Age | Commit message (Collapse) | Author |
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Transform2D's xform method can be used instead which handles
`PoolVector2Array` now (as well as 3D version).
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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Crypto classes will be placed in core/crypto.
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Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
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Add access to interpolation fraction for fixed timestep interpolation
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Addresses #30068
This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.
The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
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For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
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CryptoCore class to access to base crypto utils.
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Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
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Remove thread to prevent memory leak
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Remove unnecessary code and add some error explanations
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Otherwise we end up fetching values from the current OS instance
when running doctool, so they would change based on the system or
even simply due to changes to the system clipboard.
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Remove redundant code, possible NULL pointers and others
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Fixes OS.execute; stderr was silenced; adds missing quote from exe args (windows)
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Add native window/taskbar icon support for Windows and macOS.
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Co-authored-by: Markus Törnqvist <mjt@nysv.org>
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Can be used via scripting as `Geometry.triangulate_delaunay_2d(points)`
The interface is the same as in `Triangulate` library, returning indices
into triangulated points.
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Clipper 6.4.2 is used internally to perform polypaths clipping, as well
as inflating/deflating polypaths. The following methods were added:
```
Geometry.merge_polygons_2d(poly_a, poly_b) # union
Geometry.clip_polygons_2d(poly_a, poly_b) # difference
Geometry.intersect_polygons_2d(poly_a, poly_b) # intersection
Geometry.exclude_polygons_2d(poly_a, poly_b) # xor
Geometry.clip_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.intersect_polyline_with_polygon_2d(poly_a, poly_b)
Geometry.offset_polygon_2d(polygon, delta) # inflate/deflate
Geometry.offset_polyline_2d(polyline, delta) # returns polygons
// This one helps to implement CSG-like behaviour:
Geometry.transform_points_2d(points, transform)
```
All the methods return an array of polygons/polylines. The resulting
polygons could possibly be holes which could be checked with
`Geometry.is_polygon_clockwise()` which was exposed to scripting as well.
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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And remove 2 warnings from warnings=extra.
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Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
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https://github.com/godotengine/godot/blob/8d117b214f2bcd14015532fdfbed9b3f059da0e6/core/bind/core_bind.cpp#L452
This function calls the bottom function
https://github.com/godotengine/godot/blob/8d117b214f2bcd14015532fdfbed9b3f059da0e6/drivers/unix/os_unix.cpp#L312
OS.execute doesn't send out a value to stderr, so stderr defaults to
false, which will invoke this bottom line and always silence stderr.
https://github.com/godotengine/godot/blob/8d117b214f2bcd14015532fdfbed9b3f059da0e6/drivers/unix/os_unix.cpp#L315
Some programs, such as FFmpeg, will print out to stderr with valuable
and vital information. This fixes stderr always being silenced, user can
now opt to have it be read as normal.
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Happy new year to the wonderful Godot community!
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Fix various code formatting issues and argument names.
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methods to gdscript/gdnative.
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-Removed one and zero hints for properties, replaced by default value
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If it can be compared to a boolean, it can be evaluated as one in-place.
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Also move Zlib and Zstd's build instructions to core/SCsub.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Add OS::open_midi_inputs and OS::close_midi_inputs
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handle time before year 1970 now
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