Age | Commit message (Collapse) | Author |
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
|
|
Those keywords were deprecated for 3.1 in #22087.
Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
|
|
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
|
|
Fix errors raised when showing parse errors in the editor
|
|
Fixes #26691
|
|
|
|
This makes the error message clearer as it might be used to call
functions with side effects.
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
This allows doing: self.x = 1 even if self.x is declared as float.
|
|
|
|
Note that prefixing with an underscore only works with unused arguments
and local variables, not class variables and signals.
This closes #26056.
|
|
|
|
Make sure the script is fully compiled before looking into the base.
|
|
Added some obvious errors explanations
|
|
|
|
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 `
|
|
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
|
|
"modules/gdnative", "modules/gdscript" directories.
|
|
|
|
|
|
Allow overriding how scripted objects are converted to strings
|
|
Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
|
solves #26796
- ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts
- ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings
- IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance
- ADD Documentation about `Object.to_string` and `Object._to_string`
- Changed `Variant::operator String` to use `obj->to_string()`
|
|
Fixes #27152
Fixes #28591
|
|
|
|
|
|
This closes #26790.
|
|
|
|
- This mode avoids loading any other resource.
- Search for class_name now uses this mode, to avoid loading in the scan
thread.
- Implement get_dependencies() for GDScript loader, now exporting
dependencies only should include the preloaded resources.
|
|
Inheriting from virtual class no longer causes the engine to crash.
|
|
prints an error instead.
Co-authored-by: Hein-Pieter van Braam <hp@tmm.cx>
|
|
Fixes #25316.
|
|
|
|
|
|
|
|
Fix properties being lost when reloading placeholder GDScript instance
|
|
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing.
The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance.
I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
|
|
Happy new year to the wonderful Godot community!
|
|
tools), fixes #17070
|
|
Fixed parents export vars not appearing in inspector if parent is class_name.
|
|
|
|
Limit several project settings
|
|
|
|
solves #22291
|
|
Fixed parents properties not appearing in inspector if parent is class_name.
|
|
Fixes GCC 5 warnings of the form:
core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]
Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
|
|
Revert part of e4af39cbc00446b03d142882a69813e94f0838b2 that was causing
a crash.
|
|
|
|
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
|