip];
+#else
+ while (true) {
+#endif
+
switch (_code_ptr[ip]) {
case OPCODE_OPERATOR: {
@@ -313,21 +320,21 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
bool valid;
Variant::Operator op = (Variant::Operator)_code_ptr[ip + 1];
- ERR_BREAK(op >= Variant::OP_MAX);
+ GD_ERR_BREAK(op >= Variant::OP_MAX);
GET_VARIANT_PTR(a, 2);
GET_VARIANT_PTR(b, 3);
GET_VARIANT_PTR(dst, 4);
#ifdef DEBUG_ENABLED
+
Variant ret;
Variant::evaluate(op, *a, *b, ret, valid);
#else
Variant::evaluate(op, *a, *b, *dst, valid);
#endif
-
- if (!valid) {
#ifdef DEBUG_ENABLED
+ if (!valid) {
if (ret.get_type() == Variant::STRING) {
//return a string when invalid with the error
@@ -336,13 +343,10 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
} else {
err_text = "Invalid operands '" + Variant::get_type_name(a->get_type()) + "' and '" + Variant::get_type_name(b->get_type()) + "' in operator '" + Variant::get_operator_name(op) + "'.";
}
-#endif
break;
}
-#ifdef DEBUG_ENABLED
*dst = ret;
#endif
-
ip += 5;
continue;
}
@@ -355,7 +359,6 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
GET_VARIANT_PTR(dst, 3);
#ifdef DEBUG_ENABLED
-
if (a->get_type() != Variant::OBJECT || a->operator Object *() == NULL) {
err_text = "Left operand of 'is' is not an instance of anything.";
@@ -367,7 +370,6 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
break;
}
#endif
-
Object *obj_A = *a;
Object *obj_B = *b;
@@ -399,12 +401,13 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
GDNativeClass *nc = Object::cast_to<GDNativeClass>(obj_B);
+#ifdef DEBUG_ENABLED
if (!nc) {
err_text = "Right operand of 'is' is not a class (type: '" + obj_B->get_class() + "').";
break;
}
-
+#endif
extends_ok = ClassDB::is_parent_class(obj_A->get_class_name(), nc->get_name());
}
@@ -423,6 +426,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
bool valid;
dst->set(*index, *value, &valid);
+#ifdef DEBUG_ENABLED
if (!valid) {
String v = index->operator String();
if (v != "") {
@@ -433,7 +437,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
err_text = "Invalid set index " + v + " (on base: '" + _get_var_type(dst) + "').";
break;
}
-
+#endif
ip += 4;
continue;
}
@@ -453,6 +457,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
*dst = src->get(*index, &valid);
#endif
+#ifdef DEBUG_ENABLED
if (!valid) {
String v = index->operator String();
if (v != "") {
@@ -463,7 +468,6 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
err_text = "Invalid get index " + v + " (on base: '" + _get_var_type(src) + "').";
break;
}
-#ifdef DEBUG_ENABLED
*dst = ret;
#endif
ip += 4;
@@ -478,18 +482,19 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
int indexname = _code_ptr[ip + 2];
- ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
+ GD_ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
const StringName *index = &_global_names_ptr[indexname];
bool valid;
dst->set_named(*index, *value, &valid);
+#ifdef DEBUG_ENABLED
if (!valid) {
String err_type;
err_text = "Invalid set index '" + String(*index) + "' (on base: '" + _get_var_type(dst) + "').";
break;
}
-
+#endif
ip += 4;
continue;
}
@@ -502,7 +507,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
int indexname = _code_ptr[ip + 2];
- ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
+ GD_ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
const StringName *index = &_global_names_ptr[indexname];
bool valid;
@@ -513,7 +518,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
#else
*dst = src->get_named(*index, &valid);
#endif
-
+#ifdef DEBUG_ENABLED
if (!valid) {
if (src->has_method(*index)) {
err_text = "Invalid get index '" + index->operator String() + "' (on base: '" + _get_var_type(src) + "'). Did you mean '." + index->operator String() + "()' ?";
@@ -522,7 +527,6 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
}
break;
}
-#ifdef DEBUG_ENABLED
*dst = ret;
#endif
ip += 4;
@@ -532,7 +536,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
