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2017-04-06[DLScript] fixed android builds nowKarroffel
... really.
2017-04-06Merge pull request #8280 from karroffel/dlscript-inheritanceRémi Verschelde
[DLScript] inheritance fixes
2017-04-06Merge pull request #8276 from karroffel/dlscript-stlRémi Verschelde
[DLScript] API fixed and removed STL imports
2017-04-05Fix typo in Parser Error messagecurtisxk38
2017-04-06[DLScript] inheritance fixesKarroffel
This properly implements script inheritance for DLScripts.
2017-04-06[DLScript] more API fixesKarroffel
2017-04-06[DLScript] removed STL importsKarroffel
2017-04-05[DLScript] fixed virtual method exportKarroffel
2017-04-05[DLScript] removed unused importKarroffel
This hopefully fixes android builds
2017-04-04[DLScript] added variant constructor and a function to get userdata of a scriptKarroffel
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it. This is particularly useful and even required for language bindings to work properly. This also fixes non-tool builds.
2017-04-04Merge pull request #8246 from GodotNativeTools/dlscript-moduleRémi Verschelde
DLScript module
2017-04-03added dlscript moduleKarroffel
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-01Add '$' to token namesSaggi Mizrahi
It was missing from this array and would cause godot to crash or report bad errors. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-26SCons: Add option to toggle warnings (on by default)Rémi Verschelde
All the warnings are factored out of the platform-specific files and moved to SConstruct. Will have to check that it does not introduce regressions on some platforms/compilers. (cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
2017-03-24Merge pull request #8123 from bojidar-bg/gdscript-inline-block-indentRémi Verschelde
Make inline blocks in GDScript more (or less) pythonic
2017-03-24Merge pull request #7985 from Faless/enet_godot_sock_squashRémi Verschelde
Update ENet to use Godot sockets.
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-24ENet code cleanup and changes from review.Fabio Alessandrelli
2017-03-24Update ENet module to support custom ENet libFabio Alessandrelli
Keep compatibility with upstream enet libraries
2017-03-23Make inline blocks in GDScript more pythonicBojidar Marinov
Fixes #8001
2017-03-21Merge pull request #8095 from RandomShaper/fix-yield-crashRémi Verschelde
Fix random crashes when using yield()
2017-03-21Fix random crashes when using yield()Pedro J. Estébanez
2017-03-19Fix linking order for builtin freetypeRémi Verschelde
Before this change the libfreetype_builtin.a lib would be appended at the very end of the linking flags, after system libs such as -lX11 or -lkernel32.
2017-03-18Merge pull request #8051 from RayKoopa/resizable_new_node_dialogRémi Verschelde
Make Create New Node dialog resizable and burninate old dialog
2017-03-18Make Create New Node dialog resizable and burninate old dialogRay Koopa
2017-03-17Fixed typo in gdscript autocompletion.mbalint12
There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-13Skip asserts on non-debug builds at compiler levelPedro J. Estébanez
2017-03-05Make that Whole New World great againRémi Verschelde
Fix regression from 5dbf180 that broke Windows build.
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
2017-03-02Added missing FIXMEs in PR #7878Ferenc Arn
2017-02-28Merge pull request #7878 from RebelliousX/elseRémi Verschelde
Bunch of missing `else` statements and general logic
2017-02-28Inf and NaN support added to GDScript.Saracen
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-26Merge pull request #7851 from shlomif/fix-some-compilation-warningsRémi Verschelde
Get rid of some compilation warnings.
2017-02-26Merge pull request #7827 from volzhs/libwebp-0.6.0Rémi Verschelde
Update libwebp to 0.6.0
2017-02-26Merge pull request #7809 from hpvb/fix-6798Rémi Verschelde
Allow preload to accept a const string.
2017-02-21Fix some compilation warnings.Shlomi Fish
Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-17Update libwebp to 0.6.0volzhs
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-02-16Allow preload to accept a const string.Hein-Pieter van Braam
In preload() parsing this code will lookup the identifier in the local constant database. If the identifier corresponds to a string constant it is used as the path for preload(). Currently this does not work for global constants, only constants declared in the same class as the preload is happening. We can implement a full fix too. Maybe we can use this PR to discuss the possibilities. This (partially) fixes #6798
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-15-begin of export work, not done yetJuan Linietsky
-fixes to make scenes exported from godot 2.x work
2017-02-13Remove bounds check when resuming from yield.Hein-Pieter van Braam
The code would get a pointer to the beginning of the call_args by using operator[] at the stack Vector. This does bound checking. When there are no call_args this bound check fails and the error mentioned in #7796 gets triggered. This bound check is actually not necessary as call_args just gets set to NULL and never dereferenced. This new code will just unconditionally set the pointer to the place where the call_args are if there are any. There is no NULL check for call_args anywhere so this is safe. Fixes #7796
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-12Merge pull request #7723 from lonesurvivor/gdscript-range-fixRémi Verschelde
Fix parsing bug which causes range(variable) to crash the engine
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky