Age | Commit message (Collapse) | Author |
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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doc: Document named color constants
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Busywork but it's good for our completion rate :)
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Also quick clean up of the matching C++ files.
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Mention that `NoiseTexture` uses threads internally
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Provided a snippet on how to properly retrieve the noise texture data
given that it's generated in a thread.
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Mono/C#: Fix _update_exports possible crash with Reference types
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Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
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The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.
The fix is to make the dynamic cast before disposal.
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Mono/C#: Lighten up unsafe reference checks
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Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
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Mono/C#: Add setting to include I18N assemblies in the exported game
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Mono/C#: Default to net47 for new projects
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Mono/C#: Add Basis.Slerp, update Quat.Xform and add some math checks
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- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
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Disabled re-assigning 'self'
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Fix MultiplayerAPI crash when peer implementation misbehave.
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Also fix WebSocketMultiplayer::get_available_packet_count() return value
when peer is not configured to use the multiplayer API.
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Add dummy preprocessor for the C# script class parser
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As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.
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No attempts are made at conditional compilation. The main if branch is always assumed to be true.
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Fixes #33715.
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Also fixed the editor not including the parse error message in the error.
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Fix subclass finding in extend statement for sub-sub classes
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- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb84d22b7805ce971ac86cf1953a29fd. We must make sure to
set Editor as the current ClassDB API type before creating an instance.
- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.
- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.
- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016a5893cbde897924e540df4c988cee5).
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lookup was always done on top level script instead of advancing to subclass each time.
this commit changes the lookup to always be at last found subclass
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ChibiDenDen/constant_lookup_through_subclass_instance
Fix constant access in base class through subclass instance
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Fixes as issue where a subclass calls a base class method that tries to access a constant from the script.
The original code went through every ower class, and for each owner, went through its inheritance tree.
This seems like the wrong order, the modified code goes to each base class, and for each base class goes through the owner tree.
This is more in line with what the parser does, as the current impelemtation allows an access that the parser does not support.
This change should not negatively affect existing code due to the way the parser works
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ENet optional server_relay when disconnecting peer
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Fix errors raised when showing parse errors in the editor
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Mono/C#: Script interface calls now attach the current thread
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Fixes #26691
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Added guards to all C# script interface calls to attach the current thread
for the current scope if the thread is not already attached.
This is far from ideal, as attaching the thread is not cheap and all managed
thread local storage is lost when we detach the thread at the end of the calls.
However, it's the best we can do for now to avoid crashing
when an unattached thread tries to interact with C# code.
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Validate instances of objects before trying to check their type in GDScript
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Fix function arguments hint format in GDScript editor
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Adds null check before using image loader
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#34161: Keep a weak reference to orphan subclasses to reuse on class reload
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Fixes #27582
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Fix slight problems related to default values of exported typed arrays
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