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2022-12-10Consistently use `p_` for parameters in GLTFDocumentAaron Franke
2022-12-10Merge pull request #69857 from bruvzg/bim_font_no_cleanRémi Verschelde
[TextServer] Do not clean up font texture cache when setting `allow_system_fallback` property.
2022-12-10Merge pull request #67399 from Calinou/rename-precision-double-sconsRémi Verschelde
Rename `float=64` SCons option to `precision=double`
2022-12-10Merge pull request #66729 from DarkKilauea/nav-ownersRémi Verschelde
Enable assigning an owner to navigation regions and links
2022-12-10Merge pull request #69587 from ↵Rémi Verschelde
adamscott/fix-constant-base-typing-in-extended-class Fix constants scope in extended or inner GDScript classes
2022-12-10Enable assigning an owner to navigation regions and linksJosh Jones
This allows users of the server APIs to get back the nodes that created certain regions and links.
2022-12-10Remove debug macro for GDScriptLanguage script_listAdam Scott
2022-12-10Fix constant base typing in extended GDScript classAdam Scott
2022-12-10Fix `GDScriptCache` to not remove scripts/scenes individually when clearingAdam Scott
2022-12-10Rename `float=64` SCons option to `precision=double`Hugo Locurcio
This avoids confusion with the old `bits=64` option and building for 64-bit CPUs in general.
2022-12-10[TextServer] Do not clean up font texture cache when setting ↵bruvzg
`allow_system_fallback` property.
2022-12-10Merge pull request #69518 from rune-scape/rune-analyze-valuesRémi Verschelde
GDScript: Preload should make native type
2022-12-10Merge pull request #69372 from aaronfranke/gltf-cleanupRémi Verschelde
GLTF module: Clean up lots of includes
2022-12-10Merge pull request #69467 from rune-scape/rune-subclass-script-pathRémi Verschelde
GDScript: Fix subclass script path issues
2022-12-09Merge pull request #68747 from rune-scape/rune-stringname-unificationRémi Verschelde
GDScript: Unify StringName and String
2022-12-08Fix autocomplete crash as it would infinite loopAdam Scott
2022-12-08Use capitalized ID in the docHaoyu Qiu
2022-12-07Add missing packed scene cache clear inside `GDScriptCache::clear()`Adam Scott
2022-12-07Merge pull request #69717 from Chaosus/gds_fix_lookupRémi Verschelde
Fix lookup to docs for variables initialized with `get_node`
2022-12-07Merge pull request #69690 from BastiaanOlij/display_refresh_typeRémi Verschelde
Fix property type for OpenXR display refresh rate
2022-12-07Merge pull request #69654 from BastiaanOlij/openxr_submit_depth_optionalRémi Verschelde
Make submitting depth buffer in OpenXR optional
2022-12-07Merge pull request #69627 from RumblingTurtle/editor-scene-importer-crash-fixRémi Verschelde
Fix crash on old scene reimport
2022-12-07Fix lookup to docs for variables initialized with `get_node`Yuri Rubinsky
2022-12-07Fix property type for OpenXR display refresh rateBastiaan Olij
2022-12-06 EditorSceneFormatImporterGLTF: check if "animation/trimming" parameter from ↵Eduard Zalyaev
import settings exists Fixes godotengine#69625
2022-12-06Merge pull request #69506 from adamscott/move-gdscript-uninit-to-finalizeRémi Verschelde
Move GDScript uninitialization to `GDScriptLanguage::finish()`
2022-12-06Move GDScript uninitialization to `GDScriptLanguage::finalize()`Adam Scott
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com> Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2022-12-06Make submitting depth buffer in OpenXR optionalBastiaan Olij
2022-12-06Fix typo that resulted in left eye depth buffer being submitted for the ↵Bastiaan Olij
right eye
2022-12-06Merge pull request #69606 from red1939/bug/vscode_crashRémi Verschelde
Keep GDScriptAnalyzer alive for whole parse()
2022-12-06Merge pull request #69639 from Chaosus/gds_fix_completionRémi Verschelde
Fix completion for the raw `get_node` call
2022-12-06Keep GDScriptAnalyzer alive for whole parse()Bartosz Bielecki
Analyzed data is allocated by Parser but kept as a reference in the cache which in turn is held by the Analyzer. If Analyzer goes away Parser is left with a tree of dangling references. Code is analogous to all other usages of Analyzer + Parser pair.
