Age | Commit message (Collapse) | Author |
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equality comparison now writes to right target address
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GDScript export array/dictionary type infer bug fix
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Script editor: Fix two special cases not being checked in code completion
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Add a "not in" operator to GDScript.
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When this code was changed for 4.0, a "break" statement inside a for loop in 3.x was changed to "return".
This means that the two special cases (autoloads and input actions) are never checked.
Removing the return lets these work properly in the editor.
(Also reorder conditionals to short-circuit and avoid expensive methods.)
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Add set_peer_timeout to NetworkedMultiplayerENet.
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GDScript: False positive "Identifier not found" error on signals fixed
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See #41787.
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remove invalid codeLensProvider value from lsp
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[TextServer] Restores bitmap font dynamic construction functions.
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Make glue generation shutdown more graceful
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Add C# array features from core PackedArrays
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doc: Sync classref with current source
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And fix various bogus bindings following previous PRs.
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Modernize atomics (and fix `volatile`)
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Add ClassDB tests to look for core API deps on editor API
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Fixed GDScriptLanguageProtocol::notify_client - have 3 arguments, but only 2 are binded
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fix set_joint_i_to_name to use the provided argument
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Fixes #45371.
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Fix mono->stereo conversion for oggs
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Warn and return when attempting to load invalid MP3s
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This also adds a warning for unspecified MP3 loading error codes
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Only unload the library if the reloadable flag is true
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Fix memory leak in Xatlas module
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flag is true. If it is false it is likely the library does other things and can't be unloaded
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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Improve GDNative API and JSON generation further
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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