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path: root/modules/nativescript/nativescript.cpp
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2017-08-11Merge pull request #10179 from marcelofg55/masterRémi Verschelde
Fix crash when running a game with the profiler enabled
2017-08-11Merge pull request #10202 from neikeq/how-do-you-turn-this-onRémi Verschelde
Improves method bind's detecting of signarute types
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-09Merge pull request #10206 from endragor/show-base-nativescript-propsThomas Herzog
Allow to edit base type NativeScript properties
2017-08-09Allow to edit base type NativeScript propertiesRuslan Mustakov
2017-08-09Fix getting default values for NativeScript base type propertiesRuslan Mustakov
2017-08-08Fix crash when running a game with the profiler enabledMarcelo Fernandez
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-04Dont call nativescript callbacks if lib is not initializedRuslan Mustakov
2017-08-03Merge pull request #10060 from endragor/nativescript-frameThomas Herzog
Forward frame call to GDNative libraries
2017-08-03Forward frame call to GDNative librariesRuslan Mustakov
2017-08-02[GDNative/NativeScript] fix -rdynamic and removed _init callKarroffel
The _init call was buggy anyway and in the end shouldn't be a thing that's called via ClassDB, it should be something that's language specific, so we leave this out for the bindings. In the commit 66a7763 the SCsub file for GDNative was changed to use a cloned environment, that bricked -rdynamic which needs to be passed down to the linker, which didn't happen with the new env.
2017-07-30[NativeScript] fix signals from base class not being accessibleKarroffel
https://github.com/GodotNativeTools/cpp_bindings/issues/26
2017-07-27[NativeScript] fixed optional _init callKarroffel
In 3c53b35 a call to an "_init" function was introduced, that however was only executed in the `_new` function, also it *required* that such a function exists. With this patch the "_init" function will be optionally called on every instance creation.
2017-07-27[NativeScript] fix mutex double lockKarroffel
In 3c53b35 a bug got introduced where a mutex gets locked twice instead of locked and then unlocked. This path fixes that.
2017-07-27[NativeScript] call _init on instance creationKarroffel
This also adds basic locking for the set of owners to avoid threading problems
2017-07-26Merge pull request #9882 from endragor/nativescript-refcountThomas Herzog
Forward refcount changes to NativeScriptInstance
2017-07-26Forward refcount changes to NativeScriptInstanceRuslan Mustakov
This also changes Reference::unreference() to always invoke refcount_decremented. Previously it was not invoked until the count reached zero due to short-circuit evalution of boolean expressions.
2017-07-26Support multithreading for NativeScriptLanguageRuslan Mustakov
Godot may call property setters from non-main thread when an object is loaded in the edtior. This means NativeScriptLanguage could be accessed from different threads, but it was not designed for thread-safety. Besides, previous behaviour made it so that godot_nativescript_init and godot_gdnative_init could be invoked from non-main thread, while godot_gdnative_thread is always invoked on the main thread. This may not be expected by the binding library. This commit defers native library initialization to the main thread and adds godot_nativescript_thread_enter and godot_nativescript_thread_exit callbacks to make a binding library aware of foreign threads.
2017-07-25Fix typo in NativeScript property gettersheepandshepherd
2017-07-25[NativeScript] fix double initialization in editorKarroffel
2017-07-25[NativeScript] bound `new` to ClassDBKarroffel
2017-07-24GDNative register_propertyRamesh Ravone
2017-07-24[NativeScript] fix double free but on exitKarroffel
2017-07-24[GDNative] new GDNative APIKarroffel
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.