2022-12-06Fix completion for the raw `get_node` callYuri Rubinsky
2022-12-05Unify String and StringNamerune-scape
2022-12-06Fix incomplete shadowing of member properties by parametersDmitrii Maganov
2022-12-05Merge pull request #69169 from akien-mga/embree-wasm-win32Rémi Verschelde
embree: Enable raycast module build for Web and Windows x86_32
2022-12-05Merge pull request #69578 from dsnopek/android-native-handlesRémi Verschelde
Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer
2022-12-04Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 ↵David Snopek
renderer
2022-12-04Use system fonts as fallback and improve system font handling.bruvzg
Add support for font weight and stretch selection when using system fonts. Add function to get system fallback font from a font name, style, text, and language code. Implement system font support for Android. Use system fonts as a last resort fallback.
2022-12-04GDScript: preload should make native typerune-scape
2022-12-02Fix missing parent class name identifier crashAdam Scott
2022-12-02C#: Always convert float Variants to System.DoubleRaul Santos
Godot floats are always 64-bit. The real_t feature only affects vectors, not scalars.
2022-12-02Merge pull request #69391 from NeilKleistGao/slnRémi Verschelde
Fix C# Solution Directory Project Settings
2022-12-02Merge pull request #69428 from neikeq/noRémi Verschelde
C#: Cleanup of Marshaling methods
2022-12-02Fix C# solution directory settingsNeilKleistGao
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2022-12-02C#: Cleanup Variant marshaling code in source/bindings generatorsIgnacio Roldán Etcheverry
This change aims to reduce the number of places that need to be changed when adding or editing a Godot type to the bindings. Since the addition of `Variant.From<T>/As<T>` and `VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of the previous code in the bindings generator and the source generators that specify these conversions for each type manually. The only exceptions are the generic Godot collections (`Array<T>` and `Dictionary<TKey, TValue>`) which still use the old version, as that one cannot be matched by our new conversion methods (limitation in the language with generics, forcing us to use delegate pointers). The cleanup applies to: - Bindings generator: - `TypeInterface.cs_variant_to_managed` - `TypeInterface.cs_managed_to_variant` - Source generators: - `MarshalUtils.AppendNativeVariantToManagedExpr` - `MarshalUtils.AppendManagedToNativeVariantExpr` - `MarshalUtils.AppendVariantToManagedExpr` - `MarshalUtils.AppendManagedToVariantExpr`
2022-12-02C#: Replace most conversions between Variant and System.ObjectIgnacio Roldán Etcheverry
This commit replaces most usages of `ConvertManagedObjectToVariant` and `ConvertVariantToManagedObjectOfType`, by using the `Godot.Variant` struct instead of `System.Object`. The most notable change is to the `GetGodotPropertyDefaultValues` method that's generated for scripts. The dictionary it returns now stores `Godot.Variant` values. Remaining usages are: - The `DelegateUtils` class, for the serialization of closure display classes during assembly reloading by the editor. These display classes are compiler generated classes to store values captured by a closure. Since it's generated by the compiler, the only way we have to access the fields is through reflection. This leads to using `System.Object`. - Converting parameters when invoking constructors from the engine. This will be replaced with source generators in the future. - Legacy support for old `GetGodotPropertyDefaultValues` return values. We need to keep supporting the old version of this generated method for some time. Otherwise, if loading a project built with the previous version, it could lead to the loss of exported property values. Ideally, we should remove this legacy support before a stable release.
2022-12-02Merge pull request #69483 from akien-mga/openxr-3d-onlyRémi Verschelde
SCons: Disable openxr module with disable_3d=yes
2022-12-02Merge pull request #68870 from dsnopek/master-webxr-inputRémi Verschelde
Get WebXR fully working in Godot 4!
2022-12-02Merge pull request #69448 from BastiaanOlij/fix_etc_rgba_bgra_issueRémi Verschelde
ETCPAK expects BGRA data for ETC