CHECK_SPACE(3);
int indexname = _code_ptr[ip + 1];
- ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
+ GD_ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
const StringName *index = &_global_names_ptr[indexname];
GET_VARIANT_PTR(src, 2);
@@ -554,7 +558,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
CHECK_SPACE(3);
int indexname = _code_ptr[ip + 1];
- ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
+ GD_ERR_BREAK(indexname < 0 || indexname >= _global_names_count);
const StringName *index = &_global_names_ptr[indexname];
GET_VARIANT_PTR(dst, 2);
bool ok = ClassDB::get_property(p_instance->owner, *index, *dst);
@@ -615,11 +619,13 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
Variant::CallError err;
*dst = Variant::construct(t, (const Variant **)argptrs, argc, err);
+#ifdef DEBUG_ENABLED
if (err.error != Variant::CallError::CALL_OK) {
err_text = _get_call_error(err, "'" + Variant::get_type_name(t) + "' constructor", (const Variant **)argptrs);
break;
}
+#endif
ip += 4 + argc;
//construct a basic type
@@ -677,10 +683,10 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
GET_VARIANT_PTR(base, 2);
int nameg = _code_ptr[ip + 3];
- ERR_BREAK(nameg < 0 || nameg >= _global_names_count);
+ GD_ERR_BREAK(nameg < 0 || nameg >= _global_names_count);
const StringName *methodname = &_global_names_ptr[nameg];
- ERR_BREAK(argc < 0);
+ GD_ERR_BREAK(argc < 0);
ip += 4;
CHECK_SPACE(argc + 1);
Variant **argptrs = call_args;
@@ -711,7 +717,6 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
if (GDScriptLanguage::get_singleton()->profiling) {
function_call_time += OS::get_singleton()->get_ticks_usec() - call_time;
}
-#endif
if (err.error != Variant::CallError::CALL_OK) {
@@ -742,6 +747,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
err_text = _get_call_error(err, "function '" + methodstr + "' in base '" + basestr + "'", (const Variant **)argptrs);
break;
}
+#endif
//_call_func(NULL,base,*methodname,ip,argc,p_instance,stack);
ip += argc + 1;
@@ -753,7 +759,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
GDFunctions::Function func = GDFunctions::Function(_code_ptr[ip + 1]);
int argc = _code_ptr[ip + 2];
- ERR_BREAK(argc < 0);
+ GD_ERR_BREAK(argc < 0);
ip += 3;
CHECK_SPACE(argc + 1);
@@ -770,6 +776,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
GDFunctions::call(func, (const Variant **)argptrs, argc, *dst, err);
+#ifdef DEBUG_ENABLED
if (err.error != Variant::CallError::CALL_OK) {
String methodstr = GDFunctions::get_func_name(func);
@@ -781,6 +788,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
}
break;
}
+#endif
ip += argc + 1;
continue;
}
@@ -792,8 +800,8 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
CHECK_SPACE(2);
int self_fun = _code_ptr[ip + 1];
-#ifdef DEBUG_ENABLED
+#ifdef DEBUG_ENABLED
if (self_fun < 0 || self_fun >= _global_names_count) {
err_text = "compiler bug, function name not found";
@@ -898,10 +906,11 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
retvalue = gdfs;
if (_code_ptr[ip] == OPCODE_YIELD_SIGNAL) {
+ //do the oneshot connect
GET_VARIANT_PTR(argobj, 1);
GET_VARIANT_PTR(argname, 2);
- //do the oneshot connect
+#ifdef DEBUG_ENABLED
if (argobj->get_type() != Variant::OBJECT) {
err_text = "First argument of yield() not of type object.";
break;
@@ -910,6 +919,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
err_text = "Second argument of yield() not a string (for signal name).";
break;
}
+#endif
Object *obj = argobj->operator Object *();
String signal = argname->operator String();
#ifdef DEBUG_ENABLED
@@ -932,10 +942,12 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
#endif
Error err = obj->connect(signal, gdfs.ptr(), "_signal_callback", varray(gdfs), Object::CONNECT_ONESHOT);
+#ifdef DEBUG_ENABLED
if (err != OK) {
err_text = "Error connecting to signal: " + signal + " during yield().";
break;
}
+#endif
}
exit_ok = true;
