Age | Commit message (Collapse) | Author |
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Handle removal of Pool*Array types and other recent changes.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Part of #36132.
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GDNative: Make godot_int an int64_t
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Those keywords were deprecated for 3.1 in #22087.
Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
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Redo of the change in cf8c679a23b21d6c6f29cba6a54eaa2eed88bf92
that caused a build issue, with the extra change needed to
'godot_arvr_blit'.
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Issues caused by cf8c679a23b21d6c6f29cba6a54eaa2eed88bf92.
The Mono change is actually a bugfix (used the int instead of ObjectID
by mistake).
The GDNative change is a temporary revert until a more exhaustive approach
is taken to make 'godot_int' 64-bit, is confirmed wanted by GDNative users.
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32 bits.
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- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
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It was marked to be removed in Godot 3.1.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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touilleMan/gdnative-uses-godot_string_name-where-possible
Use StringName in pluginscript's set/get_prop and add_global_constant
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Update docs to version 4.0
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touilleMan/remove-useless-pluginscript-get_rpc-rset_mode
Remove useless pluginscript godot_pluginscript_script_desc.get_rpc/rset_mode fields
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fields
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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Also quick clean up of the matching C++ files.
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This function is available to GDScript but not to GDNative. When exposed, it
allows building more ergonomic safe abstractions over the GDNative APIs, and
covers the use cases of the original PR.
Close #28478. Supersedes #28791.
Co-authored-by: Markus Ewald <cygon@nuclex.org>
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Removed unused variables, add some constants numbers
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to core API 1.2 extension.
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Fix some crashes and using null pointers
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VideoStream:
- Fix const correctenss
VideoPlayer:
- Remove unused member variable last_frame
- Move _mix_audios function definition to source file
- Fix function parameter naming to match p_ convention
- Fix const correctness
- Add null checking
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This also tweaks error messages to remove hardcoded references to
the default `godot_` prefix.
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Fix VideostreamGDNative seek
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Added some obvious errors explanations
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Add array slice method
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Fix VideostreamGDNative audio buffer handling
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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Fix the audio buffer start when there are previous remains
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When seeking video, make sure audio buffers are reset and video time
is updated.
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