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2021-09-09Merge pull request #52492 from raulsntos/fix-csharp-array-propertiesIgnacio Roldán Etcheverry
Fix properties arrays in C# bindings generator
2021-09-08Merge pull request #52246 from Paulb23/verbatim-stringMax Hilbrunner
Syntax highlight c# verbatim string literal
2021-09-08Merge pull request #52480 from mhilbrunner/network-renameFabio Alessandrelli
Multiplayer networking renames/simplification
2021-09-08Merge pull request #52106 from Paulb23/text-edit-optimisationGilles Roudière
Optimise TextEdit get line height and width
2021-09-08Fix properties arrays in C# bindings generatorRaul Santos
2021-09-08Multiplayer networking renames/simplificationMax Hilbrunner
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
2021-09-07Merge pull request #51964 from bruvzg/request_camera_permissionMax Hilbrunner
[macOS] Request camera permission before session init.
2021-09-07Merge pull request #52237 from ellenhp/polyphonyJuan Linietsky
Add optional polyphonic playback to built-in audio player nodes
2021-09-07Merge pull request #52267 from williamd67/lookup-symbol-builtin-functionsMax Hilbrunner
Show help for built-in functions (@GlobalScope)
2021-09-07Merge pull request #52289 from Calinou/remove-old-msvc-support-ifdefMax Hilbrunner
Remove `#ifdefs` for handling compilation with Visual Studio < 2015
2021-09-07Add polyphony to Audio Stream Player nodesEllen Poe
2021-09-07Merge pull request #52442 from Faless/mp/4.x_rpc_managerMax Hilbrunner
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07Merge pull request #52205 from BastiaanOlij/blit_source_rectBastiaan Olij
Add source rectangle to blit
2021-09-06Merge pull request #52271 from nekomatata/query-layer-default-maskCamille Mohr-Daurat
Harmonize default value for collision mask in ray/shape queries
2021-09-04Merge pull request #52341 from Calinou/scons-fix-missing-sconscript-warningMax Hilbrunner
Fix missing SConscript warning when building using SCons
2021-09-03Add documentation to GodotSharpRaul Santos
- Adds documentation to almost every class and member in `GodotSharp` - Fixes some old documentation to more closely follow the XML comments convention
2021-09-03Fix constant tag documentation in C# bindings generatorRaul Santos
2021-09-03Fix PackedInt64Array typo in bindings_generator.hRaul Santos
2021-09-03Merge pull request #50872 from aaronfranke/cs-format-mini-2Ignacio Roldán Etcheverry
Some more C# formatting and style fixes
2021-09-03Merge pull request #52342 from Faless/enet/4.x_no_close_errorFabio Alessandrelli
[Net] Silence ENetMultiplayerPeer close_connection.
2021-09-03Merge pull request #52329 from ↵Max Hilbrunner
ZuBsPaCe/gdscript-unused-private-class-variable-fix GDScript: Fix for UNUSED_PRIVATE_CLASS_VARIABLE
2021-09-03GDScript: Count usages of member variables.ZuBsPaCe
Otherwise private member variables will always lead to UNUSED_PRIVATE_CLASS_VARIABLE.
2021-09-02Some more C# formattingAaron Franke
2021-09-02[Net] Silence ENetMultiplayerPeer close_connection.Fabio Alessandrelli
Used to print an error when it was not active, now it just returns immediately as per the documentation.
2021-09-02Fix missing SConscript warning when building using SConsHugo Locurcio
2021-09-02Check for GDScript member and class naming conflicts in a variety of conditions.SaracenOne
2021-09-01Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implement more advanced features for DAP
2021-09-01Merge pull request #52270 from KoBeWi/goodbye_polarGeorge Marques
Remove cartesian2polar and polar2cartesian
2021-09-01Merge pull request #48237 from KoBeWi/they_came_from_angleGeorge Marques
Add Vector2.from_angle() method
2021-08-31Remove `#ifdefs` for handling compilation with Visual Studio < 2015Hugo Locurcio
Godot 3.3 and later require Visual Studio 2017 to be compiled.
2021-08-31Implemented advanced features of DAPEv1lbl0w
Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
2021-08-31Add Vector2.from_angle() methodkobewi
2021-08-30Merge pull request #52240 from Rubonnek/rename-rel-pathJuan Linietsky
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30Harmonize default value for collision mask in ray/shape queriesPouleyKetchoupp
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending on the cases. Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear) in order to use all layers by default.
2021-08-31Remove cartesian2polar and polar2cartesiankobewi
2021-08-30Show help for built-in functions (@GlobalScope)William Deurwaarder
2021-08-30Revert " Improve collision generation usability in the new 3D scene import ↵Juan Linietsky
workflow."
2021-08-30Merge pull request #51985 from AndreaCatania/collCamille Mohr-Daurat
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30syntax highlight c# verbatim string literalPaulb23
2021-08-30Try other resolved IPs if one fails to connectHaoyu Qiu
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-30[GDScript] [Net] Allow mixing rpc annotation paramters.Fabio Alessandrelli
The strings no longer needs to be in order. The last parameter (channel), still requires all the other parameters to be present.
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
2021-08-29Add source rectangle to blitBastiaan Olij
2021-08-28Merge pull request #52085 from williamd67/fix-await-without-argumentHugo Locurcio
Print error message when await is not followed by signal or coroutine
2021-08-28Merge pull request #52164 from mhilbrunner/gd-style-fixupMax Hilbrunner
GDScript test style fix
2021-08-28Print error message when await is not followed by signal or coroutineWilliam Deurwaarder
When await was not followed by a signal or coroutine the GDScript parser would crash. This fix will check if await is followed by a signal or coroutine in case that isn't true (element == nullptr) then an error message is printed.
2021-08-28Optimise TextServerAdvanced static string comparisionsPaulb23
2021-08-28Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body. - Static Body. - Area.