Age | Commit message (Collapse) | Author |
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Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
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Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
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Clarify that code in `assert()` should avoid side effects
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Without this change the engine dont compile with the mono module enabled.
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GDNative: Define special char types in string.h
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Those are standard types in C++ but not in C.
This also removes the wchar header which is not needed anymore and use
stddef.h instead (which is needed for size_t).
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-Discern between named, indexed and keyed
-Get direct access to functions for typed GDScript and GDNative bindings
-Small changes to some classes in order to work with the new setget binder
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Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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Remove `Color.contrasted()` as its behavior is barely useful
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Fixes the misleading message when a non-existing function name is passed to TreeItem.call_recursive()
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Includes various changes triggered by the refactoring of method bindings.
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Fixed ParseError when calling Object.new()
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Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
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C#: Make editor create NuGet fallback folder for Godot packages
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C#: Fix custom event signals crash on hot-reload
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vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
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Cleanup and re-initialization of event signals before
and after hot-reload should be working correctly now.
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This decreases the editor binary size by about 8 KB.
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Setting visibility on GridMaps parent now works. Closes #41374.
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It's not an engine module. This is handled by GDNative's
`SCsub` instead, as done for other subdirectories already.
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Shows ColorRect in Color constants autocompletion
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Main benefits:
- Projects can be built offline. Previously you needed internet
access the first time building to download the packages.
- Changes to packages like Godot.NET.Sdk can be easily tested
before publishing. This was already possible but required
too many manual steps.
- First time builds are a bit faster, as the Sdk package doesn't
need to be downloaded. In practice, the package is very small
so it makes little difference.
Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the
recent changes regarding '.mono/' -> '.godot/mono/'.
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- Removed item list that displayed multiple build
configurations launched. Now we only display
the last build that was launched.
- Display build output next to the issues list.
Its visibility can be toggled off/on.
This build output is obtained from the MSBuild
process rather than the MSBuild logger. As such
it displays some MSBuild fatal errors that
previously couldn't be displayed.
- Added a context menu to the issues list with
the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
with a popup menu with the options:
- Build Solution
- Rebuild Solution
- Clean Solution
- The bottom panel button was renamed from 'Mono'
to 'MSBuild' and now display an error/warning icon
if the last build had issues.
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/676.
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Fix handling of scope for local GDScript variables
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Array/Dictionary Nodes no more reduced to array/dictionary variant
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This ensures that the tests will use a full environment with correct
settings so global classes and autoloads can be properly found.
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GDScript: for loop override stack variable bug fix
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Removed make_binders and the old style generated binders.
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Continuing the work from f43a0ef3270737d2b526480ecb0f1337ece9e041,
It seems the maps visibility was not actually set and a flase value was propogated to the meshes
Trying to set the maps visibility directly (Using `set_visibility` causes the map to no longer to recieve visibility notifications, instead this approach was chosen
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Reapply -Avoid adding margin twice along capsule Y axis
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Actually sdk-1.2.154.1 for Vulkan-Loader.
glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.
COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
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Fix code duplication in CSharpScript
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Initialise Bullet RigidBody friction to the expected value of 1.0
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