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2018-07-28mbedtls: Update to upstream version 2.12.0Rémi Verschelde
_WIN32_WINNT redefinition fix is no longer needed as it was merged upstream. PR 1453 is still not merged, diff updated to current state.
2018-07-28Merge pull request #20463 from fire/vs_expand_hints_to_virtual_funcRémi Verschelde
Visualscript: Carry property hint and hint string through to Visualscript virtual funcs
2018-07-28Merge pull request #17595 from viktor-ferenczi/issue-5042-subprocRémi Verschelde
Running builder (content generator) functions in subprocesses on Windows
2018-07-27Carry property hint and hint string through to Visualscript virtual functions.K. S. Ernest (iFire) Lee
2018-07-27Merge pull request #20457 from fire/vs_generic_search_crash_and_connectingRémi Verschelde
Visualscript: misc generic search changes
2018-07-27Running builder (content generator) functions in subprocesses on WindowsViktor Ferenczi
- Refactored all builder (make_*) functions into separate Python modules along to the build tree - Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere - Introduced stub to use the builders module as a stand alone script and invoke a selected function There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp) on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky builds. Running all such content generators in a new subprocess instead of directly inside the build script works around the issue. Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle. Suggested workaround did not fully work either. Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of running a cross-compilation on Windows they would still be used, but likely it will not happen in practice. What counts is that the build itself is running on which platform, not the target platform. Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
2018-07-27Merge pull request #20462 from fire/vs_don't_typeguess_nilRémi Verschelde
Visualscript: Don't type guess on nil and set default type to ""
2018-07-27Merge pull request #17720 from paulloz/custom-csharp-glueIgnacio Etcheverry
[mono] Generic Typed GetNode, GetChild, etc.
2018-07-27Fixed nativescript getter and setter logicBastiaan Olij
2018-07-27Reenabled module and fixed missing constBastiaan Olij
2018-07-27Add missing methods to Node class in the mono gluePaul Joannon
* GetNodeOrNull<T> * GetChild<T> * GetChildOrNull<T> * GetOwner<T> * GetOwnerOrNull<T> * GetParent<T> * GetParentOrNull<T>
2018-07-26GDScript: Fix parse error in string formattingGeorge Marques
2018-07-26Visualscript: Don't type guess on nil.K. S. Ernest (iFire) Lee
2018-07-26Merge pull request #15643 from organicpencil/bullet_contact_impulseRémi Verschelde
Expose PhysicsDirectBodyState.get_contact_impulse
2018-07-26Visualscript fix crash and generic search does not connect ports.K. S. Ernest (iFire) Lee
* Signal change requires function changes to _selected_new_virtual_method
2018-07-26Merge pull request #20468 from vnen/typed-gds-fixesRémi Verschelde
General GDScript fixes
2018-07-26Merge pull request #20477 from swarnimarun/vs_duplicate_fixRémi Verschelde
Fix Visual Script duplicate issue
2018-07-26doc: Sync classref with current sourceRémi Verschelde
Fix various missing arguments in bindings.
2018-07-26Merge pull request #18282 from aaronfranke/better-mathfRémi Verschelde
[Core] [Mono] Fix Color missing int export methods, added 64-bit
2018-07-26Fix Visual Script duplicate issueSwarnim Arun
2018-07-25GDScript: Add type inference syntax for function argumentsGeorge Marques
2018-07-25GDScript: Fix type detection for String formatting operatorGeorge Marques
2018-07-25GDScript: Fix type detection on Object typed assignGeorge Marques
Also make typed assigns a debug-only thing, so release builds are more lenient on errors.
2018-07-25GDScript: Allow accessing constants of outer classesGeorge Marques
2018-07-25GDScript: Enable built-in function introspection in non-toolsGeorge Marques
Only for debug builds. Fix problems in non-tools targets.
2018-07-25GDScript: Fix bogus error when a cursor token is found on classGeorge Marques
2018-07-25GDScript: Allow strict conversion when assigning typed variablesGeorge Marques
2018-07-25GDScript: Fix mismatching between export hint and type hintGeorge Marques
2018-07-25GDScript: Allow inherited method to add optional argumentsGeorge Marques
Also show the parent method signature in the error message.
2018-07-25GDScript: Fix returned value of get_default_argument_count()George Marques
2018-07-25GDScript: Fix main script detectionGeorge Marques
2018-07-25GDScript: Look up local scope first for detecting typeGeorge Marques
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25[Mono] Fix Color incorrect ordering of int export methods, added 64-bitAaron Franke
[Mono] Fix Color incorrect ordering of int export methods, added 64-bit long export methods.
2018-07-25Fix continuous attempt to reload domain with API assemblies out of syncIgnacio Etcheverry
2018-07-25Mono: Fix domain reload never triggeringIgnacio Etcheverry
2018-07-25Fix '!valid' error spam on C# script instance createIgnacio Etcheverry
2018-07-25Mono: Fix null dereferencesIgnacio Etcheverry
2018-07-25Merge pull request #20450 from fire/vs_generic_search_20433Rémi Verschelde
Visualscript: Don't show Shift+A search box at every screen.
2018-07-25Merge pull request #20452 from fire/vs_hide_empty_categories_20433Max Hilbrunner
Visualscript: Hide empty categories for basic types and methods.
2018-07-25Visualscript: Don't show Shift+A search box at every screen and reuse ↵K. S. Ernest (iFire) Lee
EDIT_FIND_NODE_TYPE (ctrl-f) shortcut. The generic search shortcut is now CTRL-F.
2018-07-25Merge pull request #20298 from PJB3005/18-07-20-mono-partial-api-extIgnacio Etcheverry
Makes Mono binding classes partial & adds GetNode<T>.
2018-07-25Visualscript: Hide empty categories for basic types and methods.K. S. Ernest (iFire) Lee
2018-07-25Merge pull request #20370 from marcelofg55/gdnative_crashThomas Herzog
Fix possible crash at NativeScript::get_base_script
2018-07-25Fix possible crash at NativeScript::get_base_scriptMarcelo Fernandez
2018-07-25Merge pull request #20404 from TigerCaldwell/masterRémi Verschelde
Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
2018-07-24Merge pull request #18867 from fire/better_vx_us_rebase_02Juan Linietsky
Improve VisualScript UX
2018-07-24Improve VisualScript UXK. S. Ernest (iFire) Lee
* Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
2018-07-24Merge pull request #19225 from Paulb23/open_all_files_in_script_editorMax Hilbrunner
Open all files in script editor
2018-07-24Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their ↵Tiger Caldwell
respective 2D counterparts to be more consistent and to include more useful methods. RigidBody: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse RigidBody2D: - Added add_central_force - Added add_torque - Added apply_central_impulse - Added apply_torque_impulse PhysicsDirectBodyState: - Added apply_central_impulse Physics2DDirectBodyState: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse - Added apply_impulse - Added apply_torque_impulse PhysicsServer: - Added body_add_force - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse Physics2DServer: - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse - Added body_apply_torque_impulse Also fixed some small bugs along the way