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2017-10-17Merge pull request #11953 from touilleMan/pluginscriptThomas 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
2017-10-15Couple of small changes so our ARVRInterfaceGDNative gets constructed and ↵BastiaanOlij
registered automatically when a module loads
2017-10-15remove error message for optional NativeScript symbolsKarroffel
2017-10-14update ARVRInterfaceGDNative to use API structKarroffel
2017-10-14[GDNative] removed native_raw_callKarroffel
2017-10-14Redoing the ARVR GDNative interface as module and tighter implementationBastiaanOlij
2017-10-13removed GDNativeClass doc from GDNative moduleKarroffel
2017-10-13Move GDNative docs into gdnative folderBastiaanOlij
2017-10-09Merge pull request #11950 from sheepandshepherd/gdnative_property_indexThomas Herzog
Include property index in GDNative class API
2017-10-09[GDnative] fix crash at cleanup time when singleton_gdnatives is not emptyEmmanuel Leblond
2017-10-08Include property index in GDNative class APIsheepandshepherd
Needed by properties that share set/get functions. Fixes #10329.
2017-10-08[GDnatvie] improve wrapper code generationEmmanuel Leblond
2017-10-08[GDnative] Add string_name apiEmmanuel Leblond
2017-10-07Store GDNative API in array instead of dictionarysheepandshepherd
2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-10-04Merge pull request #11806 from touilleMan/gdnative-version-fieldThomas 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 generatorKarroffel
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_structEmmanuel Leblond
2017-10-03[GDnative] replace gdnative_api_struct.h by a json-based autogenerated systemEmmanuel Leblond
2017-10-02[GDnative] Add active_library_path to init options structEmmanuel Leblond
2017-10-02[GDnative] Add binding to GDNativeLibrary::get_active_library_pathEmmanuel Leblond
2017-09-26Enhance iOS exportRuslan 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.
2017-09-21Fixed a bunch of typos, including an error code.Ross Hadden
2017-09-19Allow booleanization of all typesHein-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.
2017-09-19Change structure order for godot nim compatibilityKonstantin Zaitsev
2017-09-19Fix MSVC compilation errorsKonstantin Zaitsev
2017-09-17Merge pull request #11296 from touilleMan/gdnative-api-structThomas 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 instantiationEmmanuel Leblond
2017-09-17[GDnative] create godot_gdnative_api_struct and pass it to ↵Emmanuel Leblond
godot_gdnative_init_options
2017-09-16Apply clang-format again to recent changesRémi Verschelde
Also add missing copyright headers. [ci skip]
2017-09-15Fix compile error on gd_native_library_editor.cpp with tools=noMarcelo Fernandez
2017-09-14Merge pull request #11237 from endragor/gdnative-variant-refThomas Herzog
Construct Variants from Reference properly in GDNative
2017-09-14Added a menu to enable/disabled GDNative singletons in project settingsJuan Linietsky
2017-09-14Construct Variants from Reference properly in GDNativeRuslan 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.
2017-09-12Merge pull request #11028 from mrawlingst/color-RGBA32Rémi Verschelde
Change Color.to_32() to Color.to_rgba32() and lowercase other functions
2017-09-10Fixed attempt to delete NULL pointer errorbncastle
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.
2017-09-07Change Color.to_32() to to_rgba32() and format as RGBAmrawlingst
2017-09-05Provide NativeScript properties in definition orderRuslan Mustakov
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