Age | Commit message (Collapse) | Author |
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#20488 core dictionary get key
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Added .get() method to Dictionary class in GDScript to return the value if the key exists, or return Null if the key does not exist.
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Also makes the editor exit faster
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Also never return null for is_ipv4 to avoid crashes due to engine bug.
(better to get an error and a broken socket then seeing your game crash)
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Always initialize VariantCall return_type.
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The return_type is used by the GDScript parser (and possibly other
scripting languages), so it MUST be initialized at least.
It could be initialized to Variant::NIL in release, but I see no reason
for not setting the actual value.
See similar issue in 95dfa5b .
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on modification if the scene was just saved. Fixes #18027.
Still I feel this line was commented for a reason. If you bisect a bug and find
this commit, let me know.
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Add store_csv_line method for File
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-Also added set_deferred, this was missing.
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Better buffering for WebSocket
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Co-authored-by: Zirak <zirakertan@gmail.com>
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Allow to specify a custom strength when calling Input.action_press(),…
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Fix GDScript placeholder fallback
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allows virtual axis, mainly for mobile.
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-Removed one and zero hints for properties, replaced by default value
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These methods aren't used anywhere in Godot's code, and all they do is cast floating types to int64_t. There's no reason to have these lines, they literally do nothing, and they aren't useful functions to begin with.
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Error running Expression.execute after parse error
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Fix: String::format Variant to String conversion
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There happens a segmentation fault when you use Expression.parse() and you don't check for errors and then run Expression.execute(). So we check if there was a parse error in the execute method now.
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Add missing Rect2 methods to GDNative API
Add missing Quat methods to GDNative API
Add missing NodePath methods to GDNative API
Add missing String methods to GDNative API
Add missing Array methods to GDNative API
Add missing Basis methods to GDNative API
Add missing Color methods to GDNative API
Update gdnative_api.json
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Previosly String::format used variant.get_construct_string() to convert
the passed Variants to Strings. This however did not match the expected
printing behavior of some datatypes: Strings for example turned out
escaped.
This fix replaces the call to get_construct_string() with a simple
conversion. This makes String::format consistent with "%s" % "sth" and
formated Variants turn out like printed as expected.
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Limit several project settings
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This was not a problem on Windows as binary names are guaranteed to end
with '.exe', but on Unix systems binary extensions are purely cosmetic
and thus optional, which is a problem when using `get_basename()` to
lookup a potential '.pck' file, as it can fail on e.g. "My Game 2.0" (#15188).
To fix this, ProjectSettings::setup now checks for both basename + '.pck'
and filename + '.pck'.
Fixes #15188, supersedes and closes #22755.
Also took the opportunity to improve documentation on this core method.
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Fixes #22684.
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Visualscript search fixes
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* There were spaces unequally inside the function definitions.
* camelcase_to_underscore() should also work for numbers inside of the camel case.
* Removed the builtin concept
* Capitalize descriptions from methods too.
* Match the visual script functions by removing the empty arguments "( )"
* Add some test cases
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When an item has been inserted into an already-occupied slot, and
the original inhabitant of that slot was moved on, it was wrongly
moved with the inserted-item's key/value instead of its own.
This closes #22928.
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This reverts commit 6415454581c3ba0025da6b9bae42e060fa4e1508.
That patch was correct but Object::has_method is not a reliable way to check
if we can use the given method, as it doesn't support inner classes (#22838).
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Add ONE constants to Vector2 and Vector3
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Optimize interpolation algorithms
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Interpolation in the form of va + (vb - va) * c is faster and prevents floating point issues for int/string
Followup to https://github.com/godotengine/godot/pull/22786
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Cleaned up/Fixed some bugs in the remote inspector code.
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