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2018-03-08Merge pull request #16485 from poke1024/vector2-crossRémi Verschelde
Bring back Vector2.cross()
2018-03-07Bring back Vector2.cross()Bernhard Liebl
2018-03-07Reinstate WebGL 1.0 driver in HTML5 platformLeon Krause
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-02-28Allow degenerate triangles in polygon triangulation when necessary.Nicolas Silva
2018-02-28Fix various valgrind reported uninitialized variable usesHein-Pieter van Braam
2018-02-25Mono: Better versioning and gracefully unloading of Godot API assembliesIgnacio Etcheverry
2018-02-24(Magnify|Pan)Gesture: implement as_textPoommetee Ketson
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-02-22Color:fix setting V switch S to old V valuePoommetee Ketson
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-21Fix loading project.binary from PCK fileRémi Verschelde
Regression introduced in #16825. My logic was correct, but not the error code I was expecting. The error reporting in FileAccess likely needs a review too.
2018-02-19Merge pull request #15563 from poke1024/gdscript-shuffleRémi Verschelde
Add shuffle() method to Array
2018-02-19Merge pull request #15852 from poke1024/color_hsvRémi Verschelde
Add Color.from_hsv()
2018-02-19Improve error reporting of ProjectSettings::setup()Rémi Verschelde
And use it to better report errors in the console and project manager when a project.godot file is corrupted. Fixes #14963.
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-14Add locale renames for Hebrew and Indonesian on WindowsRémi Verschelde
Windows does not fully respect ISO 639-1 like other systems, so we have to override its locale values for those languages. Also added comments to document the locale provenance.
2018-02-14Merge pull request #15564 from RandomShaper/adpod-topmostRémi Verschelde
Add new window setting: always on top
2018-02-14Merge pull request #15892 from Zylann/add_missing_vs_bindingsRémi Verschelde
Added all missing VisualServer bindings
2018-02-14Merge pull request #16169 from hungrymonkey/issue_16160Rémi Verschelde
Change function signature from float to double to match type get_doub…
2018-02-14Add mbedtls moduleFabio Alessandrelli
2018-02-12Added OS::center_window to center the window precisely on desktop platformsMarcelo Fernandez
2018-02-07Merge pull request #15899 from karroffel/stringbuffer-template-argRémi Verschelde
add template argument for size in StringBuffer
2018-02-05Fix polygon triangulation failure.Nicolas Silva
The ear clipping algorithm used to triangulate polygons has a slightly too conservative point-in-triangle test which can, in some configurations prevent it from finding a possible tessellation. Relaxing the test by considering that points exactly on edges don't belong the triangle fixes the issue. Changing the semantic of the test is safe because no other code makes use of it. A more detailed explanation can be found in issue #16395. Fixes #16395.
2018-02-05Kill an old debugging messageHein-Pieter van Braam
When running the engine with -d we get a message on the command-line for each control being clicked. After discussing with @reduz it seems that this is old and should be removed. Commented out as requested.
2018-02-03Fix broken variant call of Vector3.snappedTimur Celik
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-02-01Merge pull request #16002 from bruvzg/mono_loading_form_resRémi Verschelde
[Mono] Allow loading assemblies (including mscorlib) from resources.
2018-01-31Merge pull request #16188 from Schweigert/masterRémi Verschelde
Display set_nodelay to GDScript
2018-01-31Mono: Allow loading `mscorlib` from resources.bruvzg
2018-01-30Display set_nodelay to GDScriptMarlon Henry Schweigert
Pass enabled arg Rename set_nodelay to set_no_delay Add description to the method Change description
2018-01-30Merge pull request #15995 from GodotExplorer/pr-debugger-weakrefRémi Verschelde
Remote debugger send the real instance of WeakRef referenced to
2018-01-30Fix wrong return type of xform functionsPoommetee Ketson
2018-01-29Change function signature from float to double to match type ↵hungrymonkey
get_doubleCloses #16160
2018-01-27Use the appropriate Variant hash and compare functions for DictionariesHein-Pieter van Braam
Dictionaires did not use the VariantHasher and VariantComparator making them unsafe for use with NaN values as keys. This PR uses the appropriate Variant implementations for these functions. var d = {} d[Vector2(NAN, NAN)] = 0 d[Vector2(NAN, NAN)] = 0 print(d.size()) will now output '1' and not '2' This fixes #16031
2018-01-24- Improves portability in joystick buttons enumAriel Manzur
- Fixes linking bug in modules split library
2018-01-24Merge pull request #15844 from letheed/better-error-msgRémi Verschelde
Make cyclic resource inclusion error message more helpful
2018-01-23Remote debugger send the real instance of WeakRef referenced toGeequlim
2018-01-20add template argument for size in StringBufferkarroffel
Until now the pre-allocated array size was defined to be 64 without a way of adjusting it from the calling side. This commit adds the size as a template parameter.
2018-01-20Added all missing VisualServer bindingsMarc Gilleron
- Added bindings for multimesh, immediate, skeleton, light, reflection probe, gi probe, lightmap, particles, camera, environment, scenario, instance - Removed draw and sync, were duplicates of force_* equivalents - Bumped binders max arguments from 11 to 13 - Wrote some wrappers as not all methods were variant-friendly
2018-01-20fixed crash with StringBuilderkarroffel
When using a newly created StringBuilder then the as_string() method will crash when trying to free an allocated 0-sized chunk of memory. When 0 bytes get allocated with memnew_arr then a NULL pointer gets returned. When trying to free that pointer the programm will crash.
2018-01-18improves portability with some compilersAriel Manzur
2018-01-18Add Color.from_hsv()Bernhard Liebl
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Make cyclic resource inclusion error message more helpfulletheed
2018-01-17doc: Replace some more "val" with "value" + syncRémi Verschelde
2018-01-16Revert "Fix bad color to HTML conversion. Alpha channel was added before RGB."Rémi Verschelde
2018-01-15Filled tutorial field in most relevent classes.Juan Linietsky
Added tutorial display in doc.
2018-01-15Make sure PropertyHint matches in the VisualScript editor.K. S. Ernest (iFire) Lee