Age | Commit message (Collapse) | Author |
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Ensures a valid Basis is created with all constructors.
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Adds PCK encryption support (using script encryption key for export).
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HttpRequest now handles gzipping response bodies
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Change default encryption mode from ECB to CFB.
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p_self._data.packed_array needs to be used instead of p_self._data._mem
printline
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Improve the resource loading error message to mention the need to import
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Added PCK file loading with offset feature
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updated variables to use size_t
removed line break to make code style more consistent
added conditional check to return an error if offset field is used when loading a ZIP package
fixed typo
formatted file
added commit regarding self contained exe files
handled error loging for load zip file with offset
spelling tweak
updated conditional statement for magic check
udpated error message when load Zip file with offset is called
fix CI
Trying to fix CI
fix CI done
Added error message for loading self-contained exe with offset.
Updated documentation.
Fix indent
final fix indent
Updated documentation.
fix indents
Updated doc based on suggestion
Final fix
fixed format
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Added request_raw to HttpRequest
Added decompress_dynamic to Compression class
Added decompress_dynamic to BytePoolArray
Merge doc fix
revert
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This is used to get a direct pointer for the data inside a Variant.
Added as another class instead of in Variant directly because this
should only be used in special cases, so use must be explicit.
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Follow-up to a61cae14696732fca214902161f40450dec2f9cd.
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Fix hard-coded OP_MAX in variant_op.cpp
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Change Color HTML conversion from ARGB to RGBA
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Synced with gabomdq/SDL_GameControllerDB@d148c6ce4987e0cf58da8100c675eb5db8e43dfe.
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Also add support for 3 and 4 digit values in C#. Now it actually matches the HTML/CSS spec.
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Clear missed remaps on deinitialization
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godotengine/godot#34221
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Add a test suite for Expression
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This also makes the first parameter of `Expression::execute()` optional
from C++. Previously, it was only optional in the scripting API.
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Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
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And revert follow-up regression fix "Remap script path when registering class."
After the regression fix, the original issue is valid again so it's better
to go back to the previous state.
This reverts commits e264ae20d2a828201a50868b3af334a3f8c8a37c and
fceb64827ea50364f34f4ba9db3910602d1911bf.
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Added plurals and context support to Translation
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This is a common pitfall when setting up projects in a headless
environment.
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This method starting being used in 079ca220e14669ef7c31c399985cd2c733af15bd,
which now triggers this warning from GCC 10:
```
./core/error_macros.h:151:25: error: comparison of unsigned expression in '< 0' is always false [-Werror=type-limits]
```
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fixes and updated class Reference.
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dialog when deleting settings.
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New contributors added to AUTHORS:
@hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg
Thanks to all contributors and donors for making Godot possible!
---
Also changes to relevant code that parses the DONORS.md to match
the new tiers.
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Remap script path when registering class.
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Fix Vector3i and Vector2i AXIS_* constants
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- New layout: advanced options hidden by default, error labels added.
- Disallow adding invalid new settings, or overwriting built-in settings.
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Was causing `class_name`-defined scripts to not being loaded in exported
games due to the remap from `*.gd` to `*.gdc`/`*.gde`.
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A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.
Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
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