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2020-06-08Merge pull request #39385 from akien-mga/lsp-crash-notify_clientRémi Verschelde
GDScript LSP: Fix crash in notify_client
2020-06-08Merge pull request #39370 from Anutrix/remove-usused-assimp-varRémi Verschelde
Removed variables in EditorSceneImporterAssimp::import_scene that became unused.
2020-06-08Merge pull request #39152 from abustin/fbx_mesh_compression_fix_masterRémi Verschelde
Respect 'mesh compression' editor import option in Assimp and glTF importers [master]
2020-06-08GDScript LSP: Fix crash in notify_clientRémi Verschelde
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`. Also fix typo in notification `gdscrip_client/changeWorkspace`, and fix argument names in method binds. Fixes #39375.
2020-06-08Removed variables and #include in EditorSceneImporterAssimp::import_scene ↵unknown
that became unused after the recent commit ec1bf96(#39363).
2020-06-07Fix fbx import assimp errorMarcus Elg
2020-06-06denoise: Restrict build to 64-bit desktop platformsRémi Verschelde
One of OIDN's dependencies only supports x86_64 and aarch64. For now we also exclude potential future Android tools builds, but this could be re-evaluated in the future. Fixes #38759.
2020-06-05Merge pull request #39297 from Faless/webrtc/local_description_docRémi Verschelde
Fix WebRTCPeerConnection set_local_description doc
2020-06-05Merge pull request #39301 from Calinou/fix-argument-parameter-confusionRémi Verschelde
Tweak the GDScript error message about passed argument type mismatch
2020-06-05Merge pull request #39276 from ThakeeNathees/predefined-check-for-loop-counterRémi Verschelde
Added predefined var check for `for` loop counter
2020-06-04Tweak the GDScript error message about passed argument type mismatchHugo Locurcio
This makes it less confusing. This closes https://github.com/godotengine/godot-proposals/issues/670.
2020-06-04Fix WebRTCPeerConnection set_local_description docFabio Alessandrelli
ice_candidate_created should be emitted after set_local_description no matter the type of the description (assuming no error is returned of course).
2020-06-04Merge pull request #39041 from swarnimarun/patch-1Rémi Verschelde
Fix crashing of VisualScript due to function change
2020-06-04predefined var check for `for` loop counterThakee Nathees
2020-06-03SCons: Validate dependencies for linked multimedia modulesRémi Verschelde
This is still a bit hacky and eventually we should rework the way we handle optional dependencies (especially with regard to builtin/system libs), but it's a simple first step. Fixes #39219.
2020-05-30Fixes building mono release templatesNutmegStudio
2020-05-29Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF ↵Alex Bustin
importers
2020-05-29Actually set GDScript static referenceGeorge Marques
2020-05-29Merge pull request #39085 from madmiraal/fix-39059Rémi Verschelde
Correct Bullet's default Area angular damp value.
2020-05-29Merge pull request #39051 from Xrayez/geometry-splitRémi Verschelde
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-28Use translated docs in PropertySelectorRémi Verschelde
And do the dedent and stripping for both translated and non-translated strings for consistency, and so that we don't need to do it at the call site.
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27Correct Bullet's default Area angular damp value.Marcel Admiraal
2020-05-27Merge pull request #39064 from bruvzg/gdn_packed_array_ptrRémi Verschelde
GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
2020-05-27Merge pull request #39074 from vnen/gdscript-assert-messageRémi Verschelde
Fix assert message when no custom message is set
2020-05-26GDScript: Fix assert message when no custom message is setGeorge Marques
2020-05-26GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.bruvzg
2020-05-26Update Mono C# warning to reflect latest list of platforms supportedMaganty Rushyendra
Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions for platforms supported in warning message.
2020-05-25Fix crashing of VisualScript due to...Swarnim Arun
Attempting to move the function node to another function whose data connection is a dependency of the node the specific node being moved to a different function during changes to sequence connections. By skipping, if the from_node is a function_node during the data connection dependencies scan. Should fix #37991
2020-05-25Merge pull request #39015 from ↵Rémi Verschelde
ThakeeNathees/dict-key-autocomplete-regression-fix regression: dictionary key no autocomplete fix
2020-05-25Add `custom_modules` build option to compile external user modulesAndrii Doroshenko (Xrayez)
This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-05-24regression: dictionary key no autocomplete fixThakee Nathees
Fix: #38998
2020-05-22Merge pull request #38962 from neikeq/4.0-scons-option-build-cilRémi Verschelde
Add SCons option to not build C# solutions
2020-05-22Add SCons option to not build C# solutionsIgnacio Etcheverry
2020-05-22Merge pull request #38366 from akien-mga/xatlas-470576dRémi Verschelde
xatlas: Sync with upstream 470576d
2020-05-22Merge pull request #38943 from neikeq/yakamashiRémi Verschelde
Mono/C#: Don't try to load project assembly in project manager
2020-05-22Mono/C#: Don't try to load project assembly in project managerIgnacio Etcheverry
This was causing an error message when launching the manager, because there is no project assembly to load.
2020-05-22Mono/C#: Fix values not updated in remote inspectorIgnacio Etcheverry
2020-05-21Merge pull request #33689 from jbuck3/signal-errorRémi Verschelde
Trigger an error when trying to define a preexisting signal in GDScript
2020-05-21Merge pull request #35900 from yamgent/unreachableRémi Verschelde
Fix false positive "Unreachable code" warning for loops
2020-05-20xatlas: Sync with upstream 470576dRémi Verschelde
2020-05-19Merge pull request #38863 from neikeq/csharp-no-false-error-objtype-reloadRémi Verschelde
Mono/C#: Remove script load error about not a Godot.Object
2020-05-19Mono/C#: Remove script load error about not a Godot.ObjectIgnacio Etcheverry
Any C# file can be loaded as script and at load time we don't yet know if it's actually meant to be used as a script. As such, such an check can result in a lot of false errors. If the file is really meant to be used as a script, an error would be printed later when attempting to instantiate it any way.
2020-05-19Fix too eager GDScriptFunctionState stack cleanupPedro J. Estébanez
2020-05-19Style: Fix unnecessary semicolons that confused clang-formatRémi Verschelde
2020-05-18Merge pull request #38826 from bruvzg/gdnative_core_typesRémi Verschelde
Add new (and rename changed) core types to GDNative API.
2020-05-18Merge pull request #38723 from neikeq/initial-classdb-testRémi Verschelde
Added tests for ClassDB
2020-05-18GDNative add new core types.bruvzg
2020-05-18GLSL: Change shader type specifier from [vertex] to #[vertex]Rémi Verschelde
The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
2020-05-16Added tests for ClassDBIgnacio Etcheverry