Age | Commit message (Collapse) | Author |
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Resurrect HTML5 platform, add it to CI (no rendering yet)
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GDScript duplicate arguments bug fixed
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fix: Classes can't have pass
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Fix: logic error in gdscript_parser.cpp for-loop-range
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ScriptDebugger refactor, threading, profilers.
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Fix missing module editor icons
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Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.
See godotengine/godot#36513.
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Return only scenes for script owners on LSP completion
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EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
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Eval should be rechecked.
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Fix: #36680
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typo in gdscript_workspace.cpp fixed
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Mono/C#: Add missing parameters to 'ResourceLoader.Load<T>()'
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there was a logic error in for loop range argument that
check if all of the argument were constants, fixed
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assimp: Clean and document buildsystem, update to upstream 0201fc5
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Added navigation mesh merging error.
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incorrect parameter.
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- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
of the new ArmaturePopulate API that Gordon authored. We'll have to
wait for a public release with that API (5.1?) to enable unbundling.
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On Windows find Rider installed for CurrentUser
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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Force mipmaps off when importing RGBA4444 textures
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Fix multiple issues with CSG module.
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Removed ResourceInteractiveLoader, add built-in threaded loading.
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Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.
To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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Mention the `duration` parameter unit in `UPNP.add_port_mapping()`
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
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Improve the RegEx class documentation
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Add a practical example for `@GDScript.linear2db()`
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Improve the `@GDScript.inverse_lerp()` documentation
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
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This closes https://github.com/godotengine/godot-docs/issues/2522.
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One of its most common applications in games is for volume sliders.
See https://www.dr-lex.be/info-stuff/volumecontrols.html for
more information.
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This closes https://github.com/godotengine/godot-docs/issues/2589.
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Allow using Rider MSBuild on Windows, when Rider is selected as external editor
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