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2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-31Correct GDnative's godot_string_find_last method nameEmmanuel Leblond
2017-08-31Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde
Make GDNative work on Android
2017-08-30Make GDNative work on AndroidRuslan Mustakov
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
2017-08-30Remove 10778 related methods from GDNativeHein-Pieter van Braam
After #10778 master didn't build any longer with GDNative. This removes the methods removed in that PR from the GDNative bindings for Basis also.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-19[GDnative] Correct godot_string_chars_to_utf8_with_len function nameEmmanuel Leblond
2017-08-16Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde
Updated function argument names
2017-08-15Comment include order to avoid errorsPedro J. Estébanez
So as to not revive #10071, as suggested by @akien-mga.
2017-08-12Updated function argument namesWilson E. Alvarez
2017-08-08Implemented String C API.ducdetronquito
2017-08-06[GDNative] fixed double variant callKarroffel
This bug got discovered thanks to clang!
2017-08-05renamed node path, closes #5691Juan Linietsky
2017-08-04[GDNative] fixed a bug with ambiguous include pathsKarroffel
fixes #10071. The problem is that the json.h file includes the local variant.h instead of the "absolute" core/variant.h
2017-08-02[GDNative] better header include pathsKarroffel
The old include paths caused some problems on some compilers, for example including "string.h" was ambiguous.
2017-07-28Pass GDNativeLibrary pointer to library initRuslan Mustakov
2017-07-25Add a way to retrieve stack bottom of the main threadRuslan Mustakov
I'm working on Nim bindings and Nim GC needs to know the stack boundaries to check whether certain pointers are located on the stack or in the heap. This commit adds godot_get_stack_bottom procedure to gdnative module which returns pointer to the stack bottom of the main thread. Later on this may be improved to return stack bottom of the current thread.
2017-07-24[GDNative] new GDNative APIKarroffel
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
2017-07-15Expose Dictionary::next to GDNativesheepandshepherd
2017-07-03Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-08[GDnative] API consistency + missing propertiesEmmanuel Leblond
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-31Fix GDNative PoolVector typossheepandshepherd
2017-05-31Wrap copy constructor for some GDNative typessheepandshepherd
2017-05-23[GDNative] fixed some functions that returned referencesKarroffel
Those errors were introduced with #8821 (6fd217d). These functions need to return reference types, otherwise setting values on those containers does not work.
2017-05-19Finish implementation of GDnative builtins bindingsEmmanuel Leblond
2017-05-17Fix two typos from previous commitRémi Verschelde
Also cleanup comments on variant types.
2017-05-11[GDNative] added varcall and printKarroffel
2017-04-17Merge pull request #8440 from karroffel/gdnative-new-methodThomas Herzog
[GDNative] added "new" method and fixed headers
2017-04-17Merge pull request #8439 from touilleMan/correct_gdnative_signaturesThomas Herzog
Correct gdnative signatures
2017-04-17[GDNative] added "new" method and fixed headersKarroffel
2017-04-17gdnative: Implement missing function for godot_basis.Emmanuel Leblond
2017-04-17gdnative: modify vector2&vector3 functions signature to use value passing ↵Emmanuel Leblond
instead of ptr.
2017-04-17Add godot_string_unicode_str to GDnativeEmmanuel Leblond
2017-04-15Correct indentation in gdnative vector2/3Emmanuel Leblond
2017-04-15Implement missing functions in gdnative vector2 and vector3 bindingsEmmanuel Leblond
2017-04-11[GDNative] made string functions more C-friendlyKarroffel
2017-04-09renamed dlscript module to gdnativeKarroffel