Age | Commit message (Collapse) | Author |
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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Add support for the custom initial screen for the main window, fix primary screen detection.
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Allow binding Callable arguments from an array
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screen detection.
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Add PropertyInfo overload for GLOBAL_DEF
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Unbind Variant methods that change immutable types.
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Restores 3.x functionality that was removed in the Signal/Callable refactor of 4.0.
Fixes #64668.
Implements https://github.com/godotengine/godot-proposals/issues/6034
Usage:
```GDScript
callable.bindv([arg1,arg2,arg3])
```
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Fixes #62706.
Code is commented instead of removed to clarify why they should not be re-added.
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Register enum type names in release build
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Fix pingpong-loop with `loop_wrap` is not working & clean-up cubic interpolation key retrieve process
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Remove duplicate Month and Weekday enums
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[iOS] Add Apple Pencil pressure and tilt support.
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GDScript: Error when assigning return value of void function
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Fix usages of mesh simplification functions in float=64 builds
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This also makes built-in method calls empty the return value when the
method is void, to avoid keeping returning a garbage value in such case.
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Well, they were duplicately-exposed, but triplicately-defined.
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Allow to specify a default value in `ProjectSettings.get_setting()`
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ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
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Fix edge map capacity in convex hull computer
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Fix empty zero assigners for the variant types
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The desired capacity could be less than the default, so reserve would
error.
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Add missing != operator to `StringName`
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Restore weight scale for `AStarGrid2D` (partially)
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Implement basic ASTC support
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Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.
The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.
ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.
Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
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touilleMan/gdextension-expose-builtins-members-real-types
Expose in builtins' members internal type & size (on top of offset) in extension_api.json
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This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.
It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
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Silence `Input.vibrate_handheld()` warning as it's already documented
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- Changes `TextServer.string_get_word_breaks()`
- Returns pairs of boundary start and end offsets
- Accepts `chars_per_line` to return line breaks
- Removes `String::word_wrap()`
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
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Was confused why it always gave inf:s.
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extension_api.json
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Refactor SPIR-V reflection into a generic RenderingDevice feature
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A while ago, argument arrays were passed as const GDNativeTypePtr* (void* const*)
This was changed to GDNativeConstTypePtr* (void const**), adding const on the value but removing it on the pointer level.
This commit changes argument types to const GDExtensionConstTypePtr* (void const* const*).
Besides object pointers, the same change is applied to variant pointers.
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It turns out some areas are independently moving / reading filepointers outside of the VariantParser, which can cause the readahead caching to get out of sync.
This PR makes the VariantParser readahead to be optional to allow for these use cases.
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Synced with gabomdq/SDL_GameControllerDB@adf7ec1edfc0371ebf5fb469b61f301b8e26ec81
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