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2020-04-14Merge pull request #37861 from reduz/implement-decalsRémi Verschelde
Implement decals
2020-04-14Implement decalsJuan Linietsky
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
2020-04-13Merge pull request #37817 from ThakeeNathees/disconnect-autocompleteRémi Verschelde
autocomplete for disconnect implemented
2020-04-13autocomplete for disconnect, is_connected implementedThakee Nathees
2020-04-10Merge pull request #37395 from ThakeeNathees/collon-equal-parser-bug-fixRémi Verschelde
`:=` fails on some nodes fix: #37357
2020-04-02Replace more occurrences of NULL with nullptrRémi Verschelde
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Add missing docs for assert message in GDScriptThomas ten Cate
Seems like this was overlooked in PR #31142. See also issue #17082.
2020-03-30Merge pull request #37436 from akien-mga/doc-node-renamesRémi Verschelde
doc: Update classref with node renames
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-29`:=` fails on some nodes fix: #37357Thakee Nathees
2020-03-28Merge pull request #37364 from ThakeeNathees/fix-forloop-range-bug-#37358Rémi Verschelde
Fix for loop range bug: #37358
2020-03-28Fix for loop range bug: #37358Thakee Nathees
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-24Move DocData and Collada out of their subfoldersRémi Verschelde
Now that the unused DocDump was removed, the `editor/doc` subfolder is redundant. Similarly, there's no reason for Collada to have a subfolder for itself when glTF or OBJ don't.
2020-03-23Adding missing include guards to header files identified by LGTM.Rajat Goswami
This addresses the issue godotengine/godot#37143
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-13Merge pull request #36599 from AndreaCatania/gen_rpc_data_exportRémi Verschelde
Generates the rpc and rset info for exported GDScript.
2020-03-13Merge pull request #36723 from AndreaCatania/fix-rsetRémi Verschelde
Fixed rset method for gdscript and visual script
2020-03-11Fix various typosluz.paz
Found via `codespell`
2020-03-10Merge pull request #36704 from ThakeeNathees/gdscript-duplicate-args-fixRémi Verschelde
GDScript duplicate arguments bug fixed
2020-03-10Merge pull request #36767 from ThakeeNathees/class-pass-fixRémi Verschelde
fix: Classes can't have pass
2020-03-10Merge pull request #36859 from ThakeeNathees/logic-error-for-loop-range-parsingRémi Verschelde
Fix: logic error in gdscript_parser.cpp for-loop-range
2020-03-09Merge pull request #36751 from Faless/debugger/threads_and_profilersRémi Verschelde
ScriptDebugger refactor, threading, profilers.
2020-03-09Merge pull request #36912 from Xrayez/resurrect-module-iconsRémi Verschelde
Fix missing module editor icons
2020-03-08Fix missing module editor iconsAndrii Doroshenko (Xrayez)
Module icons need to be renamed to PascalCase as well for them to be registered in 4.0. See godotengine/godot#36513.
2020-03-08Merge pull request #36683 from rafaeldelboni/masterRémi Verschelde
Return only scenes for script owners on LSP completion
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-03-07fix: Return only scenes for script owners on LSP completionRafael Delboni
Fix: #36680
2020-03-06logic error in gdscript_parser.cpp for-loop-rangeThakee Nathees
there was a logic error in for loop range argument that check if all of the argument were constants, fixed
2020-03-06duplicate arguments in a function handledThakee Nathees
2020-03-05typo in gdscript_workspace.cpp/remove_cache_parser() fixedThakee Nathees
2020-03-05pass keyword inside a class implementedThakee Nathees
2020-03-02Fixed rset method for gdscript and visual scriptAndrea Catania
2020-02-28Removed interactive loader, added proper thread loading.Juan Linietsky
2020-02-28Generates the rpc and rset info for exported GDScript.Andrea Catania
Improved the send rpc log message when fail. This work has been kindly sponsored by IMVU.
2020-02-28Merge pull request #36620 from Calinou/doc-linear2db-exampleRémi Verschelde
Add a practical example for `@GDScript.linear2db()`
2020-02-28Merge pull request #36619 from Calinou/doc-improve-inverse-lerpRémi Verschelde
Improve the `@GDScript.inverse_lerp()` documentation
2020-02-28Merge pull request #36556 from RandomShaper/rework_mutexRémi Verschelde
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-27Add a practical example for `@GDScript.linear2db()`Hugo Locurcio
One of its most common applications in games is for volume sliders. See https://www.dr-lex.be/info-stuff/volumecontrols.html for more information.
2020-02-27Improve the `@GDScript.inverse_lerp()` documentationHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/2589.
2020-02-27Merge pull request #36545 from nathanwfranke/syntax-highlight-int-typesRémi Verschelde
Fix autocomplete and highlighting for new integer types
2020-02-26Fix autocomplete and GDScript Highlighting for typesnathanwfranke
Types include new integer types and others
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26Merge pull request #36521 from rafaeldelboni/masterRémi Verschelde
Improve LSP completion using scene owner
2020-02-25Improve LSP completion using scene ownerRafael Delboni
Fixes: #36473
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-23Fix crash after closing a GDScript LSP sessionOliver Frank