Age | Commit message (Collapse) | Author |
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Initialize class/struct variables with default values in platform/ and editor/
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Tweak log file names for consistency between Mono and non-Mono logs
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- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
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Rename TYPE_REAL to TYPE_FLOAT
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To be consistent with the naming everywhere else.
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
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Fix subtracting colors and quats
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InputEvent as_text now returns readable string. Added to_string for debug strings
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Ignore hint entries in game controller mapping
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feat: HMAC support in Crypto APIs
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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GDScript(2.0) Documentation generation system
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- Initialize Object pointer to nullptr so it's not used by mistake.
- When setting an Object check if it's a reference so refcounting works
as intended.
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
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Fix crash when printing leaked nodes
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[Complex Text Layouts] Implement TextServer interface.
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Fix SGN macro
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This version behaves the way the documentation states: 0 values will resolve to 0 instead of +1
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Add root_node as property of MultiplayerAPI
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It allows binding multiple sockets to the same ADDR:PORT (unlike TCP,
which still requires different ADDR:PORT combinations).
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strings
Made InputEvent as_text() return a readable and presentable string. Added to_string() overrides for each which returns a 'debug-friendly' version which is not as presentable but provides more information and in a more structured fashion. Use as_text() for UI display scenarions and to_string() for debug cases
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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TextServer.
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Fix prints and printt functions printing as errors
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ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.
It no longer makes sense to make it optional.
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Initialize class/struct variables with default values in core/ and drivers/
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Fixed check for array size before func_size: when func_size is 0 there's
only 1 entry left and not 3.
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Use Vector2i instead of Vector2 for Image get_pixelv and set_pixelv
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GDScript: Typed VM Take 2
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- Allow getting an opaque pointer, no matter the type (for ptrcall).
- Allow setting object pointer and id directly.
- Allow initializing the data given a type, to allow properly setting
return types on ptrcalls.
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Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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Since they do pretty much the same thing. The validated_get() was
renamed to get() since that is more performant.
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The validated getters were only setting the value without changing the
type, leading to wrong results. This uses the same path used for
methods to the same purpose.
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Update joy button and stick names, enums and documentation
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Made serialization of Command toggleable when saving InputEvents.
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