Age | Commit message (Collapse) | Author |
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Refactor variant built-in methods yet again.
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* 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
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Minor clamp and float fixes
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Expose LineEdit scroll offset to scripts
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[HTML5] Port inline JS code to libraries, AudioWorklet support.
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Create Variant built-in functions.
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-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
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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.
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Checking for half_image_size[ x & y ] to be non-negative.
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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
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doc: Add template to document Variant operators, fixups to #43419
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[iOS] [4.0] iOS Plugins
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Remove Attempted to free invalid ID error
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- 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`.
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Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
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Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
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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.
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KoBeWi/add_an_array_to_another_array_but_with_a_method
Add append_array() method to Array class
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Fix completion for built-in load() function
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Register methods for drawing 3D editor overlays
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Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
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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).
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Clarify that code in `assert()` should avoid side effects
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Without this change the engine dont compile with the mono module enabled.
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Improve/fix packed data API
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[Docs] Add C# example for EditorPlugin::forward_canvas_draw_over_viewport
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Follow up to #43356
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Calinou/fix-filesystem-copy-path-shortcut-conflict
Use Ctrl+Shift+C as the default FileSystem dock Copy Path shortcut
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GDNative: Define special char types in string.h
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Allow using SVG images as project icon
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Add docs for editor viewport drawing methods
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Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0
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Variant: Sync docs with new constructors, fixes to #43403
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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Change how no-arg constructor is handled internally in Variant.
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Make sure operators appear in the docs too
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Fix duplicate variant constructor typo.
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