Age | Commit message (Collapse) | Author |
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Make `dict2inst` to work with arbitrary `_init` parameters
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Removed noisy ERR check from Multiplayer API.
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This is achieved by skipping initializer call while creating an instance
of a GDScript. This is implemented by passing -1 as an argument count
to `_new` and interpreting any value below 0 to mean that the initializer
should not be called during instantiation, because internal members of
an instance are going to be overridden afterwards.
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Fix leaked objects when game ends with yields in progress
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Fix for marking assert lines as safe bug
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Calling _reduce_node_type from GDScriptParser::_parse_block for assert
was using a current class with a scope that didn't include all
functions. Now calling in GDScriptParser::_check_block_types uses the
right class type. We also now check the assert node message. The assert
line was added to the set_errors associated with assert, since before
the error would be reported on the next line
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Fix: export var type reduce() implemented
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Fixed the auto-completion bug in gdscript_editor
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Mark assert lines as safe in gdscript
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autocomplete for load() function implemented
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Revert "Allow parameters passed to GDScript functions to be nulled"
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GDScript: Fix type inference for const reference to global class
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Fix unassigned variable warnings for match bindings
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GDScript class name existance check enhanced
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Line marked unsafe when base known and index unkonwn
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Autocompleting with indexing for builtin types added
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Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
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Properly expose classes that we actually want accessible.
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Fix: #37768
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Implement decals
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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
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autocomplete for disconnect implemented
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`:=` fails on some nodes fix: #37357
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Fixes #34697
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Fixes #37529.
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Seems like this was overlooked in PR #31142. See also issue #17082.
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doc: Update classref with node renames
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A few extra renames for classes which were missed in last week's PRs.
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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.
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Fix for loop range bug: #37358
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This reverts commit f0efc7521e7302e60ebaab31a42fafd3ea2bda68.
Fixes #37312.
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Now calling _reduce_node_type with debugging enabled to determine
if assert line is safe. Part of doing this required the assert line
to be stored away. Now the AssertNode line is being correctly set.
Newlines are now marked safe always
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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.
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