Age | Commit message (Collapse) | Author |
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Replace "persistance" with "persistence" in the simplex code.
Also made some minor fixes to the docs.
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Daily physics Fixes
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Spaces were added after code blocks to ensure correct rendering
on the online class reference.
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Revert part of e4af39cbc00446b03d142882a69813e94f0838b2 that was causing
a crash.
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Fix #15415
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Fix #21915
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It happened when the definition of the variable contained the variable
itself.
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- Don't allow constants to shadow parent members.
- Fix a spelling mistake.
Fix #13175
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Fix #21700
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Fix #15125
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- Also fixed uninitalized variable in buildscript
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neikeq/idontlikesanditscoarseandroughandirritatinganditgetseverywhere
Mono: Build and external editor improvements for OSX
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Check for mono binary when finding version
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This enhancement is specially noticeable in OSX, since it includes Mono's install location (both official and homebrew). This makes it possible to build Godot with Mono on OSX without pkg-config (pkg-config is bundled with Mono, but it's not added to PATH, so finding it would require finding the Mono root directory first).
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Fixed argument names having wrong order for atan2
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Add null check in godot result callback
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The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
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Fix adherence to clang-format rules
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[Mono] Transform - add InterpolateWith()
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Note, it will only used by the Editor, not when running the game.
This allows package maintainer to compile Godot to use system installed
certificates when accessing the AssetLib.
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NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
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The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
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Refactor editor icon retrieval
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Add SimplexNoise and NoiseTexture as new resources
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SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex.
NoiseTexture uses SimplexNoise to generate noise textures for using in
shaders/visual effects.
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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Added dummy MSBuild project and solution to get tooling help when editing these files.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
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Fixes #13355
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Fixes #21139
- Surround the generated file modules/mono/glue/cs_compressed.gen.h with ifdef TOOLS_ENABLED
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- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.
This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).
- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
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