Age | Commit message (Collapse) | Author |
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This can happen when chaining calls to various string methods when the
string is empty.
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Fix 'UndoRedo's 'MERGE_ALL' mode repeating instructions when quickly commiting actions
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Fix warnings seen with -Wignored-qualifiers.
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Fix all -Wtype-limits warnings.
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fixes #18801
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commiting actions
It seems that the merge operation validation is only useful to the 'MERGE_ENDS' mode, causing problems when in 'MERGE_ALL'.
Fixes #26118.
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Fix return value for Dictionary.erase(key) in script
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Integers in Godot are signed 64-bit ints (int64_t), but var2str used
int behind the scenes and would thus overflow after 2^31.
Also properly documented the actual bounds of int and the behaviour
when overflowing them.
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Fixes #25316.
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fixed AStar improper point deletion (leads to crash)
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Fix wrong bounds check in String::right
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Align the Variant data member
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This should avoid potential alignment issues when _mem holds real
values and speed up some floating point operations in some cases.
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We need to consume the trailer part and final CRLF after last chunk
as per RFC 7230 section 4.1:
```
chunked-body = *chunk
last-chunk
trailer-part
CRLF
```
We do not return the trailer part, just consume it allowing following
requests to work as expected when using keep alive.
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Fix random generation, to not always retrieve 0 after seed()
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Fix typo for randd and randf
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This removes editor errors saying cycles existed when the thumbnailer was running.
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* And improve documentation according to issue #25938
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Fix keep-alive without header in HTTP client
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Make Button shortcuts triggerable by gamepads
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The allocations of commands in CommandQueueMT weren't aligned. This
commit aligns all accesses on 64bit boundaries regardless of target
platform. This ensures that all types are aligned.
Lock-wise the semaphores were maked as usable when the command had ran
but not when the synchronous stub had finished with it. This lead to a
race condition where sometimes the semaphore got reused before it was
waited on. We now mark the semaphore as free only once we're done
waiting on it.
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This closes #25741.
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-Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer
-Added missing emit_changed whe modifying keys to Animation
-Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references
-Changed AnimationEditor to update the current track when keys are edited
-Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated)
-Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Ensure classes match their header filename
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Note: These are still not exposed to GDScript
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Use script instance binding for objects constructed from C#
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Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
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Fix many asan and ubsan reported issues
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[Core] Rename Matrix3 file to Basis
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Closes #25733.
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The code already referred to "Basis", it's just the file name that was different for some reason.
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Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed.
Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems.
Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
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Thanks to @Rriik for finding the bug and its cause.
Fixes #25595.
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Avoid CSharpInstance from accessing its state after self destructing (by deleting the Reference owner).
It's now safe to replace the script instance without leaking or crashing.
Also fixed godot_icall_Object_weakref return reference being freed before returning.
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Mono: Fix MonoPosixHelper not being found
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Let memory stat functions return uint64_t
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