@@ -944,10 +956,12 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
case OPCODE_YIELD_RESUME: {
CHECK_SPACE(2);
+#ifdef DEBUG_ENABLED
if (!p_state) {
err_text = ("Invalid Resume (bug?)");
break;
}
+#endif
GET_VARIANT_PTR(result, 1);
*result = p_state->result;
ip += 2;
@@ -958,7 +972,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
CHECK_SPACE(2);
int to = _code_ptr[ip + 1];
- ERR_BREAK(to < 0 || to > _code_size);
+ GD_ERR_BREAK(to < 0 || to > _code_size);
ip = to;
continue;
}
@@ -979,7 +993,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
#endif
if (result) {
int to = _code_ptr[ip + 2];
- ERR_BREAK(to < 0 || to > _code_size);
+ GD_ERR_BREAK(to < 0 || to > _code_size);
ip = to;
continue;
}
@@ -1003,7 +1017,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
#endif
if (!result) {
int to = _code_ptr[ip + 2];
- ERR_BREAK(to < 0 || to > _code_size);
+ GD_ERR_BREAK(to < 0 || to > _code_size);
ip = to;
continue;
}
@@ -1033,23 +1047,26 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
bool valid;
if (!container->iter_init(*counter, valid)) {
+#ifdef DEBUG_ENABLED
if (!valid) {
err_text = "Unable to iterate on object of type " + Variant::get_type_name(container->get_type()) + "'.";
break;
}
+#endif
int jumpto = _code_ptr[ip + 3];
- ERR_BREAK(jumpto < 0 || jumpto > _code_size);
+ GD_ERR_BREAK(jumpto < 0 || jumpto > _code_size);
ip = jumpto;
continue;
}
GET_VARIANT_PTR(iterator, 4);
*iterator = container->iter_get(*counter, valid);
+#ifdef DEBUG_ENABLED
if (!valid) {
err_text = "Unable to obtain iterator object of type " + Variant::get_type_name(container->get_type()) + "'.";
break;
}
-
+#endif
ip += 5; //skip regular iterate which is always next
continue;
}
@@ -1062,23 +1079,26 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
bool valid;
if (!container->iter_next(*counter, valid)) {
+#ifdef DEBUG_ENABLED
if (!valid) {
err_text = "Unable to iterate on object of type " + Variant::get_type_name(container->get_type()) + "' (type changed since first iteration?).";
break;
}
+#endif
int jumpto = _code_ptr[ip + 3];
- ERR_BREAK(jumpto < 0 || jumpto > _code_size);
+ GD_ERR_BREAK(jumpto < 0 || jumpto > _code_size);
ip = jumpto;
continue;
}
GET_VARIANT_PTR(iterator, 4);
*iterator = container->iter_get(*counter, valid);
+#ifdef DEBUG_ENABLED
if (!valid) {
err_text = "Unable to obtain iterator object of type " + Variant::get_type_name(container->get_type()) + "' (but was obtained on first iteration?).";
break;
}
-
+#endif
ip += 5; //loop again
continue;
}
@@ -1103,7 +1123,6 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
}
#endif
-
ip += 2;
continue;
}
@@ -1157,6 +1176,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
}
}
+#ifdef DEBUG_ENABLED
if (exit_ok)
break;
//error
@@ -1182,6 +1202,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
_err_print_error(err_func.utf8().get_data(), err_file.utf8().get_data(), err_line, err_text.utf8().get_data(), ERR_HANDLER_SCRIPT);
}
+#endif
break;
}
diff --git a/platform/osx/crash_handler_osx.mm b/platform/osx/crash_handler_osx.mm
index 9239573734..2ed88db309 100644
--- a/platform/osx/crash_handler_osx.mm
+++ b/platform/osx/crash_handler_osx.mm
@@ -43,6 +43,7 @@
#include <dlfcn.h>
#include <execinfo.h>
#include <signal.h>
+#include <stdlib.h>
#include <mach-o/dyld.h>
#include <mach-o/getsect.h>
@@ -77,7 +78,7 @@ static void handle_crash(int sig) {
void *bt_buffer[256];
size_t size = backtrace(bt_buffer, 256);
String _execpath = OS::get_singleton()->get_executable_path();
- String msg = GLOBAL_GET("debug/settings/backtrace/message");
+ String msg = GLOBAL_GET("debug/settings/crash_handler/message");
// Dump the backtrace to stderr with a message to the user
fprintf(stderr, "%s: Program crashed with signal %d\n", __FUNCTION__, sig);
diff --git a/platform/windows/crash_handler_win.cpp b/platform/windows/crash_handler_win.cpp
index c9385f36d6..2f5ee7956e 100644
--- a/platform/windows/crash_handler_win.cpp
