Age | Commit message (Collapse) | Author |
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Update snake_case splitting
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Script editor now automatically completes file paths in GDScript
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Added the ability to select files as base when creating scripts
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Apply is_ceiling/is_wall swap fix to 2D move_and_slide
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Ported move_and_slide to KinematicBody (3D)
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Prevent to uncheck selected item with button group
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Added various functions basic math classes. Also enabled math checks …
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Show 3D raycasts when debugging collisions
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Fix property warnings and hide some debug prints
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re-added MultiScript
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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.
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
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This version of the commit has the on_ceiling/on_wall fix without any
explaination of that code, since apparently it wasn't complicated enough.
As for the notes at the top of the function, they're still there.
move_and_slide is rather useful for character-controllers, etc.
It reduces the amount of boilerplate code.
Not having move_and_slide makes the APIs somewhat inconsistent.
(It might be nice to figure out a way to share the code between the two
move_and_slide implementations, but that's for someone who knows what
the policy is on shared code like that.)
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Fixes #8463.
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[GDNative] fixed msvc build
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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)
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External editor improvements and fixes
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Respect the expand margin for StyleBoxTextures again.
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Show script filename instead of thumbnail
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[GDNative] explicit calling convention
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Fixed that playing the project opens the project manager
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Fixes #8445
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Support for space indentation
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Fix PRNG randomization.
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Fix gles3-particles shader not compiling
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It seems to give nightmares to Windows users.
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Use .godot as file extension for project files.
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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.
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[GDNative] added "new" method and fixed headers
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Correct gdnative signatures
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Add godot_string_unicode_str to GDnative
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instead of ptr.
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ScriptEditor: Fixes bug where menu option would be handled twice
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[GD 3.0] Fix stretch mode 2d... again
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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.
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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).
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