diff options
-rw-r--r-- | core/math/camera_matrix.cpp | 2 | ||||
-rw-r--r-- | core/os/file_access.h | 2 | ||||
-rw-r--r-- | core/variant.cpp | 161 | ||||
-rw-r--r-- | core/variant_op.cpp | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody.xml | 35 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 27 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.cpp | 14 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.h | 6 | ||||
-rw-r--r-- | main/main.cpp | 2 | ||||
-rw-r--r-- | modules/gdnative/gdnative.cpp | 4 | ||||
-rw-r--r-- | modules/gdnative/include/gdnative/gdnative.h | 2 | ||||
-rw-r--r-- | modules/gdscript/gd_function.cpp | 87 | ||||
-rw-r--r-- | platform/osx/crash_handler_osx.mm | 3 | ||||
-rw-r--r-- | platform/windows/crash_handler_win.cpp | 4 | ||||
-rw-r--r-- | platform/windows/godot_win.cpp | 38 | ||||
-rw-r--r-- | platform/x11/crash_handler_x11.cpp | 3 | ||||
-rw-r--r-- | scene/gui/scroll_bar.cpp | 8 |
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 > Project Settings > Physics > 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 > Project Settings > Physics > 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 > Project Settings > Physics > 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 > Project Settings > Physics > 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 > Project Settings > Physics > 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) { |