summaryrefslogtreecommitdiff
path: root/modules/gdnative
AgeCommit message (Collapse)Author
2017-09-03[GDNative] added singleton GDNativeLibrariesKarroffel
A GDNativeLibrary now has a field "gdnative_singleton" which can be used to let the `godot_gdnative_singleton` procedure be executed on Godot's startup. In future this can be used to register new scripting languages or resource importer types.
2017-09-03merged gdnative and nativescript moduleKarroffel
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.
2017-08-30Fix GDNative API generator after changes to MethodBindRuslan Mustakov
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/
2017-08-24-Code completion for enumerationsJuan Linietsky
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19[GDnative] Correct godot_string_chars_to_utf8_with_len function nameEmmanuel Leblond
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
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
2017-08-10Removes type information from method bindsIgnacio Etcheverry
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
2017-08-04Dont call nativescript callbacks if lib is not initializedRuslan Mustakov
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/NativeScript] fix -rdynamic and removed _init callKarroffel
The _init call was buggy anyway and in the end shouldn't be a thing that's called via ClassDB, it should be something that's language specific, so we leave this out for the bindings. In the commit 66a7763 the SCsub file for GDNative was changed to use a cloned environment, that bricked -rdynamic which needs to be passed down to the linker, which didn't happen with the new env.
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
2017-07-27added an optional parameter to OS symbol lookupKarroffel
When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
2017-07-26Merge pull request #9720 from endragor/stack-bottomThomas Herzog
Add a way to retrieve stack bottom of the main thread
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] basic OS detectionKarroffel
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.
2017-07-22gdnative bug fix in get (return null check)Ramesh Ravone
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Merge pull request #9699 from RameshRavone/masterThomas Herzog
[gdnative] `Object::_get` return type and dynamic property
2017-07-19[GDNative] dynamic propertiesRamesh Ravone
2017-07-19Add object type hint for docsPoommetee Ketson
2017-07-18_get return type fixRamesh Ravone
2017-07-15Expose Dictionary::next to GDNativesheepandshepherd
2017-07-03Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg
2017-06-27Merge pull request #9360 from GodotExplorer/pr-external-editor-language-checkRémi Verschelde
Better user experience with external text editors.
2017-06-27Better user expirence with external text editors.geequlim
Implements open_in_external_editor for subclasses of ScriptLanguage. Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-18[GDNative] added GDN_EXPORT macro for librariesKarroffel
Up until now there only was GDAPI which was used for the procedures Godot exposes.
2017-06-16[GDNative] corrected typo for Mac library ext.Karroffel
Seems like the extension is .dylib and not .dynlib. This should make it easier to select files from the editor.
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