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2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Style: prevent bogus macro formatting by clang-formatRémi Verschelde
Also prevent formatting of thirdparty snippet
2017-03-05really fixed PTRCALL nowKarroffel
2017-03-05Merge pull request #7958 from karroffel/powerstate-ptrcall-fixRémi Verschelde
Added PowerState casting operator to Variant
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-03-05Added PowerState casting operator to VariantKarroffel
Without it Godot does not build with PTRCALL_ENABLED
2017-03-05Merge pull request #7950 from RandomShaper/expose-more-geomRémi Verschelde
Expose uncapped versions of closest-point-to-segment utilities
2017-03-04Expose uncapped versions of closest-point-to-segment utilitiesPedro J. Estébanez
2017-03-04Add API to access battery power stateJulian Murgia
Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
2017-03-04Merge pull request #7940 from RandomShaper/expose-geometryRémi Verschelde
Expose Geometry::get_closest_point_to_segment_2d()
2017-03-04Expose Geometry::get_closest_point_to_segment_2d()Pedro J. Estébanez
2017-03-02Merge pull request #7911 from RandomShaper/single-field-prop-editRémi Verschelde
Implement single-field property change for multinode edit
2017-03-02Implement single-field property change for multinode editPedro J. Estébanez
2017-03-02Merge pull request #7882 from AlexHolly/PoolStringArray-joinRémi Verschelde
added join to PoolStringArray
2017-03-01Fix RANDOM_MAX, which is 2^32-1 with PCG32.Leandro Motta Barros
2017-03-01added join to PoolStringArrayAlexHolly
2017-02-28Merge pull request #7878 from RebelliousX/elseRémi Verschelde
Bunch of missing `else` statements and general logic
2017-02-28Inf and NaN support added to GDScript.Saracen
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-26Merge pull request #7830 from volzhs/str-format-3Rémi Verschelde
Fix zero padding formatting
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-18Fix zero padding formattingvolzhs
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-15-begin of export work, not done yetJuan Linietsky
-fixes to make scenes exported from godot 2.x work
2017-02-14Revert "Make nan==nan true for GDScript"Juan Linietsky
2017-02-14Make nan==nan true for GDScriptHein-Pieter van Braam
After discussing this with Reduz this seemed like the best way to fix #7354. This will make composite values that contain NaN in the same places as well as the same other values compare as the same. Additionally non-composite values now also compare equal if they are both NaN. This breaks IEEE specifications but this is probably what most users expect. There is a GDScript function check for NaN if the user needs this information. This fixes #7354 and probably also fixes #6947
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-12Merge pull request #7581 from Faless/v6_wild_bindRémi Verschelde
TCP/UDP listen bind to address and bugfixes
2017-02-12Merge pull request #7749 from Faless/fix_7697Rémi Verschelde
HTTPClient properly handle partial data in non-blocking mode
2017-02-12Merge pull request #7743 from karroffel/json_parsing-3.0Rémi Verschelde
JSON::parse reports errors on open-ended objects (master)
2017-02-08Added "Scots" locale name, fixing #7630Nuno Donato
2017-02-07HTTPClient properly handle partial data in non-blocking modeFabio Alessandrelli
Use block to send DVector::Write out of scope in HTTPClient::read_response_body_chunk()
2017-02-06shadows were not working in-editor for nvidia, fixed nowJuan Linietsky
2017-02-06JSON::parse reports errors on open-ended objectsKarroffel
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-02-04Ensure proper config version when reading the new configuration file.Juan Linietsky
2017-02-04Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky
2017-02-02Match ERROR_QUERY_FAILED enum with othersvolzhs
2017-02-02Merge pull request #7689 from eska014/webgl2Rémi Verschelde
Enable WebGL2 in web export, start fixing build
2017-02-02Merge pull request #7681 from karroffel/classdb_typeRémi Verschelde
corrected ClassDB::instance() return type
2017-02-02Merge pull request #7649 from Faless/fix_input_masterRémi Verschelde
Keyboard Input modifiers do not block actions.
2017-02-01CSV translation import pluginJuan Linietsky
2017-02-01Lot of work in new importer, importing textures now works.Juan Linietsky
2017-02-01Enable WebGL2 in web export, start fixing buildeska
Will not yet compile
2017-01-30corrected ClassDB::insatnce() return typeKarroffel
2017-01-25Removed import/export system, will start new one from scratch.Juan Linietsky
2017-01-25Keyboard Input modifiers do not block actions.Fabio Alessandrelli
This means, if you press "F" while holding "shift" and there is and action registered for "F" that action should be pressed. This commit restore this behaviour, lost when implementing is_action_just_pressed. If you want "blocking modifiers" you should code it via script. Fixes 6826
2017-01-25Merge pull request #7563 from RayKoopa/extended_list_dir_beginRémi Verschelde
Add parameters to Directory.list_dir_begin() to skip navigational or hidden entries