Age | Commit message (Collapse) | Author |
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InputMap: Fixup `macos` feature tag overrides after #52291
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Fixes #52691.
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This means you can start godot with --single-window
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Silence false-positive warning for malformed placement new on GCC 11.1
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Add driver types to GD extension initialisation levels
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Rename `osx` to `macos` in input map feature tag handling
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This follows the general feature tag rename for 4.0.
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Remove unnecessary conversion between triangle data and vertex data
whenever possible.
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On latest (11.1 as of this commit) GCC, the following warning is
continuously issued during build:
warning: placement new constructing an object of type
'SafeNumeric<unsigned int>' and size '4' in a region of type
'uint32_t*' {aka 'unsigned int*'} and size '0' [-Wplacement-new=]
This happens because on 98ceb60eb4 the new operator override used
was dropped and replaced with standard placement new. GCC sees the
subtraction from the pointer and complains as it thinks that the
SafeNumeric is placed outside an allocation, not knowing that the
address requested is already inside one.
After suggestions, the false positive is silenced, with no other
changes.
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Fix custom multiplayer sync commands
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Added explicit type conversion to uint32_t
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Replace stb_vorbis with libvorbis
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Improve Basis::get_quaternion error message
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Fix invalid string cast
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Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
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Fix emitting duplicate edges for convex hulls
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Make platform feature tag names lowercase
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Remove `#ifdefs` for handling compilation with Visual Studio < 2015
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[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
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TokageItLab/implement-set-read-only-in-extended-class
Apply `set_read_only()` to child classes of `EditorProperty` elements
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Add functions for access members by index on packed array objects
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PackedByteArray when deriving from a single PackedByteArray
state variant.
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Remove cartesian2polar and polar2cartesian
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Add Vector2.from_angle() method
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Fix ConstIterator to allow `for` range loops on Packed*Array
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There are two ways a class can be added to ClassDB:
- `A`: When an instance of the class is created for the first time. When
this happends the class is not registered/exposed to scripts.
- `B`: When calling `GDREGISTER_CLASS(ClassName)` or similar. When this
happens the class is registered/exposed to scripts.
ClassDB has an API type property to differentiate between the core
and editor APIs. Up until now the API type was determined whenever
the class is added to ClassDB (either `A` or `B`).
The problem comes when a class is instantiated (`A`) before
being registered (`B`).
If at this point the current defined API is not the same as when the
class is later registered, this will result in a mismatch between
`--editor` and non-editor apps.
This is specially bad for C# as it makes the editor player abort.
This was happening with `EditorPaths` which, while being registered
during the editor API classes registrations, it was also being
instantiated earlier when running the editor or the project manager,
via a call to `EditorPaths::create()`. This regression was introduced
in 1074017f043ec9155b12ea97cd00cf11361ccdf0.
This commit fixes this simply by re-assigning the class API type when
the class is registered (`B`).
This is correct because API type describes registered/exposed classes.
It shouldn't cause any regressions as the API type should not be
accessed of classes that are not (or not yet) registered/exposed.
Code locations for reference:
- Method to add a class to ClassDB: `ClassDB::_add_class2`
- Code that adds classes to ClassDB post first initialization (`A`):
`memnew` macros -> `Object::_postinitialize` ->
`Object::initialize_class` -> `ClassDB::_add_class2`.
- Code adds class to ClassDB and registers/exposes it to scripts:
`GDREGISTER_CLASS` macros -> `ClassDB::register_class<T>` ->
`Object::initialize_class` -> `ClassDB::_add_class2`.
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Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
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Godot 3.3 and later require Visual Studio 2017 to be compiled.
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Rename `String::is_rel_path` to `String::is_relative_path`
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workflow."
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Improve collision generation usability in the new 3D scene import workflow.
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