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2020-07-27Merge pull request #40714 from ThakeeNathees/Object-type-bug-fixRémi Verschelde
GDScript: "Object" datatype changed from BUILTIN to NATIVE
2020-07-26Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standardRémi Verschelde
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26CI: Install master version of psf/blackRémi Verschelde
Until https://github.com/psf/black/pull/1328 makes it in a stable release, we have to use the latest from Git. Apply new style fixes done by latest black.
2020-07-26Merge pull request #39898 from Meriipu/master_gdscriptRémi Verschelde
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
2020-07-26Merge pull request #40647 from Xrayez/blank-tabs-fixRémi Verschelde
Make unsaved scripts in the script editor more user-friendly
2020-07-26Merge pull request #40670 from vnen/remove-multilevel-callRémi Verschelde
Remove multilevel calls
2020-07-26Merge pull request #40655 from madmiraal/fix-40636Rémi Verschelde
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
2020-07-26Merge pull request #40720 from Xrayez/modules-testsRémi Verschelde
Enable support for C++ modules tests
2020-07-26Enable support for C++ modules testsAndrii Doroshenko (Xrayez)
Modules-specific tests can be written under respective module folders. Each module should have "tests" folder created with the tests implemented as `doctest` headers, so they can be collected by the buildsystem and included directly in `tests/test_main.cpp` to be compiled.
2020-07-26Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)
Unsaved scripts were previously displayed with blank tabs, which are mostly a result of deleted or improperly moved scripts. This patch makes sure that those kind of scripts are displayed as "[unsaved]" now, and ensures that scripts are removed from the list while deleting scripts from the filesystem dock preventing the unsaved tabs to appear in the first place (a user is already prompted with "no undo" warning while deleting any file). A user is always prompted to save those "[unsaved]" scripts if they attempt to close them without saving in any case except as described above.
2020-07-26Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26GDScript: "Object" datatype changed from BUILTIN to NATIVEThakee Nathees
Fix: #40656
2020-07-25Modules: update modules to be built for iOSSergey Minakov
Using 'available' checks to fix deprecation compilation errors Additional checks for simulator
2020-07-25GDScript: Clarified/fixed inaccuracies in the built-in function docs.Meriipu
The input to smoothstep is not actually a weight, and the decscription of smoothstep was pretty hard to understand and easy to misinterpret. Clarified what it means to be approximately equal. nearest_po2 does not do what the descriptions says it does. For one, it returns the same power if the input is a power of 2. Second, it returns 0 if the input is negative or 0, while the smallest possible integral power of 2 actually is 1 (2^0 = 1). Due to the implementation and how it is used in a lot of places, it does not seem wise to change such a core function however, and I decided it is better to alter the description of the built-in. Added a few examples/clarifications/edge-cases.
2020-07-25C#: Switch games to MSBuild Sdks and .NET StandardIgnacio Etcheverry
Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
2020-07-24Remove multilevel callsGeorge Marques
In general they are more confusing to users because they expect inheritance to fully override parent methods. This behavior can be enabled by script writers using a simple super() call.
2020-07-24GDScript: Allow "new()" to be called in non-static functionsGeorge Marques
2020-07-24Ensure Bullet HeightMapShape3D data width and depth are at least 2.Marcel Admiraal
2020-07-24Merge pull request #40598 from vnen/gdscript-2.0Rémi Verschelde
GDScript 2.0 (again)
2020-07-22Fix typos in GodotSharp code docsmega-bit
2020-07-22VisualScript: Fix -Wduplicate-branches warningRémi Verschelde
When VSDEBUG is a no-op (default), those branches did the same (nothing).
2020-07-22Wrap up GDScript 2.0 base implementationGeorge Marques
2020-07-22C#: Fix restore not called when building game projectsIgnacio Etcheverry
2020-07-21Fix XML in Plane.csAaron Franke
2020-07-21Merge pull request #40450 from asmaloney/spellingRémi Verschelde
Fix spelling & grammar in comments, docs, and messages
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-07-21Update core documentation to match recent C# changesAaron Franke
Also a few minor API changes like adding AABB.abs() Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-20Reintroduce code completionGeorge Marques
2020-07-20Reenable GDScript LSP serverGeorge Marques
2020-07-20Added support for enums to be used as types in GDScriptGeorge Marques
2020-07-20Add warning checks in GDScript analyzerGeorge Marques
Reenable checking those when validating code.
2020-07-20Add new GDScript type checkerGeorge Marques
2020-07-20Add better local variable detection in GDScript parserGeorge Marques
Also store Variant operator to avoid needing to do it repeatedly in later compiling stages.
2020-07-20Add GDScript cache singletonGeorge Marques
2020-07-20Add support for propertiesGeorge Marques
2020-07-20Fix comments in beginning of fileGeorge Marques
Also improve error for unknown characters.
2020-07-20New GDScript tokenizer and parserGeorge Marques
Sometimes to fix something you have to break it first. This get GDScript mostly working with the new tokenizer and parser but a lot of things isn't working yet. It compiles and it's usable, and that should be enough for now. Don't worry: other huge commits will come after this.
2020-07-18Use difference in position to check whether motion in Bullet is too closeMarcel Admiraal
to zero.
2020-07-17Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp
This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)
2020-07-15Merge pull request #40291 from hinlopen/dialog-sizeRémi Verschelde
Resize various dialogs
2020-07-15Merge pull request #40386 from ↵Rémi Verschelde
touilleMan/correct-Reference-is_reference-api.json Correct is_reference attribute in api.json for Reference class
2020-07-15Merge pull request #40392 from ↵Rémi Verschelde
touilleMan/missing-has_default_value-signals-api_json Add missing has_default_value field for signals in api.json
2020-07-14Add missing has_default_value field for signals in api.jsonEmmanuel Leblond
2020-07-14Correct is_reference attribute in api.json for Reference classEmmanuel Leblond
2020-07-14Merge pull request #40374 from Faless/udp/server_abstractionRémi Verschelde
UDPServer uses single socket, abstract clients.
2020-07-14Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen
resource depency dialogs).
2020-07-14Funnel refuse_new_connections to Godot ENet.Fabio Alessandrelli
2020-07-14Include gdscript warning name in LSP message.Ryan Roden-Corrent
My initial attempt changed this in the gdscript code, which resulted in a duplicate warning name in the builtin editor. We should just append the warning name in the LSP instead. This uses parens to match what is shown in the builtin editor.
2020-07-14Revert "Include gdscript warning name in the warning message."Ryan Roden-Corrent
This reverts commit de3ad3b30ecb8de1aa112df7d61630102f077b5b.
2020-07-14Merge pull request #40218 from aaronfranke/mono-docsRémi Verschelde
Add C# XML documentation to core C# math types