Age | Commit message (Collapse) | Author |
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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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Warn about singleton being a Reference
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Made serialization of Command optional. If command is serialized, Control (On Win/Linux) or Meta (on Mac) are not.
Example use case: You are on Windows and you set a shortcut to be Control + E. This would serialize as Command=true and Control=true. If you then run this project on Mac, you would need to press Command AND Control to activate the shortcut - which is not what is intended. Now, you can set store_command to true, and it will only serialize to Command = true (no Control serialized). On Windows, this means Control. On Mac, it means only command.
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load_from_globals() -> load_from_project_settings()
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Before it was being set to the base type instead of the actual return
type.
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doc: Sync classref with Variant utility methods
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Copied relevant documentation from the original `@GDScript` built-ins,
which will likely be removed in a future commit.
Various fixups to `variant_utility.cpp` while working on this.
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Fix crash in resoure duplicate
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Remove unneeded filter on joy_axis()
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Allow HTTPClient to talk to a proxy server
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Remove property groups for Pause Mode and Script
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Allow getting Input "axis" and "vector" values by specifying multiple actions
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Release pressed action if event is removed
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Each of those only grouped 1 property, making them useless.
This closes https://github.com/godotengine/godot-proposals/issues/1840.
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* Makes request uri accept absolute URL and authority
* Adds Host header only when missing
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* Using C-style function pointers now, InternalMethod is gone.
* This ensures much better performance in typed code.
* Renamed builtin_funcs to utility_funcs, to avoid naming confusion
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Minor clamp and float fixes
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For get_vector, use raw values and handle deadzones appropriately
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-Moved Expression to use this, removed its own.
-Eventually GDScript/VisualScript/GDNative need to be moved to this.
-Given the JSON functions were hacked-in, removed them and created a new JSONParser class
-Made sure these functions appear properly in documentation, since they will be removed from GDScript
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KoBeWi/add_an_array_to_another_array_but_with_a_method
Add append_array() method to Array class
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Improve/fix packed data API
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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Make sure operators appear in the docs too
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Fix duplicate variant constructor typo.
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Add "operator" and "constructor" qualifiers to make it easier to
see in the docs.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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Color: Fix -Wtype-limits GCC warning after refactoring
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Warning from GCC 10.2.0 with `warnings=extra`:
```
./core/math/color.h: In member function 'int32_t Color::get_r8() const':
./core/typedefs.h:107:42: error: comparison of unsigned expression in '< 0' is always false [-Werror=type-limits]
107 | #define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a))
| ~~~~~~^~~~~~~~~
./core/math/color.h:201:49: note: in expansion of macro 'CLAMP'
201 | _FORCE_INLINE_ int32_t get_r8() const { return CLAMP(uint32_t(r * 255.0), 0, 255); }
| ^~~~~
```
Also some code consistency changes while at it.
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