Age | Commit message (Collapse) | Author |
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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-Discern between named, indexed and keyed
-Get direct access to functions for typed GDScript and GDNative bindings
-Small changes to some classes in order to work with the new setget binder
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Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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Remove `Color.contrasted()` as its behavior is barely useful
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Fixes the misleading message when a non-existing function name is passed to TreeItem.call_recursive()
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Includes various changes triggered by the refactoring of method bindings.
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Fixed ParseError when calling Object.new()
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Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
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C#: Make editor create NuGet fallback folder for Godot packages
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C#: Fix custom event signals crash on hot-reload
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vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
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Cleanup and re-initialization of event signals before
and after hot-reload should be working correctly now.
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This decreases the editor binary size by about 8 KB.
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Setting visibility on GridMaps parent now works. Closes #41374.
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It's not an engine module. This is handled by GDNative's
`SCsub` instead, as done for other subdirectories already.
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Shows ColorRect in Color constants autocompletion
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Main benefits:
- Projects can be built offline. Previously you needed internet
access the first time building to download the packages.
- Changes to packages like Godot.NET.Sdk can be easily tested
before publishing. This was already possible but required
too many manual steps.
- First time builds are a bit faster, as the Sdk package doesn't
need to be downloaded. In practice, the package is very small
so it makes little difference.
Bumped Godot.NET.Sdk to 4.0.0-dev3 in order to enable the
recent changes regarding '.mono/' -> '.godot/mono/'.
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- Removed item list that displayed multiple build
configurations launched. Now we only display
the last build that was launched.
- Display build output next to the issues list.
Its visibility can be toggled off/on.
This build output is obtained from the MSBuild
process rather than the MSBuild logger. As such
it displays some MSBuild fatal errors that
previously couldn't be displayed.
- Added a context menu to the issues list with
the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
with a popup menu with the options:
- Build Solution
- Rebuild Solution
- Clean Solution
- The bottom panel button was renamed from 'Mono'
to 'MSBuild' and now display an error/warning icon
if the last build had issues.
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/676.
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Fix handling of scope for local GDScript variables
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Array/Dictionary Nodes no more reduced to array/dictionary variant
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This ensures that the tests will use a full environment with correct
settings so global classes and autoloads can be properly found.
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GDScript: for loop override stack variable bug fix
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Removed make_binders and the old style generated binders.
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Continuing the work from f43a0ef3270737d2b526480ecb0f1337ece9e041,
It seems the maps visibility was not actually set and a flase value was propogated to the meshes
Trying to set the maps visibility directly (Using `set_visibility` causes the map to no longer to recieve visibility notifications, instead this approach was chosen
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Reapply -Avoid adding margin twice along capsule Y axis
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Actually sdk-1.2.154.1 for Vulkan-Loader.
glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.
COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
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Fix code duplication in CSharpScript
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Initialise Bullet RigidBody friction to the expected value of 1.0
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Removes code duplication between `CSharpScript::reload()` and `CSharpScript::initialize_for_managed_type()`.
Removes a redundant `CSharpScript::update_exports()` call in `CSharpLanguage::reload_assemblies()` as `CSharpScript::reload()` already calls it when appropriate.
Fixes missing update of RPC information in `CSharpScript::initialize_for_managed_type()`.
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Fixes #42666.
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C# GodotTools: Replace platform Identifier "OSX" with "macOS"
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GDScript crash on builtin type constructor fix
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Co-authored-by: Andrea Catania <info@andreacatania.com>
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Identifier "macOS" => "MacOS"
Platform/SDK name reverted to "osx"
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Because `Strings OS_OSX::get_name() const` now returns "macOS" (15a9f94346c211b7afe96af500cb3405aabcf6b8)
The C# GodotTools were still using "OSX" as identifier a few things were borken (e.g. dotnet/msbuild detection).
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