Age | Commit message (Collapse) | Author |
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Refactors the memnew_placement.
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ustring: Replace macros with inline functions.
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Fix some unnecessary includes
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Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
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- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
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With this commit the macro `memnew_placement` uses the standard memory
placement syntax: `new (mem) TheClass()`, and removes the outdated and
not used syntax:
```
_ALWAYS_INLINE_ void *operator new(size_t p_size, void *p_pointer, size_t check, const char *p_description) {
```
Thanks to this change, the function `memnew_placement` call is compatible with
any class, and can also initialize classes with non-empty constructor:
```
// This is valid, like before.
memnew_placement(mem, Variant);
// This works too:
memnew_placement(mem, Variant(123));
```
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Add new inline functions to check if a character is lowercase or uppercase.
Remove unused upper case macro.
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And another piece of dead code found while searching for "use_builtin".
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Error handling functions for GdScript
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Use key enum instead of plain integers for input code
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This makes it clearer that this property is only about physics FPS,
not rendering FPS.
The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
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Command Palette For Godot
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Move code for looking_at to Basis
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To make sure it does not clash with other libraries.
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`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
`SPAWN_MODE_SERVER`:
- Spawn the scene (instantiate it, add it to tree).
- Emit signal `network_spawn`.
- Else:
- Emit signal `network_spawn_request`.
In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.
In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
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Add pseudolocalization to Godot. (GSoC'21)
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The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
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These methods were broken by 22419082d9bedbc9dc060ea5784bb0871f8710a3
5 years ago and nobody complained, so maybe they're not so useful...
But at least this should restore them to a working state.
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Tests: Improve coverage for `File::get_csv_line()`
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- Fix library loading and initialization.
- Add extra methods/parameters in the interface needed by extenstions.
- Add Variant destructors and functions for extracting values and
creating Variants from values.
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They have the wrong type and cause issues with extensions.
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This sends the Godot object instance back to the extension so they can
keep a pointer for function calls.
Incidentally fix argument order on instance bindings callback for free()
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- Fix type size information.
- Validate sizes at compile time (for the current build configuration
only).
- Normalize type names.
- Add extra information.
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Add theme item descriptions to the online documentation
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Implement LSP didSave notification and rename request
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Adds a few more complex edge cases which are supported.
Also adds some documentation, simplifies the code a bit and forbids using
double quotes as a delimiter.
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[Net] Implement RPC channels in MultiplayerAPI.
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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Implemented initial DAP support
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Fix thread start with no user data when target has no default argument
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Fix binary resource loading and saving
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This seems to be a pretty old bug, older then originally reported (at
least under certain circumstances).
The IP singleton uses a resolve queue so developers can queue hostnames
for resolution in a separate while keeping the main thread unlocked
(address-resolution OS functions are blocking, and could block for a long
time in case of network disruption).
In most places though, the address resolution function was called with
the mutex locked, causing other functions (querying status, queueing
another hostname, ecc) to block until that resolution ended.
This commit ensures that all calls to OS address resolution are done
with the mutex unlocked.
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One was incorrectly reading the size (potentially causing out-of-buffer
read), the other also potentially causing out-of-buffer write during
encoding.
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Implemented "output" event
Refactored "seq" field generation
Prevent debugging when editor and client are in different projects
Removed unneeded references to peer on the parser
Refactored way to detect project path
Implemented "setBreakpoints" request
Fix double events when terminating from client
Refactored "stopped" event
Implemented "stopped" with breakpoint event
Implemented "stackTrace", "scopes" and "variables" request
Report incoming number of stack dump variables
Implemented proper reporting of scopes and variables from stack frames
Prevent editor from grabbing focus when a DAP session is active
Implemented "next" and "stepIn" requests
Implemented "Source" checksum computing
Switched expected errors from macros to silent guards
Refactored message_id
Respect client settings regarding lines/columns behavior
Refactored nested DAP fields
Implement reporting of "Members" and "Globals" scopes as well
Fix error messages not being shown, and improved wrong path message
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kleonc/astar-get_available_point_id-start-from-zero
Astar::get_available_point_id Return 0 instead of 1 when empty
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Remove obsolete `dectime` method
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