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2020-11-13Fixes crash when returns .Andrea Catania
2020-11-12Merge pull request #43477 from bruvzg/xvfb_fixRémi Verschelde
Fix running on Xvfb server.
2020-11-12Add X11 Atom validity checks.bruvzg
2020-11-12Merge pull request #43408 from rcorre/path-gizmos-4.0Rémi Verschelde
Make Path3D handles visible and consistent with 2D.
2020-11-12Proposal 1246: Make Path3D handles more visible.Ryan Roden-Corrent
Resolves godotengine/godot-proposals#1246. It is difficult to tell the difference between the handles for adjusting curves and the points themselves when looking at a Path gizmo. This re-uses the icons used for Path2D. Unlike Path2D, this does not use a different icon for smooth vs sharp points, as using a potentially different material for each point would prevent batching the points in add_handles (and adding them out-of-order messes up other logic based on handle indices). This includes a public API change to allow specifying a texture for a handle material. This allows spatial gizmo plugins to customize the way a handle is rendered, if desired, but does not break existing behavior (as providing no texture uses the default). The path handle icons were resized as well. 16x16 is the standard icon size. These icons were 10x10 rather than 16x16, and appeared rather small in the editor. To resize, I: - Opened the original in Inkscape - Resized the document to 16x16 - Opened the transform dialog - Scaled by 160% proportionally - Used Align/Distribute to center on the page - Saved the document - Cleaned with `svgcleaner --multipass`
2020-11-12Merge pull request #43244 from HaSa1002/docs-mdtRémi Verschelde
Docs: MeshDataTool: showcase tool in code example
2020-11-12Docs: MeshDataTool: showcase tool in code exampleHaSa1002
2020-11-12Merge pull request #43220 from YeldhamDev/canvasgroup_codeedit_iconsRémi Verschelde
Add icons for the 'CanvasGroup' and 'CodeEdit' nodes
2020-11-12Merge pull request #43471 from Rubonnek/ipci-not-thread-safeRémi Verschelde
Document InstancePlaceholder.create_instance not being thread-safe.
2020-11-12Merge pull request #43465 from fire/save-screenshot-masterRémi Verschelde
Restore screenshot button.
2020-11-11Document InstancePlaceholder.create_instance not being thread-safe.Wilson E. Alvarez
2020-11-11Restore screenshot button.K. S. Ernest (iFire) Lee
2020-11-11Merge pull request #43462 from pulawskig/masterRémi Verschelde
Removing unneeded FuncRef code in C#
2020-11-11Merge pull request #43451 from timothyqiu/move-line-cursorRémi Verschelde
Keep cursor relative position after move lines up/down in text editor
2020-11-11Removing unneeded FuncRef code in C#Grzegorz Puławski
2020-11-11Merge pull request #43457 from reduz/refactor-builtin-methods-againRémi Verschelde
Refactor variant built-in methods yet again.
2020-11-11Refactor variant built-in methods yet again.reduz
* Using C-style function pointers now, InternalMethod is gone. * This ensures much better performance in typed code. * Renamed builtin_funcs to utility_funcs, to avoid naming confusion
2020-11-11Merge pull request #43372 from aaronfranke/clamp-fixesRémi Verschelde
Minor clamp and float fixes
2020-11-11Merge pull request #43449 from nekomatata/line_edit_window_posRémi Verschelde
Expose LineEdit scroll offset to scripts
2020-11-11Keep cursor relative position after multiline moveHaoyu Qiu
2020-11-11Expose LineEdit scroll offset to scriptsPouleyKetchoupp
2020-11-11Merge pull request #43443 from Faless/js/4.0_audio_workletRémi Verschelde
[HTML5] Port inline JS code to libraries, AudioWorklet support.
2020-11-11Merge pull request #43446 from reduz/create-variant-builtin-funcsRémi Verschelde
Create Variant built-in functions.
2020-11-10Create Variant built-in functions.reduz
-Moved Expression to use this, removed its own. -Eventually GDScript/VisualScript/GDNative need to be moved to this. -Given the JSON functions were hacked-in, removed them and created a new JSONParser class -Made sure these functions appear properly in documentation, since they will be removed from GDScript
2020-11-10Minor clamp and float fixesAaron Franke
2020-11-10[HTML5] AudioWorklet API implementation.Fabio Alessandrelli
Rewrote AudioDriverJavaScript to support multiple processor nodes. The old (and deprecated) ScriptProcessorNode when threads are not available, and the new AudioWorklet API when threads are enabled. The new implementation uses two ring buffers and a shared state to communicated with the AudioWorklet thread. The audio.worklet.js JavaScript file is always added to the export template, but only really used (and downloaded) in the thread build.
2020-11-10Merge pull request #43441 from pWNn1sher/masterRémi Verschelde
Checking for half_image_size[ x & y ] to be non-negative.
2020-11-10Checking for half_image_size[ x & y ] to be non-negative.Pun1sher
This make sure that (1x1) , (1 x X) and (X , 1) pixel images using sub-sampling will get correct half_image_size i.e NON-NEGATIVE. fix : https://github.com/godotengine/godot/issues/42363
2020-11-10Merge pull request #43437 from akien-mga/doc-operatorsRémi Verschelde
doc: Add template to document Variant operators, fixups to #43419
2020-11-10Merge pull request #41230 from naithar/feature/pluggable-ios-modulesRémi Verschelde
[iOS] [4.0] iOS Plugins
2020-11-10Merge pull request #43436 from qarmin/invalid_idRémi Verschelde
Remove Attempted to free invalid ID error
2020-11-10doc: Sync classref to add operators after #43419Rémi Verschelde
2020-11-10doc: Fixups to #43419 which added operators in the docsRémi Verschelde
- Escape the method names as e.g. `operator <` is invalid XML. - Add a hack to merge all String % operator definitions for each Variant type as a single one with `Variant` argument type. - Add support for the new qualifiers in makerst.py. - Drop unused `doc_merge.py`, seems to date back to when we had all the documentation in a single `classes.xml`.
2020-11-10iOS Export: support multi-target pluginSergey Minakov
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
2020-11-10iOS Export: export modification to support pluginsSergey Minakov
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
2020-11-10iOS: change platform code to support pluginsSergey Minakov
2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
2020-11-10Remove Attempted to free invalid ID errorRafał Mikrut
2020-11-10Merge pull request #43398 from ↵Rémi Verschelde
KoBeWi/add_an_array_to_another_array_but_with_a_method Add append_array() method to Array class
2020-11-10Merge pull request #43350 from gvekan/fix-load-autocompleteRémi Verschelde
Fix completion for built-in load() function
2020-11-10Merge pull request #43357 from KoBeWi/editor_art_3dRémi Verschelde
Register methods for drawing 3D editor overlays
2020-11-10Fix completion for built-in load functionGustav
2020-11-10Merge pull request #43434 from sneik15/patch-1Rémi Verschelde
Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
2020-11-10[HTML5] Port JavaScript inline code to libraries.Fabio Alessandrelli
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
2020-11-10[HTML5] Update syntax for lto.Fabio Alessandrelli
2020-11-10Fix gdnative build when WebRTC module is disabled.Fabio Alessandrelli
2020-11-10RasterizerDummy fixes.Fabio Alessandrelli
2020-11-10Register methods for drawing 3D editor overlaysTomasz Chabora
2020-11-10Merge pull request #43423 from Calinou/doc-assert-avoid-side-effectsRémi Verschelde
Clarify that code in `assert()` should avoid side effects
2020-11-10Updated gd_glue.cpp to work with the latest changes in the variant refactoringAdrian Adeva
Without this change the engine dont compile with the mono module enabled.