Age | Commit message (Collapse) | Author |
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Fix gdscript pattern matching expressions
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Fix properties arrays in C# bindings generator
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Syntax highlight c# verbatim string literal
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Multiplayer networking renames/simplification
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Optimise TextEdit get line height and width
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Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
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[macOS] Request camera permission before session init.
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Add optional polyphonic playback to built-in audio player nodes
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Show help for built-in functions (@GlobalScope)
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Remove `#ifdefs` for handling compilation with Visual Studio < 2015
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[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
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Add source rectangle to blit
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Harmonize default value for collision mask in ray/shape queries
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Fix missing SConscript warning when building using SCons
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- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
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Some more C# formatting and style fixes
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[Net] Silence ENetMultiplayerPeer close_connection.
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ZuBsPaCe/gdscript-unused-private-class-variable-fix
GDScript: Fix for UNUSED_PRIVATE_CLASS_VARIABLE
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Otherwise private member variables will always lead to UNUSED_PRIVATE_CLASS_VARIABLE.
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Used to print an error when it was not active, now it just returns
immediately as per the documentation.
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Implement more advanced features for DAP
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Remove cartesian2polar and polar2cartesian
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Add Vector2.from_angle() method
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Godot 3.3 and later require Visual Studio 2017 to be compiled.
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Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
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Rename `String::is_rel_path` to `String::is_relative_path`
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The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.
Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
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workflow."
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Improve collision generation usability in the new 3D scene import workflow.
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The strings no longer needs to be in order.
The last parameter (channel), still requires all the other parameters to
be present.
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This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
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Print error message when await is not followed by signal or coroutine
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GDScript test style fix
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When await was not followed by a signal or coroutine the GDScript parser would
crash.
This fix will check if await is followed by a signal or coroutine in case that
isn't true (element == nullptr) then an error message is printed.
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