Age | Commit message (Collapse) | Author |
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Make git no longer ignore solution files inside the mono module
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So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
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Add Basis constants and format Transform constants
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Fix self reference issue in core structures for GDNative plugins
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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'
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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories.
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And 'CRASH_*_MSG' as well.
Also make error messages puntuation and quotation more consistent.
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"modules/gdnative", "modules/gdscript" directories.
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Add Image.save_exr()
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Change some code proposed by Coverity and Cppcheck
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set during move_and_collide()
Fixes #31144
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Optimize Wrap functions
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Mark class_name line as safe in editor
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Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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C#: Fix Color.ToHtml()
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In the Visual Script editor, the override icon is not very clear what it's intended purpose is for. Currently, its tooltip just says: "Function:" which is the same tooltip as the "add new function" icon.
To resolve this issue, this PR adds descriptive tooltips to the following icons in the Visual Script editor:
-Override Function
-Add Function
-Add Variable
-Add Signal
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Signed-off-by: RevoluPowered <gordon@gordonite.tech>
Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
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Add a reference to pow to the description of exp.
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Fix 'GDNativeLibrary' editor being incorrectly opened
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Improve platform selection in the GDNativeLibrary dock
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This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.
This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).
@akien-mga told me how to reference methods here:
godotengine#30909
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* Replace button text with currently selected platforms
* Expand button size horizontally
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Replace radion buttons with checkboxes in GDNativeLibrary editor
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These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
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Always call disconnect before emitting signals, to avoid calling it on a
freed object if the user decides to unreference it in a signal.
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Disallow using of both tabs and spaces for indentation in the same file
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Closes #7898
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Added Vector2/3.direction_to methods to GDNative
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Mono: Fix custom defines for Mono's MSBuild; remove xbuild
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Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line.
xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html
It's a good time to just remove xbuild support entirely.
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Fix incorrectly updating csproj and not closing build issues file
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Mono: Don't try to update project assemblies from project manager
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Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
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Inspector: Make default float step configurable
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This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
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