Age | Commit message (Collapse) | Author |
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Some small optimizations in core/math/geometry.h.
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By combining all scalar factors we can get rid of a scalar * vector
multiplication and a square root operation, since the resulting formula
only uses the squared length.
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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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Re-write mono module editor code in C#
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Enhance game export
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We make sure the resource dir path ends with a trailing '/' for safety reasons, so we must make sure the path we compare it to does so as well.
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Make the build system automatically build the C# Api assemblies to be shipped with the editor.
Make the editor, editor player and debug export templates use Api assemblies built with debug symbols.
Always run MSBuild to build the editor tools and Api assemblies when building Godot.
Several bugs fixed related to assembly hot reloading and restoring state.
Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
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Expose ResourceImporter to the scripting API
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Show icons for code completion options
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Fixes #30127
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Use wslay as a WebSocket library
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Both client and server are supported on native builds (as usual).
SSL server is still not supported, but will soon be possible with this
new library.
The API stays the same, we just need to work out potential issues due to
this big library switch.
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The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly.
The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
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It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
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The fix for EditorNode is a bit hacky, but the handling of the buttons
and features there is hacky too (based on enums that might not reflect
the actual state).
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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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Add editor screenshot on control - f12.
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Remove thread to prevent memory leak
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Fix some editor crashes
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Remove unnecessary code and add some error explanations
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Replace ` + "/" + ` with `String::file_add()`
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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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Applied some of FALLTHROUGH macro usage from #30122
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compiler that this is intended.
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Also, fix crash in PluginScript destructor.
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AStar get_current_point enabled consideration
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Add default values to the editor help, docs, and generated RST
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Add encrypted files support to ConfigFile
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Fix small memory leak in OS.cpp
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Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
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Fix #26477
Add in ConfigFile this methods:
load_encrypted(path, key)
load_encrypted_pass(path, password)
save_encrypted(path, key)
save_encrypted_pass(path, password)
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doc: Proofread and complete various nodes
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Remove redundant code, possible NULL pointers and others
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All 100% completed: MainLoop, Node, Object, Path, Performance,
Reference, Resource, SceneState, SceneTree, UndoRedo.
Also fixed some en_GB occurrences as the reference spelling is en_US.
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added some functions to manage undo buttons
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