Age | Commit message (Collapse) | Author |
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Fix pingpong-loop with `loop_wrap` is not working & clean-up cubic interpolation key retrieve process
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Optimizations for GDScript VM
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Various improvements to OpenXR extension wrappers
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Cache script when reloading even if there's errors
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Made extension container in OpenXRAPI static
Moved controller meta data into extensions where applicable
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GDScript: Fix wrong native type for preloaded class
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Stop NodeRef highlighting if you start with a number
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[TextServer] Make `free` calls thread safe.
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jamesmintram/jamesm/bugfix/gltf-import-fix-stale-node-ref
Update stale node ref after replace_by in GLTF importer
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GDScript: Error when assigning return value of void function
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Add safety-checks before some servers `free()`
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GDScript: Disallow return with value in void functions
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Inner classes get their docs back
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* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps.
* OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x.
I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.
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Fixes https://github.com/godotengine/godot/issues/62650
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Remove the `VOID_ASSIGNMENT` warning since those cases will be errors
now.
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Fixes https://github.com/godotengine/godot/issues/54018
Fixes https://github.com/godotengine/godot/issues/70213
Fixes https://github.com/godotengine/godot/issues/70495
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This also makes built-in method calls empty the return value when the
method is void, to avoid keeping returning a garbage value in such case.
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C#: Skip getting class info for unbound generics
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- Avoid generic types in `ScriptPathAttributeGenerator`, this
means they won't be added to the `[AssemblyHasScripts]` attribute
and a `[ScriptPath]` attribute won't be added to the class.
Since generic classes can't be used as scripts they shouldn't use
those attributes, this also makes CSharpScript consider those types
invalid since they won't be added to the script/type map.
- Avoid generic types in `ScriptManagerBridge.LookupScriptsInAssembly`.
- Set `outMethodsDest` in `ScriptManagerBridge.UpdateScriptClassInfo`.
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variant
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C#: reverse Vector2.AngleToPoint
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C#: Rename `ConvertToX` methods
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- Renamed `ConvertToX` to `ConvertToNativeX`.
- Renamed `ConvertToXObject` to `ConvertToX`.
- Renamed `ConvertToXManaged` to `ConvertToX`.
- Fix `Signal` name in bindings generator and csharp script.
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ReadOnly properties are currently not allowed because the generated code
needs to set them, this also apply to `init` properties because they
need to be set after initialization.
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This reverts commit 62c3e4ab9c87689ff0b7d27350bde176981daf1b.
Needs more work, see comments about `_regex_free` errors in #70447.
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GDScript: Fix cast producing null
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Fix external enums not assignable as constants
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Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.42/ChangeLog
This should also fix support for RISC-V architectures, at least in the sljit
library.
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Fix GDScript analyzer null literal
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Add MethodInfo to signal datatype
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Fix Basis Universal format texture rendering failure
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Added signal to NavigationAgent when entering a link
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