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2017-09-11Implement String len()Poommetee Ketson
2017-09-10Fixed attempt to delete NULL pointer errorbncastle
Fixed: Error cause by attemptng to delete a NULL pointer. unregister_gdnative_types() now checks discoverer to see if it is NULL before deleting. After selecting a godot project to edit (in Win10), the discoverer_callback() wasn't called thus discoverer was NULL.
2017-09-06Mono vorbis support fixed, closes #10787Juan Linietsky
2017-09-06Merge pull request #10976 from saltares/issue-907Rémi Verschelde
Fixes setting visibility on GridMap, issue #907
2017-09-05Setting visibility on GridMap now works. Closes #907.David Saltares
Basically, `GridMap` wasn't reacting to the `NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and walks over the set of `Octants` and all of their `MultiMeshInstances` to set their visibility on the `VisualServer`.
2017-09-05Provide NativeScript properties in definition orderRuslan Mustakov
2017-09-04Fix ETC2 import for luminance/lumalpha textures, fixes #10421Juan Linietsky
2017-09-04Merge pull request #10921 from karroffel/gdnative-MERGE-EVERYTHINGRémi Verschelde
[GDNative] merge of NativeScript and GDNative, new GDNative singletons
2017-09-04Merge pull request #10939 from neikeq/fix-overridden-external-editorsRémi Verschelde
Fixes language overridden external editors
2017-09-04Merge pull request #10937 from djrm/pr_fix_typoRémi Verschelde
Fix. resizeable -> resizable.
2017-09-03Fixes language overridden external editorsIgnacio Etcheverry
2017-09-03Fix. resizeable -> resizable.Daniel J. Ramirez
(not actually a typo, but the rest of the API uses resizable)
2017-09-03-Added an optimization so physics shapes are configured later, speeds up ↵Juan Linietsky
grid map loading and editing
2017-09-03[GDNative] added singleton GDNativeLibrariesKarroffel
A GDNativeLibrary now has a field "gdnative_singleton" which can be used to let the `godot_gdnative_singleton` procedure be executed on Godot's startup. In future this can be used to register new scripting languages or resource importer types.
2017-09-03merged gdnative and nativescript moduleKarroffel
2017-09-02Fix typos 'a' and 'an'Poommetee Ketson
2017-09-02Fix missing pragma pushHein-Pieter van Braam
I forgot to pragma push the ignored warning in #10877 this adds the missing ones.
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
Fix signed and unsigned comparisons
2017-09-01Merge pull request #10854 from MednauN/ogg-fixRémi Verschelde
Fix crash when destroying AudioStreamPlaybackOGGVorbis
2017-09-01Merge pull request #10865 from neikeq/woahRémi Verschelde
etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGS [ci skip]
2017-09-01etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGSIgnacio Etcheverry
This way it can override the -std flags passed to scons.
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01Fix files headerPoommetee Ketson
2017-09-01Fix crash when destroying AudioStreamPlaybackOGGVorbisEvgeny Zuev
2017-09-01Merge pull request #10853 from leezh/pcre_html5_fixRémi Verschelde
Disabled PCRE-JIT in HTML5. Fixes #10834 [ci skip]
2017-09-01Disabled PCRE-JIT in HTML5. Fixes #10834Zher Huei Lee
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-31Correct GDnative's godot_string_find_last method nameEmmanuel Leblond
2017-08-31Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde
Make GDNative work on Android
2017-08-31Merge pull request #10148 from leezh/pcre2Rémi Verschelde
Replacement of internal RegEx with PCRE2
2017-08-31Merge pull request #10382 from toger5/dark_iconsRémi Verschelde
Light Theme
2017-08-30Implement color conversion for dark SVG iconstoger5
2017-08-30Make GDNative work on AndroidRuslan Mustakov
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
2017-08-30Remove 10778 related methods from GDNativeHein-Pieter van Braam
After #10778 master didn't build any longer with GDNative. This removes the methods removed in that PR from the GDNative bindings for Basis also.
2017-08-30Merge pull request #10750 from Rubonnek/fix-duplicate-script-changed-signalRémi Verschelde
Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed'
2017-08-30Merge pull request #10776 from hpvb/fix-10758Rémi Verschelde
Disable -ffast-math for etc2comp
2017-08-30Disable -ffast-math for etc2compHein-Pieter van Braam
Apparently -ffast-math generates incorrect code with recent versions of GCC and Clang. The manual page for GCC warns about this possibility. In my tests it doesn't actually appear to be measurably slower in this case, and this is used in a batch process so it seems safe to disable this. This fixes #10758 and fixes #10070
2017-08-30Fix GDNative API generator after changes to MethodBindRuslan Mustakov
2017-08-30Add enums in GDNative API generatorRuslan Mustakov
2017-08-29Merge pull request #10745 from neikeq/fix-docdata-and-stuffJuan Linietsky
DocData and virtual method type hints fixes
2017-08-29Makes built-in vararg methods actual vararg methodsIgnacio Etcheverry
- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them. - Makes EditorHelp display built-in vararg methods correctly.
2017-08-29DocData and type hints fixesIgnacio Etcheverry
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-29Renamed 'script_changed' signal in the script editor plugin to ↵Wilson E. Alvarez
'edited_script_changed'
2017-08-29-Fixes to how collada generates tangents (use SurfaceTool), closes #9562Juan Linietsky
-Fix to gridmap cell size (wrong property type)
2017-08-28-Some fixes to code completion.Juan Linietsky
-Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin
2017-08-28Merge pull request #10662 from hoelzl/python3-v3Rémi Verschelde
Make build scripts Python 3 compatible
2017-08-27-Moved script run to editor, removed from projectJuan Linietsky
-fixed to code completion -fix shader crash bug reported by tagcup
2017-08-27Fix a crash in gdscript callbacksHein-Pieter van Braam
This fixes a crash running the 'goltorus' project.
2017-08-27Make build scripts Python3 compatibleMatthias Hoelzl
- The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.