Age | Commit message (Collapse) | Author |
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Cap the number of warnings/errors per second rather than per frame
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Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
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Fixes this warning:
```
./core/os/dir_access.h:74:17: warning: 'virtual String DirAccess::get_next(bool*)' was hidden [-Woverloaded-virtual]
```
Part of #30790.
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Inspector: Make default float step configurable
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This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
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Added String.count method
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Fix some code found by Coverity Scan and PVS Studio
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Previously it was a runtime error message.
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Added lerp_angle built-in function
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Changed some code reported by LGTM and Coverity
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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MultiNodeEdit now only shows properties with the exact same PropertyInfo data
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Add integer posmod and rename default arg names
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Expose "meta" to the Inspector
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"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
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Add access to interpolation fraction for fixed timestep interpolation
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when doing Vector3 slerp it is not necessary to have it normalized.
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Addresses #30068
This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.
The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
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Pass by reference to const
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Method Binding Free Function Support
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first parameter) to method bindings
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SCons: Fix MBEDTLS_CONFIG_FILE string escape
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Fixes #30431, regression from #30277.
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This is actually expected by the function although it was apparently
working in GCC without the terminator, it breaks (at least some) clang
versions.
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Add TCP connect timeout.
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Default timeout is 30 seconds (i.e. after 30 seconds of calling
connect_to_host if the TCP peer is not connected the connection will
error out).
This value can be configured in project settings:
`network/limits/tcp/connect_timeout_seconds`
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Removed a redundant check in PoolVector
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Fixes minor issues found by static analyzer
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The set method of PoolVector<T> performs an indexing check twice.
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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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