Age | Commit message (Collapse) | Author |
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[GDnative] add pluginscript \o/
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godot_nativescript_init
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registered automatically when a module loads
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Include property index in GDNative class API
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Needed by properties that share set/get functions. Fixes #10329.
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to has_setting. Fixes #11844
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[GDnative] add api version field to godot_gdnative_api_struct
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Vulkan)
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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.
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- 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.
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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.
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[GDnative] pass api as struct of function pointers to loaded gdnative modules
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godot_gdnative_init_options
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Also add missing copyright headers.
[ci skip]
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Construct Variants from Reference properly in GDNative
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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.
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Change Color.to_32() to Color.to_rgba32() and lowercase other functions
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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.
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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.
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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Make GDNative work on Android
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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.
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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.
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