+++ b/platform/windows/crash_handler_win.cpp
@@ -116,7 +116,7 @@ DWORD CrashHandlerException(EXCEPTION_POINTERS *ep) {
DWORD cbNeeded;
std::vector<HMODULE> module_handles(1);
- if (OS::get_singleton() == NULL || OS::get_singleton()->is_disable_crash_handler()) {
+ if (OS::get_singleton() == NULL || OS::get_singleton()->is_disable_crash_handler() || IsDebuggerPresent()) {
return EXCEPTION_CONTINUE_SEARCH;
}
@@ -159,7 +159,7 @@ DWORD CrashHandlerException(EXCEPTION_POINTERS *ep) {
IMAGE_NT_HEADERS *h = ImageNtHeader(base);
DWORD image_type = h->FileHeader.Machine;
int n = 0;
- String msg = GLOBAL_GET("debug/settings/backtrace/message");
+ String msg = GLOBAL_GET("debug/settings/crash_handler/message");
fprintf(stderr, "Dumping the backtrace. %ls\n", msg.c_str());
diff --git a/platform/windows/godot_win.cpp b/platform/windows/godot_win.cpp
index 4450cb3670..cff2cbad42 100644
--- a/platform/windows/godot_win.cpp
+++ b/platform/windows/godot_win.cpp
@@ -156,32 +156,36 @@ int widechar_main(int argc, wchar_t **argv) {
return os.get_exit_code();
};
-int main(int _argc, char **_argv) {
-// _argc and _argv are ignored
-// we are going to use the WideChar version of them instead
+int _main() {
+ LPWSTR *wc_argv;
+ int argc;
+ int result;
-#ifdef CRASH_HANDLER_EXCEPTION
- __try {
-#endif
- LPWSTR *wc_argv;
- int argc;
- int result;
+ wc_argv = CommandLineToArgvW(GetCommandLineW(), &argc);
+
+ if (NULL == wc_argv) {
+ wprintf(L"CommandLineToArgvW failed\n");
+ return 0;
+ }
- wc_argv = CommandLineToArgvW(GetCommandLineW(), &argc);
+ result = widechar_main(argc, wc_argv);
- if (NULL == wc_argv) {
- wprintf(L"CommandLineToArgvW failed\n");
- return 0;
- }
+ LocalFree(wc_argv);
+ return result;
+}
- result = widechar_main(argc, wc_argv);
+int main(int _argc, char **_argv) {
+// _argc and _argv are ignored
+// we are going to use the WideChar version of them instead
- LocalFree(wc_argv);
- return result;
#ifdef CRASH_HANDLER_EXCEPTION
+ __try {
+ return _main();
} __except (CrashHandlerException(GetExceptionInformation())) {
return 1;
}
+#else
+ return _main();
#endif
}
diff --git a/platform/x11/crash_handler_x11.cpp b/platform/x11/crash_handler_x11.cpp
index c926b7799d..3c54d5cbc2 100644
--- a/platform/x11/crash_handler_x11.cpp
+++ b/platform/x11/crash_handler_x11.cpp
@@ -39,6 +39,7 @@
#include <dlfcn.h>
#include <execinfo.h>
#include <signal.h>
+#include <stdlib.h>
static void handle_crash(int sig) {
if (OS::get_singleton() == NULL)
@@ -47,7 +48,7 @@ static void handle_crash(int sig) {
void *bt_buffer[256];
size_t size = backtrace(bt_buffer, 256);
String _execpath = OS::get_singleton()->get_executable_path();
- String msg = GLOBAL_GET("debug/settings/backtrace/message");
+ String msg = GLOBAL_GET("debug/settings/crash_handler/message");
// Dump the backtrace to stderr with a message to the user
fprintf(stderr, "%s: Program crashed with signal %d\n", __FUNCTION__, sig);
diff --git a/scene/gui/scroll_bar.cpp b/scene/gui/scroll_bar.cpp
index 16d1b320b7..41f4beb1c9 100644
--- a/scene/gui/scroll_bar.cpp
+++ b/scene/gui/scroll_bar.cpp
@@ -106,9 +106,9 @@ void ScrollBar::_gui_input(Ref<InputEvent> p_event) {
if (ofs < grabber_ofs) {
if (scrolling) {
- target_scroll = target_scroll - get_page();
+ target_scroll = CLAMP(target_scroll - get_page(), get_min(), get_max() - get_page());
} else {
- target_scroll = get_value() - get_page();
+ target_scroll = CLAMP(get_value() - get_page(), get_min(), get_max() - get_page());
}
if (smooth_scroll_enabled) {
@@ -130,9 +130,9 @@ void ScrollBar::_gui_input(Ref<InputEvent> p_event) {
update();
} else {
if (scrolling) {
- target_scroll = target_scroll + get_page();
+ target_scroll = CLAMP(target_scroll + get_page(), get_min(), get_max() - get_page());
} else {
- target_scroll = get_value() + get_page();
+ target_scroll = CLAMP(get_value() + get_page(), get_min(), get_max() - get_page());
}
if (smooth_scroll_enabled) {