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2017-09-25Use BoolVariable for module options.Elliott Sales de Andrade
2017-09-25Use BoolVariable for third-party options.Elliott Sales de Andrade
2017-09-25Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade
2017-09-24Add support for OpenSSL 1.1.0.Elliott Sales de Andrade
This release hides many struct members which provides easier forward compatibility but is a break from previous releases. A few small macros provide compatibility between both 1.1.0 and 1.0.x. Fixes #8624.
2017-09-23Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez
classes
2017-09-22Merge pull request #11461 from hpvb/add-likely-macrosRémi Verschelde
Implement Linux-style likely()/unlikely() macros
2017-09-21Fixed a bunch of typos, including an error code.Ross Hadden
2017-09-21Implement Linux-style likely()/unlikely() macrosHein-Pieter van Braam
This implement branch prediction macros likely() and unlikely() like in Linux. When using these macros please ensure that when you use them the condition in the branch really is very, very likely or unlikely. Think 90+% of the time. Primarily useful for error checking. (And I implement these macros for all our error checking macros now) See this article for more information: https://kernelnewbies.org/FAQ/LikelyUnlikely There are more places where these macros may make sense in renderer and physics engine. Placing them will come in another commit down the line.
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-20Do not compile Recast for AndroidRuslan Mustakov
At least this makes Godot compile for Android until there is a better solution.
2017-09-19Merge pull request #11256 from djrm/pr_visual_improvementsRémi Verschelde
Visual improvements and new look for VS
2017-09-19Allow booleanization of all typesHein-Pieter van Braam
We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API.
2017-09-19Merge pull request #11402 from hpvb/remove-gdscript-checks-on-releaseRémi Verschelde
Various GDScript performance tweaks
2017-09-19Merge pull request #11386 from kosz78/fix-msvc-compile-errorsRémi Verschelde
Fix MSVC compilation errors
2017-09-19Change structure order for godot nim compatibilityKonstantin Zaitsev
2017-09-19Fix MSVC compilation errorsKonstantin Zaitsev
2017-09-19Remove more GDScript runtime checks on releaseHein-Pieter van Braam
As a preparation for other performance enhancements to GDScript:call() start by removing more of the GDScript runtime checks on release. This code has been tested with 2d/platformer, 3d/platformer, 3d/materials_test, and goltorus. No regressions were found.
2017-09-17Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam
In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
2017-09-17Merge pull request #11296 from touilleMan/gdnative-api-structThomas Herzog
[GDnative] pass api as struct of function pointers to loaded gdnative modules
2017-09-17[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiationEmmanuel Leblond
2017-09-17[GDnative] create godot_gdnative_api_struct and pass it to ↵Emmanuel Leblond
godot_gdnative_init_options
2017-09-17Merge pull request #11274 from Rubonnek/keep-argument-names-consistentRémi Verschelde
Renamed function arguments to keep them consistent between declaration and implementation
2017-09-16Apply clang-format again to recent changesRémi Verschelde
Also add missing copyright headers. [ci skip]
2017-09-15Fix compile error on gd_native_library_editor.cpp with tools=noMarcelo Fernandez
2017-09-15Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog
Fix enums bindings
2017-09-14Merge pull request #11237 from endragor/gdnative-variant-refThomas Herzog
Construct Variants from Reference properly in GDNative
2017-09-14Added a menu to enable/disabled GDNative singletons in project settingsJuan Linietsky
2017-09-14Renamed function arguments to keep them consistent between declaration and ↵Wilson E. Alvarez
implementation
2017-09-14Improved VisualScriptEditorDaniel J. Ramirez
2017-09-14Construct Variants from Reference properly in GDNativeRuslan Mustakov
Previously godot_variant_new_object constructed Variant without accounting for the fact that the Object can be a Reference, so refcount was not increased and References were destructed prematurely. Also, Reference::init_ref did not propagate refcount increment to the script instance, which led to desync of refcount info on the script side and Godot side.
2017-09-14Fix 2 typosJeroen
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-13Merge pull request #11076 from hpvb/fix-10935Rémi Verschelde
Fix crash on wrong type drag into the vs editor
2017-09-13Merge pull request #11063 from toger5/svg_generation_optimizationRémi Verschelde
optimized color conversion for svg generation
2017-09-13Merge pull request #7908 from SaracenOne/recastRémi Verschelde
In-editor navmesh generation.
2017-09-12optimized color conversion for svg generationtoger5
2017-09-12Changed the doc class generation to individual files per class. It is also ↵Juan Linietsky
possible to save module files in module directories and the build system will recognize them.
2017-09-12Improved VS node coloringDaniel J. Ramirez
2017-09-12Improved theme generation, and other fixesDaniel J. Ramirez
2017-09-12Changed/Added descriptions in @GDScript. Added examples. Fixed return types ↵William Taylor
of two … (#11146) Doc: Improved descriptions in GDScript docs Added examples and fixed return types of two methods.
2017-09-12Merge pull request #11028 from mrawlingst/color-RGBA32Rémi Verschelde
Change Color.to_32() to Color.to_rgba32() and lowercase other functions
2017-09-12Many fixes to visual script, changed virtuals override for a proper selector.Juan Linietsky
2017-09-12Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde
Fix unused variable warnings
2017-09-12Merge pull request #11026 from hpvb/fix-assign-in-ifRémi Verschelde
Remove assignment and declarations in if statements
2017-09-12Merge pull request #11057 from hpvb/fix-various-warningsRémi Verschelde
Fix various assorted warnings
2017-09-11Implement String len()Poommetee Ketson
2017-09-10Fixed attempt to delete NULL pointer errorbncastle
Fixed: Error cause by attemptng to delete a NULL pointer. unregister_gdnative_types() now checks discoverer to see if it is NULL before deleting. After selecting a godot project to edit (in Win10), the discoverer_callback() wasn't called thus discoverer was NULL.
2017-09-09Fix crash on wrong type drag into the vs editorHein-Pieter van Braam
Don't allow drops of draggable items without a vs node type. This fixes #10935
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08Remove assignment and declarations in if statementsHein-Pieter van Braam
After discussing with @reduz and @akien-mga it was decided that we do not allow assignments or declarations in if statements. This PR removes the instances of this I could find by automated means.