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2020-11-17Fix godot_js_websocket_send function unused assignment.Marcel Admiraal
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Merge pull request #42167 from madmiraal/fix-42108Rémi Verschelde
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16Merge pull request #43250 from aaronfranke/strext-lstripRémi Verschelde
Add LStrip, RStrip, and HexEncode to C#
2020-11-13Improve comments in Color documentationAaron Franke
2020-11-13GDScript: Fix native class not set with inheritanceGeorge Marques
2020-11-11Removing unneeded FuncRef code in C#Grzegorz Puławski
2020-11-11Refactor variant built-in methods yet again.reduz
* Using C-style function pointers now, InternalMethod is gone. * This ensures much better performance in typed code. * Renamed builtin_funcs to utility_funcs, to avoid naming confusion
2020-11-11Merge pull request #43372 from aaronfranke/clamp-fixesRémi Verschelde
Minor clamp and float fixes
2020-11-11Merge pull request #43443 from Faless/js/4.0_audio_workletRémi Verschelde
[HTML5] Port inline JS code to libraries, AudioWorklet support.
2020-11-10Minor clamp and float fixesAaron Franke
2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
2020-11-10Fix completion for built-in load functionGustav
2020-11-10Merge pull request #43434 from sneik15/patch-1Rémi Verschelde
Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
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).
2020-11-10Fix gdnative build when WebRTC module is disabled.Fabio Alessandrelli
2020-11-10Merge pull request #43423 from Calinou/doc-assert-avoid-side-effectsRémi Verschelde
Clarify that code in `assert()` should avoid side effects
2020-11-10Updated gd_glue.cpp to work with the latest changes in the variant refactoringAdrian Adeva
Without this change the engine dont compile with the mono module enabled.
2020-11-10Merge pull request #43383 from vnen/gdnative-string-headerRémi Verschelde
GDNative: Define special char types in string.h
2020-11-09Variant: Sync docs with new constructors, fixups after #43403Rémi Verschelde
Change DocData comparators for MethodDoc and ArgumentDoc to get a better ordering of constructors.
2020-11-09Clarify that code in `assert()` should avoid side effectsHugo Locurcio
2020-11-09Variant: Rename Type::_RID to Type::RIDRémi Verschelde
The underscore prefix was used to avoid the conflict between the `RID` class name and the matching enum value in `Variant::Type`. This can be fixed differently by prefixing uses of the `RID` class in `Variant` with the scope resolution operator, as done already for `AABB`.
2020-11-09Refactored variant constructor logicreduz
2020-11-09Add HexEncode to C#Aaron Franke
2020-11-09Add LStrip and RStrip to C# stringsAaron Franke
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
2020-11-07GDNative: Define special char types in string.hGeorge Marques
Those are standard types in C++ but not in C. This also removes the wchar header which is not needed anymore and use stddef.h instead (which is needed for size_t).
2020-11-07Refactored variant setters/gettersreduz
-Discern between named, indexed and keyed -Get direct access to functions for typed GDScript and GDNative bindings -Small changes to some classes in order to work with the new setget binder
2020-11-07Merge pull request #42947 from Calinou/image-load-bmp-from-bufferRémi Verschelde
Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
2020-11-07[Mono] Added Shuffle method to ArrayYuri Roubinsky
2020-11-06Refactored Variant Operators.reduz
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06Exposed randi_range to global funcs + renamed rand_range to randf_rangeYuri Roubinsky
2020-11-06Merge pull request #43283 from Calinou/color-remove-contrastedRémi Verschelde
Remove `Color.contrasted()` as its behavior is barely useful
2020-11-05Merge pull request #42724 from theoway/error_message_fix_call_recursiveRémi Verschelde
Fixes the misleading message when a non-existing function name is passed to TreeItem.call_recursive()
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-11-03Merge pull request #41516 from Lunatoid/allow-object-newRémi Verschelde
Fixed ParseError when calling Object.new()
2020-11-03Remove `Color.contrasted()` as its behavior is barely usefulHugo Locurcio
Returning the most contrasting color isn't a trivial task, as there are often many possible choices. It's usually best left for the user to implement using a script.
2020-10-27Merge pull request #43029 from neikeq/offline-nuget-fallbackRémi Verschelde
C#: Make editor create NuGet fallback folder for Godot packages
2020-10-27Merge pull request #43088 from neikeq/fix-custom-event-signal-hot-reloadRémi Verschelde
C#: Fix custom event signals crash on hot-reload
2020-10-26Fix uninitialized `GridMapEditor::node` and `InputMapEditor::setting` variables.bruvzg
2020-10-26Merge pull request #42817 from akien-mga/vulkan-sdk-1.2.154.0Rémi Verschelde
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
2020-10-26C#: Fix custom event signals crash on hot-reloadIgnacio Etcheverry
Cleanup and re-initialization of event signals before and after hot-reload should be working correctly now.
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-25Merge pull request #42848 from Tadaboody/bugfix/gridmap_visibilityRémi Verschelde
Setting visibility on GridMaps parent now works. Closes #41374.
2020-10-24GDNative XR: remove redundant `config.py`Andrii Doroshenko (Xrayez)
It's not an engine module. This is handled by GDNative's `SCsub` instead, as done for other subdirectories already.
2020-10-23Merge pull request #43026 from Chaosus/color_autocompletionYuri Roubinsky
Shows ColorRect in Color constants autocompletion
2020-10-23Shows ColorRect in Color constants autocompletionYuri Roubinsky
2020-10-23C#: Make editor create NuGet fallback folder for Godot packagesIgnacio Etcheverry
Main benefits: - Projects can be built offline. Previously you needed internet access the first time building to download the packages. - Changes to packages like Godot.NET.Sdk can be easily tested before publishing. This was already possible but required too many manual steps. - First time builds are a bit faster, as the Sdk package doesn't need to be downloaded. In practice, the package is very small so it makes little difference. Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the recent changes regarding '.mono/' -> '.godot/mono/'.
2020-10-23C#: Re-work solution build output panelIgnacio Etcheverry
- Removed item list that displayed multiple build configurations launched. Now we only display the last build that was launched. - Display build output next to the issues list. Its visibility can be toggled off/on. This build output is obtained from the MSBuild process rather than the MSBuild logger. As such it displays some MSBuild fatal errors that previously couldn't be displayed. - Added a context menu to the issues list with the option to copy the issue text. - Replaced the 'Build Project' button in the panel with a popup menu with the options: - Build Solution - Rebuild Solution - Clean Solution - The bottom panel button was renamed from 'Mono' to 'MSBuild' and now display an error/warning icon if the last build had issues.
2020-10-20Add `Image.load_bmp_from_buffer()` for run-time BMP image loadingHugo Locurcio
This partially addresses https://github.com/godotengine/godot-proposals/issues/676.