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2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD 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 ```
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-04[HTML5] Add function signatures to JS libraries.Fabio Alessandrelli
2020-11-25Fix useless assignement in webrtc/library_godot_webrtc.jsMarcel Admiraal
2020-11-23[HTML5] Run eslint --fix.Fabio Alessandrelli
Should I write a poem about this whole new world? ;)
2020-11-21[HTML5] Libraries refactor for linting.Fabio Alessandrelli
Initial work to make liniting easier. This includes: - Rename http_request.js to library_godot_http_request.js. - Rename externs.js to engine.externs.js. - New library_godot_runtime.js (GodotRuntime) wraps around emscripten functions. - Refactor of XMLHttpRequest handler in engine/preloader.js. - Few fixes to bugs spotted by early stage linting.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-10[HTML5] Port JavaScript inline code to libraries.Fabio Alessandrelli
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-09doc: Sync classref with current sourceRémi Verschelde
2020-09-08Merge pull request #41875 from nekomatata/webrtc-doc-turn-serverRémi Verschelde
Fix TURN server example in WebRTC documentation
2020-09-08Fix TURN server example in WebRTC documentationPouleyKetchoupp
WebRTC GDNative plugin uses `credential` and not `credentials`. https://github.com/godotengine/webrtc-native/blob/74f2c78db5cdffa5b2b6ba9cd041061d7694400c/src/WebRTCLibPeerConnection.cpp#L35-L37
2020-09-06Fix header guards in modules:Marcel Admiraal
- Add missing header guards to various modules' register_types.h - Add header guard to basis_universal/texture_basisu.h. - Ensure header guard encloses entire header in webrtc/webrtc_data_channel_js.h.
2020-09-03Ensure header guards enclose entire header.Marcel Admiraal
2020-07-10Add override keywords.Marcel Admiraal
2020-06-04Fix WebRTCPeerConnection set_local_description docFabio Alessandrelli
ice_candidate_created should be emitted after set_local_description no matter the type of the description (assuming no error is returned of course).
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10Fix Closure compiler build, python style.Fabio Alessandrelli
Move copyToFS into utils.js library included with '--pre-js'.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-02Merge pull request #37504 from qarmin/out_of_bound_cursorRémi Verschelde
Fix array out of bounds access caused by uninitialised variables
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
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.
2020-03-23Adding 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`.
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-09-24doc: Fix parsing of self-closing XML tagsRémi Verschelde
Follow-up to #31925, `<member />` tags just before `</members>` would cause a parsing issue, and we'd never notice that we're no longer parsing members. Also added space before closing `/>`.
2019-09-04Run doctool after overridden properties changesBojidar Marinov
2019-08-21Merge pull request #30851 from TheDevelo/webrtc-bufferRémi Verschelde
Allow setting buffer size of WebRTCDataChannel
2019-08-21Allow setting buffer size of WebRTCDataChannelRobert Fuchs
2019-08-12Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner
2019-06-30doc: Add default values to all propertiesRémi Verschelde
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-29Merge pull request #29380 from bojidar-bg/16086-docs-default-valueRémi Verschelde
Add default values to the editor help, docs, and generated RST
2019-06-27Proofread and improve the whole class referenceHugo Locurcio
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
2019-06-27Add default values to the editor help, docs, and generated RSTBojidar Marinov
Also, make spacing of "=" in the editor help a bit more consistent. Closes #16086
2019-06-27doc: Replace all [code]CONSTANT[/code] by new [constant CONSTANT] hyperlinksRémi Verschelde
2019-06-27doc: Fix scoped hyperlinks to same-class enums/methodsRémi Verschelde
The class name does not need to be specified when it is the current class.
2019-06-15Fix compilation warnings in JS and Windows buildsRémi Verschelde
Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0. JS can now build with `werror=yes warnings=extra`. MinGW64 still has a few warnings to resolve with `warnings=extra`, and only one with `warnings=all`. Part of #29033 and #29801.
2019-06-15doc: Fix formatting, typos and some descriptions in new docstringsRémi Verschelde
2019-06-14Add documentation for WebRTC classes.Fabio Alessandrelli
2019-06-05Normalize WebRTCDataChannel properties.Fabio Alessandrelli
2019-06-05Add WebRTCMultiplayerFabio Alessandrelli
2019-05-16WebRTC refactor. Data channels, STUN/TURN support.Fabio Alessandrelli
A big refactor to the WebRTC module. API is now considered quite stable. Highlights: - Renamed `WebRTCPeer` to `WebRTCPeerConnection`. - `WebRTCPeerConnection` no longer act as `PacketPeer`, it only handle the connection itself (a bit like `TCP_Server`) - Added new `WebRTCDataChannel` class which inherits from `PacketPeer` to handle data transfer. - Add `WebRTCPeerConnection.initialize` method to create a new connection with the desired configuration provided as dictionary ([see MDN docs](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/RTCPeerConnection#RTCConfiguration_dictionary)). - Add `WebRTCPeerConnection.create_data_channel` method to create a data channel for the given connection. The connection must be in `STATE_NEW` as specified by the standard ([see MDN docs for options](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/createDataChannel#RTCDataChannelInit_dictionary)). - Add a `data_channel_received` signal to `WebRTCPeerConnection` for in-band (not negotiated) channels. - Renamed `WebRTCPeerConnection` `offer_created` signal to `session_description_created`. - Renamed `WebRTCPeerConnection` `new_ice_candidate` signal to `ice_candidate_created`
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).