Age | Commit message (Collapse) | Author |
|
Fix typo in InputEventMIDI string
|
|
|
|
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
- Removes the undesired spaces before the colon
- Adds missing commas between parameters
- Adds quotes or brackets to strings
- Removes brackets around single values
|
|
|
|
Fix zip file opening twice
|
|
Helps users figure out that something is wrong if they did define this
environment variable and it turns out being ignored.
|
|
|
|
Fixes #48645.
|
|
Port lawnjelly's dynamic BVH implementation from 3.x to be used in
both 2D and 3D broadphases.
Removed alternative broadphase implementations which are not meant to be
used anymore since they are much slower.
Includes changes in Rect2, Vector2, Vector3 that help with the template
implementation of the dynamic BVH by uniformizing the interface between
2D and 3D math.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
|
|
TileSet and TileMap rework (squashed)
|
|
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
|
|
Rename color constants (alternative)
|
|
Highlight control flow keywords with a different color
|
|
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
|
|
Add filter, map and reduce to Array
|
|
|
|
This makes them easier to distinguish from other keywords.
|
|
|
|
|
|
See #48463.
|
|
Re-bind posmod, use int64_t instead of int
|
|
Add RPC support to Callable
|
|
Fixes #48420, fixes #48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
|
|
|
|
Add Enter as alternate key to complete code
|
|
-Up to each scripting language to implement this
-If not supported for the function, it will just error when you try to call
|
|
|
|
|
|
This returns a double while the other values are all uint64_t. The
clang compiler gives a warning since converting the constant to double
loses precision.
|
|
Don't allow to use in bit shift negative operands
|
|
[Net] Implement String::parse_url for parsing URLs.
|
|
Implement Particle Trails
|
|
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
|
|
drive names as UTF-8 encoded.
|
|
Add fill method to Arrays and PackedArrays
|
|
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.
"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html
|
|
Core: Drop custom `copymem`/`zeromem` defines
|
|
|
|
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
|
|
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
|
|
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|
|
Fixes #48100.
|
|
|
|
|
|
|
|
GDScript: Use special stack space for temporaries to reduce type changes
|