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2017-04-24Merge pull request #8502 from karroffel/multiscriptRémi Verschelde
re-added MultiScript
2017-04-24re-added MultiScriptKarroffel
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object. With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes which could impact performance. I used the code from 0b806ee as the base and made it work with the current master.
2017-04-20i18n: Add more assetlib strings to translateRémi Verschelde
Fixes #8463.
2017-04-20i18n: Sync translation templates with current sourceRémi Verschelde
2017-04-20Merge pull request #8464 from karroffel/gdnative-msvc-fixThomas Herzog
[GDNative] fixed msvc build
2017-04-20[GDNative] fixed msvc buildKarroffel
2017-04-20Move VERSION_MKSTRING logic to version.hRémi Verschelde
Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
2017-04-20Merge pull request #8417 from neikeq/hello-thereRémi Verschelde
External editor improvements and fixes
2017-04-20Merge pull request #8376 from RayKoopa/fix_stylebox_expand_marginRémi Verschelde
Respect the expand margin for StyleBoxTextures again.
2017-04-20Merge pull request #8359 from volzhs/script-filename-masterRémi Verschelde
Show script filename instead of thumbnail
2017-04-20gitignore: Add version_generated.hRémi Verschelde
2017-04-20Clarification of degrees/radians in angle methodsChris Bradfield
2017-04-19Merge pull request #8455 from karroffel/gdnative-calling-convThomas Herzog
[GDNative] explicit calling convention
2017-04-19[GDNative] explicit calling conventionKarroffel
2017-04-18Merge pull request #8447 from Melix19/patch-1Rémi Verschelde
Fixed that playing the project opens the project manager
2017-04-18Fixed that playing the project opens the project managerMarco Melorio
Fixes #8445
2017-04-18Merge pull request #8424 from Paulb23/convert_indentRémi Verschelde
Support for space indentation
2017-04-18Convert indent on savePaulb23
2017-04-18Added support for space indentationPaulb23
2017-04-18Merge pull request #8441 from tagcup/seed_fixRémi Verschelde
Fix PRNG randomization.
2017-04-18Merge pull request #8388 from Dobbias/fix_#8381Rémi Verschelde
Fix gles3-particles shader not compiling
2017-04-17Drop EXEC PATHP?? super verbose info messageRémi Verschelde
It seems to give nightmares to Windows users.
2017-04-17Merge pull request #8375 from Hinsbart/project_extensionRémi Verschelde
Use .godot as file extension for project files.
2017-04-17Fix PRNG randomization.Ferenc Arn
PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases). Use a large default seed, and also add a shift in Math::randomize. Fixes #8423.
2017-04-17Merge pull request #8440 from karroffel/gdnative-new-methodThomas Herzog
[GDNative] added "new" method and fixed headers
2017-04-17Merge pull request #8439 from touilleMan/correct_gdnative_signaturesThomas Herzog
Correct gdnative signatures
2017-04-17[GDNative] added "new" method and fixed headersKarroffel
2017-04-17gdnative: Implement missing function for godot_basis.Emmanuel Leblond
2017-04-17Merge pull request #8437 from touilleMan/gdnative-godot_string_unicode_strThomas Herzog
Add godot_string_unicode_str to GDnative
2017-04-17gdnative: modify vector2&vector3 functions signature to use value passing ↵Emmanuel Leblond
instead of ptr.
2017-04-17Add godot_string_unicode_str to GDnativeEmmanuel Leblond
2017-04-17Merge pull request #8433 from neikeq/pr-fix-smthAndreas Haas
ScriptEditor: Fixes bug where menu option would be handled twice
2017-04-17Merge pull request #8426 from Shockblast/masterAndreas Haas
[GD 3.0] Fix stretch mode 2d... again
2017-04-17ScriptEditor: Fixes bug where menu option would be handled twiceIgnacio Etcheverry
2017-04-17External editor improvements and fixesIgnacio Etcheverry
Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-16[GD 3.0] Fix stretch mode 2d... againShockblast
Objects on the screen were not displayed when the project was played, because it looked for the values of width and height of menus with old names (godot 2.1?) For that reason delivered value (0, 0).
2017-04-16Added ability to convert indent typePaulb23
2017-04-16Use .godot as file extension for project files.Andreas Haas
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
2017-04-16Editor: decrease blending time for dialog dimming a little.Andreas Haas
Feels snappier now.
2017-04-15Merge pull request #8394 from eska014/fbo-depth-formatAndreas Haas
Fix FBO depth texture format
2017-04-15Fix FBO depth texture formatL. Krause
2017-04-15Merge pull request #8411 from touilleMan/gdnative-vector2-vector3Thomas Herzog
[GDnative] Implement missing functions in gdnative vector2 and vector3 bindings
2017-04-15Correct indentation in gdnative vector2/3Emmanuel Leblond
2017-04-15Implement missing functions in gdnative vector2 and vector3 bindingsEmmanuel Leblond
2017-04-14Merge pull request #8389 from volzhs/inspector-button-margin-masterAndreas Haas
Make buttons closer in Inspector panel
2017-04-14Merge pull request #8370 from volzhs/fix-stylebox-masterAndreas Haas
Fix editor style box for ToolButton
2017-04-14Merge pull request #8393 from hpvb/fix-8081Andreas Haas
Correct Variant::hash_compare()
2017-04-14Merge pull request #8356 from volzhs/texture-view-masterAndreas Haas
Prevent to take too much space for long vertical texture
2017-04-14Merge pull request #8374 from nunodonato/killimportAndreas Haas
Removed the deprecated Import menu from the main editor.
2017-04-14Correct Variant::hash_compare()Hein-Pieter van Braam
There was a logic error in #7815 which made Variant.hash_compare() == Variant.hash_compare() always true. In an attempt to short-circuit the NaN check I made an (in hindsight) obvious error: 10 == 12 || is_nan(10) == is_nan(12) This will be true for all inputs, except for the NaN, not-NaN case. The macro has been updated to now generate: (10 == 12) || (is_nan(10) && is_nan(10)) so: (10 == 12) || (is_nan(10) && is_nan(12)) = false False or (False and False) is False (10 == 10) || (is_nan(10) && is_nan(10)) = true True or (False and False) is True (Nan == 10) || (is_nan(NaN) && is_nan(10)) = false False or (True and False) is False (Nan == Nan) || (is_nan(NaN) && is_nan(NaN)) = true False or (True and True) is True Which is correct for all cases. This bug was triggered because the hash function for floating point numbers can very easily generate collisions for the tested Vector3(). I've also added an extra hashing step to the float hash function to make this less likely to occur. This fixes #8081 and probably many more random weirdness.