Age | Commit message (Collapse) | Author |
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Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
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Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
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New GPU lightmapper
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DisplayServerJavaScript, improvements to HTML5 build (still dummy renderer).
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Fix inherited C# scene not inheriting parent's fields
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C#: Support for building with the dotnet CLI
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By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
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-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
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When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
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Move copyToFS into utils.js library included with '--pre-js'.
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This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
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Style: clang-format: Disable if statements and case labels on single line
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Switch to nuget Microsoft.Build and rewrite GodotTools messasing protocol
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Part of #33027.
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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.
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ThakeeNathees/saveing-cyclic-inheritance-crash-fix
Fix: saving gdscript with cyclic inheritance crash the editor
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Allow using integer vectors for iteration and make range() use them
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Fix: more clearer unexpected statement end error messages
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Fix: #9609
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Fix object leaks caused by unfulfilled yields
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fix: dict2inst crash when constructor has arguments
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GDScript class var type resolve bug fixed
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python like string escape implemented
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parser error for static func access non-static variables
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Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
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Causes issues with some editors as it's confused with `string.Empty`.
Should use `string.IsNullOrEmpty(str)` instead.
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Mono: Use msbuild instead of nuget.exe for restoring
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- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
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A minor bugfix
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Add a Color constructor for Color with alpha
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Now the stack saved in a `GDScriptFunctionState` is cleared as soon as the `yield()` operation is known not to be resumed because either the script, the instance or both are deleted.
This clears problems like leaked objects by eliminating cases of circular references between `GDScriptFunctionState`s preventing them and the objects they refer to in their saved stacks from being released. As an example, this makes using `SceneTreeTimer` safer.
Furthermore, with this change it's now possible to print early warnings about `yield()`s to released script/instances, as now we know they won't be successfully resumed as the condition for that happens. However, this PR doesn't add such messages, to keep the observed behavior the same for the time being.
Also, now a backup of the function name in `GDScriptFunctionState` is used, since the script may not be valid by the time the function name is needed for the resume-after-yield error messages.
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Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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Change non-existent World to World3D
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Make `dict2inst` to work with arbitrary `_init` parameters
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Mark "Indented block expected" error after function declaration
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Fix: #38408
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Removed noisy ERR check from Multiplayer API.
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This is achieved by skipping initializer call while creating an instance
of a GDScript. This is implemented by passing -1 as an argument count
to `_new` and interpreting any value below 0 to mean that the initializer
should not be called during instantiation, because internal members of
an instance are going to be overridden afterwards.
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