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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.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27-Largely rewrote gridmap to simplify itJuan Linietsky
-Got editor working again -Added a current-floor marker on selection
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-27nanosvg: Document in COPYRIGHT.txt and thirdparty README.mdRémi Verschelde
2017-08-27Merge pull request #10591 from Rubonnek/possible-null-ptr-dereferenceRémi Verschelde
Added/Fixed null pointer checks
2017-08-27Merge pull request #10669 from hpvb/fix-6118Rémi Verschelde
Add several missing Null checks in _notification
2017-08-26Add two missing Null checksHein-Pieter van Braam
These Null checks were removed in #10581 but actually changed the logic of the functions in this case. This fixes #10654
2017-08-26Added/Fixed null pointer checksWilson E. Alvarez
2017-08-26Add several missing Null checks in _notificationHein-Pieter van Braam
This fixes #6118
2017-08-26-Massive clean up to gizmosJuan Linietsky
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
2017-08-25Fix i18n bug in GridMap stringRémi Verschelde
Regression from 6134d87 causing build issue on clang.
2017-08-25Editor: Add some more translatable strings.Andreas Haas
2017-08-25Merge pull request #10581 from hpvb/fix-gcc6+Rémi Verschelde
Make cast_to a static member of Object.
2017-08-25Implemented, The Amazing Zylann Hack (tm), fixes #10603Juan Linietsky
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24GDScript: More reliable check if loading a template.Andreas Haas
Prevents showing some useless parse errors in the console.
2017-08-24Fix mismatched signatures for GDScriptLanguage::complete_codeRémi Verschelde