Age | Commit message (Collapse) | Author |
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- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
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The line number is hightlighted to indicate that the line contains only
type-safe code.
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Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
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"_signals" and "signals_invalidated" were moved out of the
"TOOLS_ENABLED" directive. Updated also the two "update_signals" and
"_update_signals" methods so it makes sense.
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with emit
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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- alloc_language_binding: Use strong GC handle as well for references. Fixes #15138
- Set the native instance field of Godot.Object to IntPtr.Zero when it's freed.
- Create weak handles without tracking resurrection (that was causing trouble). This means we have to call notification predelete before queueing a native Object for deletion, and use the MonoObject* passed by the finalizer because the weak GC handle target will return NULL at this point.
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Also fixes a bug that prevented methods like `duplicate()` from copying the source code. (Copied from GDScript implementation)
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used before GDScript, with squirrel apparently
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- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
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Old implementation had issues where you could only await on the same signal of the same source once.
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