Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-10-25 | Removes Script::get_node_type() | Jerome67000 | |
used before GDScript, with squirrel apparently | |||
2017-10-24 | Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog | Ignacio Etcheverry | |
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes. | |||
2017-10-21 | Cleanup unnecessary debug prints | Rémi Verschelde | |
2017-10-21 | classref: Sync with current source | Rémi Verschelde | |
2017-10-20 | [GDnative] remove useless (and illegal !) STL include | Emmanuel Leblond | |
2017-10-20 | Fix compilation on Visual Studio 2013 (#10219). | scorched | |
2017-10-17 | Merge pull request #11953 from touilleMan/pluginscript | Thomas Herzog | |
[GDnative] add pluginscript \o/ | |||
2017-10-17 | [GDnative] add pluginscript \o/ | Emmanuel Leblond | |
2017-10-16 | [Nativescript] fix crash when loading a library with missing ↵ | Emmanuel Leblond | |
godot_nativescript_init | |||
2017-10-15 | Couple of small changes so our ARVRInterfaceGDNative gets constructed and ↵ | BastiaanOlij | |
registered automatically when a module loads | |||
2017-10-15 | remove error message for optional NativeScript symbols | Karroffel | |
2017-10-14 | update ARVRInterfaceGDNative to use API struct | Karroffel | |
2017-10-14 | [GDNative] removed native_raw_call | Karroffel | |
2017-10-14 | Redoing the ARVR GDNative interface as module and tighter implementation | BastiaanOlij | |
2017-10-13 | removed GDNativeClass doc from GDNative module | Karroffel | |
2017-10-13 | Move GDNative docs into gdnative folder | BastiaanOlij | |
2017-10-09 | Merge pull request #11950 from sheepandshepherd/gdnative_property_index | Thomas Herzog | |
Include property index in GDNative class API | |||
2017-10-09 | [GDnative] fix crash at cleanup time when singleton_gdnatives is not empty | Emmanuel Leblond | |
2017-10-08 | Include property index in GDNative class API | sheepandshepherd | |
Needed by properties that share set/get functions. Fixes #10329. | |||
2017-10-08 | [GDnatvie] improve wrapper code generation | Emmanuel Leblond | |
2017-10-08 | [GDnative] Add string_name api | Emmanuel Leblond | |
2017-10-07 | Store GDNative API in array instead of dictionary | sheepandshepherd | |
2017-10-05 | Added the set/get_setting function in Editor/Project settings. Renamed has() ↵ | Juan Linietsky | |
to has_setting. Fixes #11844 | |||
2017-10-04 | Merge pull request #11806 from touilleMan/gdnative-version-field | Thomas Herzog | |
[GDnative] add api version field to godot_gdnative_api_struct | |||
2017-10-04 | [GDnative] add future-proof next field to godot_gdnative_api_struct (a la ↵ | Emmanuel Leblond | |
Vulkan) | |||
2017-10-03 | [GDNative] added API struct wrapper generator | Karroffel | |
Previously functions of the GDNative API were accessed by letting the loader at load-time resolve the symbols. This causes troubles on Windows (...sigh...), so now the GDNative API isn't exported anymore. This means, that a library that wants to call a GDNative function needs to access it via a struct of pointers that's passed to it at right after the library was loaded. To make the usage easier, those function pointers in the struct can be wrapped in actual function in the global scope. This commit adds a generator for that wrapper code. | |||
2017-10-03 | [GDnative] add api version field to godot_gdnative_api_struct | Emmanuel Leblond | |
2017-10-03 | [GDnative] replace gdnative_api_struct.h by a json-based autogenerated system | Emmanuel Leblond | |
2017-10-02 | [GDnative] Add active_library_path to init options struct | Emmanuel Leblond | |
2017-10-02 | [GDnative] Add binding to GDNativeLibrary::get_active_library_path | Emmanuel Leblond | |
2017-09-26 | Enhance iOS export | Ruslan Mustakov | |
- The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset. | |||
2017-09-21 | Fixed a bunch of typos, including an error code. | Ross Hadden | |
2017-09-19 | Allow booleanization of all types | Hein-Pieter van Braam | |
We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API. | |||
2017-09-19 | Change structure order for godot nim compatibility | Konstantin Zaitsev | |
2017-09-19 | Fix MSVC compilation errors | Konstantin Zaitsev | |
2017-09-17 | Merge pull request #11296 from touilleMan/gdnative-api-struct | Thomas Herzog | |
[GDnative] pass api as struct of function pointers to loaded gdnative modules | |||
2017-09-17 | [GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation | Emmanuel Leblond | |
2017-09-17 | [GDnative] create godot_gdnative_api_struct and pass it to ↵ | Emmanuel Leblond | |
godot_gdnative_init_options | |||
2017-09-16 | Apply clang-format again to recent changes | Rémi Verschelde | |
Also add missing copyright headers. [ci skip] | |||
2017-09-15 | Fix compile error on gd_native_library_editor.cpp with tools=no | Marcelo Fernandez | |
2017-09-14 | Merge pull request #11237 from endragor/gdnative-variant-ref | Thomas Herzog | |
Construct Variants from Reference properly in GDNative | |||
2017-09-14 | Added a menu to enable/disabled GDNative singletons in project settings | Juan Linietsky | |
2017-09-14 | Construct Variants from Reference properly in GDNative | Ruslan Mustakov | |
Previously godot_variant_new_object constructed Variant without accounting for the fact that the Object can be a Reference, so refcount was not increased and References were destructed prematurely. Also, Reference::init_ref did not propagate refcount increment to the script instance, which led to desync of refcount info on the script side and Godot side. | |||
2017-09-12 | Merge pull request #11028 from mrawlingst/color-RGBA32 | Rémi Verschelde | |
Change Color.to_32() to Color.to_rgba32() and lowercase other functions | |||
2017-09-10 | Fixed attempt to delete NULL pointer error | bncastle | |
Fixed: Error cause by attemptng to delete a NULL pointer. unregister_gdnative_types() now checks discoverer to see if it is NULL before deleting. After selecting a godot project to edit (in Win10), the discoverer_callback() wasn't called thus discoverer was NULL. | |||
2017-09-07 | Change Color.to_32() to to_rgba32() and format as RGBA | mrawlingst | |
2017-09-05 | Provide NativeScript properties in definition order | Ruslan Mustakov | |
2017-09-03 | [GDNative] added singleton GDNativeLibraries | Karroffel | |
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. | |||
2017-09-03 | merged gdnative and nativescript module | Karroffel | |
2017-09-01 | Fix signed and unsigned comparisons | Hein-Pieter van Braam | |
The first in my quest to make Godot 3.x compile with -Werror on GCC7 |