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2019-09-25Merge pull request #32199 from starryalley/fix_seekRémi Verschelde
Fix VideostreamGDNative seek
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-23Merge pull request #31172 from creikey/add-array-slicingRémi Verschelde
Add array slice method
2019-09-23Merge pull request #32198 from starryalley/fix_audio_bufferRémi Verschelde
Fix VideostreamGDNative audio buffer handling
2019-09-19Fix misc. source comment typosluz.paz
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 `
2019-09-19Fix VideostreamGDNative audio buffer handlingMark Kuo
Fix the audio buffer start when there are previous remains
2019-09-19Fix VideostreamGDNative seekMark Kuo
When seeking video, make sure audio buffers are reset and video time is updated.
2019-09-14Add array slice methodCameron Reikes
2019-08-29doc: Sync classref with current sourceRémi Verschelde
2019-08-26Make VarArg methods return types show up as Variant in API jsontoasteater
VarArg methods have the return type Object in the API json for GDNative. This can cause undefined behavior in some language bindings due to lack of documentation on VarArg methods' behavior. This changes the MethodInfo of: - CSharpScript::_new - GDScript::_new - PluginScript::_new
2019-08-12Fix self reference issue in core structures for GDNative pluginsBastiaan Olij
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner
"modules/gdnative", "modules/gdscript" directories.
2019-07-29Merge pull request #30935 from YeldhamDev/gdnative_plugin_fixRémi Verschelde
Fix 'GDNativeLibrary' editor being incorrectly opened
2019-07-29Merge pull request #30923 from NilsIrl/better_dropdownRémi Verschelde
Improve platform selection in the GDNativeLibrary dock
2019-07-29Fix 'GDNativeLibrary' editor being incorrectly openedMichael Alexsander Silva Dias
2019-07-29Find trailing whitespace and indentation in gdnative_api.jsonRémi Verschelde
2019-07-29Improve platform selection in the GDNativeLibrary dockNilsIrl
* Replace button text with currently selected platforms * Expand button size horizontally
2019-07-27Replace radion buttons with checkboxes in GDNativeLibrary editorNilsIrl
2019-07-26Merge pull request #30788 from Chaosus/direction_to_gdnativeRémi Verschelde
Added Vector2/3.direction_to methods to GDNative
2019-07-25Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGERémi Verschelde
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead.
2019-07-24Added direction_to to GDNativeChaosus
2019-07-23Added count method to StringChaosus
2019-07-19Remove added pluginscript resource format loaders and savers on cleanupIvan Hilaire
Properly release added resource loader and save references. Otherwise PluginScript API may cause "ObjectDB Instances still exist!" warnings and segmentation faults on exit.
2019-07-15doc: Sync classref with current sourceRémi Verschelde
2019-07-05Merge pull request #24086 from RandomShaper/bundle-pck-to-executableRémi Verschelde
Enhance game export
2019-07-04Parse more informations for code completionGeequlim
2019-07-03Skip export of non-project librariesPedro J. Estébanez
That is, any library referred to in GDNative library resources, won't be copied to the export target path unless its path begins with `res://`. The case use for this is a bit advanced: having a GDN library that will be deployed separately from the project; for instance, to a path in the system (like `/opt/...`). Currently the GDN library editor doesn't allow to pick dynamic libraries outside the project, but that can be done by editing the `.gdnlib` file manually.
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-06-30doc: Remove null default values that can't be determinedRémi Verschelde
Applying #30187.
2019-06-30doc: Add default values to all propertiesRémi Verschelde
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-29Merge pull request #30167 from Xrayez/module-editor-iconsRémi Verschelde
Add support for creating editor icons per module
2019-06-29Remove bogus nulls from generated default valuesBojidar Marinov
Also, fix crash in PluginScript destructor.
2019-06-29Merge pull request #30183 from Andrettin/Variant-Pointer-FixesRémi Verschelde
Fixed cases of unsupported pointers being used to construct variants
2019-06-29Merge pull request #29380 from bojidar-bg/16086-docs-default-valueRémi Verschelde
Add default values to the editor help, docs, and generated RST
2019-06-29 Fixed cases of unsupported pointers being used to construct variantsAndrettin
2019-06-28Add support for creating editor icons per moduleAndrii Doroshenko (Xrayez)
The functionality is similar to how `doc_classes` are retrieved per module. The build system will search for custom icons path defined per module via `get_icons_path()` method in `config.py` or default icons path. If such paths don't exist, only the editor's own icons will be built. Most module icons were moved from editor/icons to respective modules.
2019-06-27Proofread and improve the whole class referenceHugo Locurcio
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
2019-06-27Add default values to the editor help, docs, and generated RSTBojidar Marinov
Also, make spacing of "=" in the editor help a bit more consistent. Closes #16086
2019-06-27Properly expose all Error constants to scripting languagesRémi Verschelde
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-18doc: Improve docs for Resource* classesRémi Verschelde
Also move module-specific classes to their own module's `doc_classes` folder.
2019-06-18Unexpose subclasses of ResourceFormatLoader and -SaverRémi Verschelde
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden to add support for different formats in ResourceLoader and ResourceSaver. Those should be exposed as they can be overridden in plugins. On the other hand, all predefined subclasses of those two base classes are only meant to register support for new file and resource types, but should not and cannot be used directly from script, so they should not be exposed. Also unexposed ResourceImporterOGGVorbis (and thus its base class ResourceImporter) which are editor-only.
2019-06-16Merge pull request #29325 from m4gr3d/setup_godot_for_ovr_supportRémi Verschelde
Setup Godot to support the Oculus Mobile SDK.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-06-03Merge pull request #28099 from lupoDharkael/fix-completionRémi Verschelde
Fix code completion not working with class_name
2019-05-30Setup Godot to support the Oculus Mobile SDK.fhuya
2019-05-28Added move_toward functions for float, Vector2 and Vector3Giacom