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2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
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.
2020-11-10Fix completion for built-in load functionGustav
2020-11-10Merge pull request #43434 from sneik15/patch-1Rémi Verschelde
Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
2020-11-10Merge pull request #43423 from Calinou/doc-assert-avoid-side-effectsRémi Verschelde
Clarify that code in `assert()` should avoid side effects
2020-11-10Updated gd_glue.cpp to work with the latest changes in the variant refactoringAdrian Adeva
Without this change the engine dont compile with the mono module enabled.
2020-11-10Merge pull request #43383 from vnen/gdnative-string-headerRémi Verschelde
GDNative: Define special char types in string.h
2020-11-09Variant: Sync docs with new constructors, fixups after #43403Rémi Verschelde
Change DocData comparators for MethodDoc and ArgumentDoc to get a better ordering of constructors.
2020-11-09Clarify that code in `assert()` should avoid side effectsHugo Locurcio
2020-11-09Variant: Rename Type::_RID to Type::RIDRémi Verschelde
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`.
2020-11-09Refactored variant constructor logicreduz
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-11-07GDNative: Define special char types in string.hGeorge Marques
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).
2020-11-07Refactored variant setters/gettersreduz
-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
2020-11-07Merge pull request #42947 from Calinou/image-load-bmp-from-bufferRémi Verschelde
Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
2020-11-07[Mono] Added Shuffle method to ArrayYuri Roubinsky
2020-11-06Refactored Variant Operators.reduz
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06Exposed randi_range to global funcs + renamed rand_range to randf_rangeYuri Roubinsky
2020-11-06Merge pull request #43283 from Calinou/color-remove-contrastedRémi Verschelde
Remove `Color.contrasted()` as its behavior is barely useful
2020-11-05Merge pull request #42724 from theoway/error_message_fix_call_recursiveRémi Verschelde
Fixes the misleading message when a non-existing function name is passed to TreeItem.call_recursive()
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-11-03Merge pull request #41516 from Lunatoid/allow-object-newRémi Verschelde
Fixed ParseError when calling Object.new()
2020-11-03Remove `Color.contrasted()` as its behavior is barely usefulHugo Locurcio
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.
2020-10-27Merge pull request #43029 from neikeq/offline-nuget-fallbackRémi Verschelde
C#: Make editor create NuGet fallback folder for Godot packages
2020-10-27Merge pull request #43088 from neikeq/fix-custom-event-signal-hot-reloadRémi Verschelde
C#: Fix custom event signals crash on hot-reload
2020-10-26Fix uninitialized `GridMapEditor::node` and `InputMapEditor::setting` variables.bruvzg
2020-10-26Merge pull request #42817 from akien-mga/vulkan-sdk-1.2.154.0Rémi Verschelde
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
2020-10-26C#: Fix custom event signals crash on hot-reloadIgnacio Etcheverry
Cleanup and re-initialization of event signals before and after hot-reload should be working correctly now.
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-25Merge pull request #42848 from Tadaboody/bugfix/gridmap_visibilityRémi Verschelde
Setting visibility on GridMaps parent now works. Closes #41374.
2020-10-24GDNative XR: remove redundant `config.py`Andrii Doroshenko (Xrayez)
It's not an engine module. This is handled by GDNative's `SCsub` instead, as done for other subdirectories already.
2020-10-23Merge pull request #43026 from Chaosus/color_autocompletionYuri Roubinsky
Shows ColorRect in Color constants autocompletion
2020-10-23Shows ColorRect in Color constants autocompletionYuri Roubinsky
2020-10-23C#: Make editor create NuGet fallback folder for Godot packagesIgnacio Etcheverry
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/'.
2020-10-23C#: Re-work solution build output panelIgnacio Etcheverry
- 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.
2020-10-20Add `Image.load_bmp_from_buffer()` for run-time BMP image loadingHugo Locurcio
This partially addresses https://github.com/godotengine/godot-proposals/issues/676.
2020-10-20Merge pull request #42943 from vnen/gdscript-local-scope-fixRémi Verschelde
Fix handling of scope for local GDScript variables
2020-10-20Merge pull request #41983 from ThakeeNathees/array-const-folding-bug-fixGeorge Marques
Array/Dictionary Nodes no more reduced to array/dictionary variant
2020-10-20GDScript: Fix handling of scope for local variablesGeorge Marques
2020-10-20GDScript: Add initialization for the language before debug testsGeorge Marques
This ensures that the tests will use a full environment with correct settings so global classes and autoloads can be properly found.
2020-10-20Removed underscore from GraphEdit begin/end_node_move signalsYuri Roubinsky
2020-10-19Merge pull request #42067 from ThakeeNathees/for-loop-stack-overriden-fixGeorge Marques
GDScript: for loop override stack variable bug fix
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-17Add GetStringFromUTF8 and GetStringFromASCIIAaron Franke
2020-10-17Fixes the misleading error message for call_recursive method for TreeItemsUmang Kalra
2020-10-16Setting visibility on GridMap now works. Closes #41374.Tomer Keren
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
2020-10-15Merge pull request #42649 from madmiraal/reapply-41806Rémi Verschelde
Reapply -Avoid adding margin twice along capsule Y axis
2020-10-15vulkan: Sync loader, headers and glslang to sdk-1.2.154.0Rémi Verschelde
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.
2020-10-14Link the Random number generation tutorial in the class referenceHugo Locurcio
2020-10-13Merge pull request #42731 from opl-/fix/csharpscript-load-code-duplicationRémi Verschelde
Fix code duplication in CSharpScript
2020-10-13Merge pull request #42592 from madmiraal/fix-42567Rémi Verschelde
Initialise Bullet RigidBody friction to the expected value of 1.0