Age | Commit message (Collapse) | Author |
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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[cppcheck] Remove some redundant assignments.
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
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Rename C# string extensions to follow GDScript
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Use used_in_transfer instead of used_in_compute twice.
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GDScript: Fix inner classes and preloaded scripts as types
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Since those can be called without an instance.
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Follow up to d9d77291bca8dd1e87aa4d9e40de96d99e5ef1f6.
Renames `String.Extension` -> `String.GetExtension()` and
`String.BaseName()` -> `String.GetBaseName()`.
This makes those methods more consistent with GDScript and with
the `GetBaseDir` method.
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Fix VisualScriptEditor after namespaces
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Previously there weren't any Callable arguments with a default value,
but d4dd859991205e6cecfa9a0553b89db47c983d0b introduced one.
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Fix initialization of objects in VariantInternal
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Fixes in Bullet body_test_motion
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Synchronize fixes from the 3.x branch to keep Bullet code in sync for
later, even if it's disabled for now.
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Way less cruft. :)
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Thanks to neikeq for the initial work.
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Fix crash when failing to load script from cache
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Reorganise text editor settings
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This was needed after: 44691448911f1d29d4d79dbdd5553734761e57c4
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input.
Add more overloads of vector multiplication, required by templates to compile with float=64.
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Refactors the memnew_placement.
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Fix some unnecessary includes
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With this commit the macro `memnew_placement` uses the standard memory
placement syntax: `new (mem) TheClass()`, and removes the outdated and
not used syntax:
```
_ALWAYS_INLINE_ void *operator new(size_t p_size, void *p_pointer, size_t check, const char *p_description) {
```
Thanks to this change, the function `memnew_placement` call is compatible with
any class, and can also initialize classes with non-empty constructor:
```
// This is valid, like before.
memnew_placement(mem, Variant);
// This works too:
memnew_placement(mem, Variant(123));
```
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Uniformize layer names, script methods and documentation
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
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And another piece of dead code found while searching for "use_builtin".
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Also changed CapsuleMesh to make settings consistent between render and
physics.
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Use key enum instead of plain integers for input code
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Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
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Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
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This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
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