Age | Commit message (Collapse) | Author |
|
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
|
|
|
|
p_screen param from get_screen_* funcs now default to the current screen
|
|
Added notification const NOTIFICATION_WM_ABOUT
|
|
|
|
|
|
|
|
Fixes #10244.
|
|
|
|
Add IME support (macOS)
|
|
|
|
|
|
|
|
Closes #7695
|
|
Plus:
- An allocation is counted only after checking its success.
- Max usage is updated after growing reallocs as well.
- Drop unused header.
- Changed the 0xFFF.. at get_mem_available() to -1 with a comment telling it's the same, but more universal.
|
|
Thus fixing some invalid changes that had still made it to the master branch.
|
|
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
|
|
Remove duplicate keycode constant for Numpad Enter key (3.0)
|
|
Add a way to retrieve stack bottom of the main thread
|
|
|
|
|
|
I'm working on Nim bindings and Nim GC needs to know the stack
boundaries to check whether certain pointers are located on the stack
or in the heap. This commit adds godot_get_stack_bottom procedure
to gdnative module which returns pointer to the stack bottom of the
main thread. Later on this may be improved to return stack bottom of
the current thread.
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
|
|
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
|
|
Abstruct set_ime_position to OS class.
Update ime position for LineEdit and TextEdit.
|
|
Fixes #9299
|
|
|
|
InputEvent: Restore old behaviour for matching key events to actions.
|
|
Make the naming consistent with other classes.
|
|
Quite a while ago I made a commit (131631b) where I did a weird
thing to fix compilation with PTRCALL_ENABLED. And I couldn't
sleep because of this after all these months. So here is the
proper version.
|
|
Original code in 9100db7
|
|
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
|
|
The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
|
|
This fixes a lot of problems with key input in the engine.
|
|
Change InputEventScreenTouch from struct to class
|
|
|
|
Fixes #8888
|
|
-Removed redundant bind in input_event
|
|
|
|
this might cause bugs I haven't found yet..
|
|
|
|
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
|
|
|
|
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.
|
|
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
|
|
|
|
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
|
|
|
|
Input: Refactor JOY_* constants.
|