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2019-01-10Merge pull request #24877 from neikeq/issue-24280Rémi Verschelde
Fix properties being lost when reloading placeholder GDScript instance
2019-01-10doc: Sync classref with current source + AUTHORS editRémi Verschelde
2019-01-10Merge pull request #24883 from akien-mga/resourceformat-unregisterRémi Verschelde
Consistency in resource format saver/loader de-registration
2019-01-10Merge pull request #24884 from Xrayez/fix-#24881Rémi Verschelde
Fix broken encrypted scripts during export
2019-01-10Fix broken encrypted scripts during exportAndrii Doroshenko (Xrayez)
Use temporary cache directory instead of editor settings directory in order to resolve encrypted file access needed for encrypting scripts on all platforms.
2019-01-10Consistency in resource format saver/loader de-registrationRémi Verschelde
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()', and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already (which shouldn't happen since we're only unregistering things that we previously registered. Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative, missed in #20552 which was last amended before #19501 was merged.
2019-01-10Remove vsgdnative loader on exitMarcin Zawiejski
2019-01-10Fix properties being lost when reloading placeholder GDScript instanceIgnacio Etcheverry
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing. The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance. I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
2019-01-09Merge pull request #20552 from KidRigger/gsoc-peerRémi Verschelde
Added interface for GDNative Videodecoder.
2019-01-09Don't use -ffast-math or other unsafe math optimizationsHein-Pieter van Braam
Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
2019-01-08Use 'release_debug' for mono export templatesHein-Pieter van Braam
This fixes the previously wrong PR Because we don't actually ship 'debug' templates to users make sure the mono exporter picks the correct 'data' directory for export templates. This fixes #24752
2019-01-07Use 'release_debug' for mono export templatesHein-Pieter van Braam
Because we don't actually ship 'debug' templates to users make sure the mono exporter picks the correct 'data' directory for export templates. This fixes #24752
2019-01-07doc: Fix wrong references found by Sphinx and new makerst.pyRémi Verschelde
2019-01-07doc: Fix wrong references found by new makerst.pyRémi Verschelde
Thanks @PJB3005
2019-01-05Fix code completion on nodes in current sceneTimo Schwarzer
2019-01-04Merge pull request #24741 from ↵Rémi Verschelde
timoschwarzer/24697-fix-autocomplete-segfault-in-inner-classes Fix segfault when trying to autocomplete in inner classes
2019-01-04Merge pull request #24582 from Xrayez/script-encryptRémi Verschelde
Bring back script encryption in export preset
2019-01-03Merge pull request #24688 from Supatier/add-additional-vscode-nameRémi Verschelde
Add code-oss, vscode-oss, and visual-studio-code-oss to vscode path
2019-01-03Fix segfault when trying to autocomplete in inner classesTimo Schwarzer
Fixes #24697
2019-01-02Add code-oss, vscode-oss, and visual-studio-code-oss to vscode pathsupatier
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-30Merge pull request #24506 from JFonS/expose_gizmosRémi Verschelde
Expose the new gizmo plugin system to scripting
2018-12-30Merge pull request #24545 from akien-mga/osxcross-monoRémi Verschelde
SCons: Allow building Mono module with OSXCross
2018-12-30Fix loading EXR with alpha channelRémi Verschelde
Fixes #24659.
2018-12-27SCons: Drop ios_sim option forcing x86, simulator needs x86_64Rémi Verschelde
2018-12-27doc: Sync classref with current sourceRémi Verschelde
Fix various code formatting issues and argument names.
2018-12-27Fix size in HeightMapShapeBullet::set_dataRémi Verschelde
2018-12-27Merge pull request #24622 from Supatier/fix-vscode-w-uncommon-exec-nameIgnacio Etcheverry
Fix: Cannot find code editor: VSCode; although installed on linux
2018-12-27Merge pull request #24610 from Faless/emws_buf_size_fixesRémi Verschelde
Fix HTML5 WebSocket client buffers size.
2018-12-27Fix Godot unable to find VSCode binarySupatier
VSCode's executable name is not uniform and godot only search for "code".
2018-12-27Merge pull request #24561 from KellyThomas/fix-antiquewhiteRémi Verschelde
fix capitalization for antiquewhite
2018-12-26Fix HTML5 WebSocket client buffers size.Fabio Alessandrelli
2018-12-24Bring back script encryption in export presetAndrii Doroshenko (Xrayez)
Retrieved working implementation from 2.1 branch and adapted to existing export preset system. Added Script tab in export preset to export script as raw text, compiled, or encrypted (same as in 2.1). The script encryption key is visually validated. The script export mode and the key is saved per per preset in `export_presets.cfg`, so it makes sense to ignore this file in version control system. Each custom exporting procedure can retrieve an export preset set during project exporting. Refactored project export dialog a bit to allow easier code comprehension.
2018-12-22`GodotRestInfoContactResultCallback::addSingleResult` now returns normalDaniel Abbott
`PhysicsDirectSpaceState.get_rest_info()` now provides normals in result Addresses issue 24558
2018-12-23fix capitalization for antiquewhiteKelly Thomas
2018-12-22SCons: Allow building Mono module with OSXCrossRémi Verschelde
Improve the test logic to only assume that we're building for macOS if OSXCROSS_ROOT is defined *and* we requested p=osx. Supersedes #24480.
2018-12-21Expose the new gizmo plugin system to scriptingJFonS
2018-12-21[Mono] Color - add ColorN(), Colors - add named color propertiesKelly Thomas
2018-12-20Merge pull request #24499 from akien-mga/android-thirdpartyRémi Verschelde
Android: Better identify thirdparty C/C++ code
2018-12-20doc: Add missing commas after "If true/false"Rémi Verschelde
2018-12-20Android: Better identify thirdparty C/C++ codeRémi Verschelde
- The `cpu-features.{c,h}` code was only used by chance by the webm (libvpx) code, so I moved it there. It was actually introduced before that and wasn't in use, and libvpx just happened to be able to compile thanks to it being bundled. It could potentially be compiled on the fly from the Android NDK, but since we plan to replace the webm module by a GDNative plugin in the near future, I went the bundling route. - `ifaddrs_android.h` is already provided in the Android NDK as `ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we up the min API level to 24, where `getifaddrs` is first defined. I moved the files to `thirdparty/misc` and synced them with upstream WebRTC (only indentation changes and removal of `static` qualifiers). Also removes dropped thirdparty files from COPYRIGHT.txt after changes in #24105 and #24145.
2018-12-18Merge pull request #23615 from buresu/pluginscript-newRémi Verschelde
PluginScript: Add support for the new() method
2018-12-16Merge pull request #24385 from hpvb/reduce-string-coewRémi Verschelde
Reduce String CoW
2018-12-16Reduce String CoWHein-Pieter van Braam
By introducing an intermediate proxy class for the array subscript operator for String and CharString we can control better when CowData will actually CoW. This should improve performance of String usage for most cases.
2018-12-16Merge pull request #19501 from Zylann/custom_loadersRémi Verschelde
Added basic support for custom resource savers and loaders
2018-12-15Added basic support for custom resource savers and loadersMarc Gilleron
2018-12-15doc: Sync classref with current sourceRémi Verschelde
2018-12-15Add support for collision layers and masks in CSG shapesmeditator
2018-12-14doc: Grammar and punctuation fixes for CSGMesh and CSGCombinercorrigentia