summaryrefslogtreecommitdiff
path: root/modules
AgeCommit message (Collapse)Author
2020-07-29Document how to perform advanced string splitting using RegExHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/3607.
2020-07-28Merge pull request #40678 from aaronfranke/string-float64Rémi Verschelde
Make all String float conversion methods be 64-bit
2020-07-28doc: Sync classref with current sourceRémi Verschelde
2020-07-27Make all String float conversion methods be 64-bitAaron Franke
2020-07-28Merge pull request #40762 from SkyLucilfer/PackedSceneLeakRémi Verschelde
Fix EditorTranslationParser leak
2020-07-28Merge pull request #40771 from Xrayez/scons-verbose-buildersRémi Verschelde
SCons: Refactor running commands through builders
2020-07-28Merge pull request #40777 from Nhiqill/fix_mono_nested_class_reloadRémi Verschelde
Pop from front to avoid infinite loop with nested classes
2020-07-28SCons: Refactor running commands through buildersAndrii Doroshenko (Xrayez)
A new `env.Run` method is added which allows to control the verbosity of builders output automatically depending on whether the "verbose" option is set. It also allows to optionally run any SCons commands in a subprocess using the existing `run_in_subprocess` method, unifying the interface. `Action` objects wrap all builder functions to include a short build message associated with any action. Notably, this removes quite verbose output generated by `make_doc_header` and `make_editor_icons_action` builders.
2020-07-27Revert "Allow Area2D and 3D mouse events without a collision layer"Rémi Verschelde
This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4.
2020-07-27Pop from front to avoid infinite loop with nested classesNhiqill
2020-07-27GDScript: Fix crash on 'await' completionGeorge Marques
2020-07-27Fix EditorTranslationParser leakSkyJJ
2020-07-27Merge pull request #40252 from AndreaCatania/flushRémi Verschelde
Improved Bullet Physics flush algorithm, Lazy collision filter reload, Shape reload regression fix.
2020-07-27Merge pull request #40706 from akien-mga/style-fix-file_format-macosRémi Verschelde
Fix code format scripts compat with non-GNU Unices
2020-07-27Style: Fix code format scripts compat with non-GNU UnicesRémi Verschelde
It's too hard to get compatibility between GNU and BSD sed, so let's just use perl oneliners. And improve it to also remove trailing tabs, not just spaces.
2020-07-27Merge pull request #40714 from ThakeeNathees/Object-type-bug-fixRémi Verschelde
GDScript: "Object" datatype changed from BUILTIN to NATIVE
2020-07-27- Enhanced the flush mechanism by flushing only needed thing.Andrea Catania
- Flushing Areas before anything else. - Make sure to correctly fetch gravity when the integrate_forces function is used - Lazy reload body when layer and mask changes - Shapes are reloaded just before the physics step starts. - Improved some other parts of the code. - Added override keyword - Using LocalVector
2020-07-26Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standardRémi Verschelde
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26CI: Install master version of psf/blackRémi Verschelde
Until https://github.com/psf/black/pull/1328 makes it in a stable release, we have to use the latest from Git. Apply new style fixes done by latest black.
2020-07-26Merge pull request #39898 from Meriipu/master_gdscriptRémi Verschelde
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
2020-07-26Merge pull request #40647 from Xrayez/blank-tabs-fixRémi Verschelde
Make unsaved scripts in the script editor more user-friendly
2020-07-26Merge pull request #40670 from vnen/remove-multilevel-callRémi Verschelde
Remove multilevel calls
2020-07-26Merge pull request #40655 from madmiraal/fix-40636Rémi Verschelde
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
2020-07-26Merge pull request #40720 from Xrayez/modules-testsRémi Verschelde
Enable support for C++ modules tests
2020-07-26Enable support for C++ modules testsAndrii Doroshenko (Xrayez)
Modules-specific tests can be written under respective module folders. Each module should have "tests" folder created with the tests implemented as `doctest` headers, so they can be collected by the buildsystem and included directly in `tests/test_main.cpp` to be compiled.
2020-07-26Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)
Unsaved scripts were previously displayed with blank tabs, which are mostly a result of deleted or improperly moved scripts. This patch makes sure that those kind of scripts are displayed as "[unsaved]" now, and ensures that scripts are removed from the list while deleting scripts from the filesystem dock preventing the unsaved tabs to appear in the first place (a user is already prompted with "no undo" warning while deleting any file). A user is always prompted to save those "[unsaved]" scripts if they attempt to close them without saving in any case except as described above.
2020-07-26Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26GDScript: "Object" datatype changed from BUILTIN to NATIVEThakee Nathees
Fix: #40656
2020-07-25Modules: update modules to be built for iOSSergey Minakov
Using 'available' checks to fix deprecation compilation errors Additional checks for simulator
2020-07-25GDScript: Clarified/fixed inaccuracies in the built-in function docs.Meriipu
The input to smoothstep is not actually a weight, and the decscription of smoothstep was pretty hard to understand and easy to misinterpret. Clarified what it means to be approximately equal. nearest_po2 does not do what the descriptions says it does. For one, it returns the same power if the input is a power of 2. Second, it returns 0 if the input is negative or 0, while the smallest possible integral power of 2 actually is 1 (2^0 = 1). Due to the implementation and how it is used in a lot of places, it does not seem wise to change such a core function however, and I decided it is better to alter the description of the built-in. Added a few examples/clarifications/edge-cases.
2020-07-25C#: Switch games to MSBuild Sdks and .NET StandardIgnacio Etcheverry
Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
2020-07-24Remove multilevel callsGeorge Marques
In general they are more confusing to users because they expect inheritance to fully override parent methods. This behavior can be enabled by script writers using a simple super() call.
2020-07-24GDScript: Allow "new()" to be called in non-static functionsGeorge Marques
2020-07-24Ensure Bullet HeightMapShape3D data width and depth are at least 2.Marcel Admiraal
2020-07-24Merge pull request #40598 from vnen/gdscript-2.0Rémi Verschelde
GDScript 2.0 (again)
2020-07-22Fix typos in GodotSharp code docsmega-bit
2020-07-22VisualScript: Fix -Wduplicate-branches warningRémi Verschelde
When VSDEBUG is a no-op (default), those branches did the same (nothing).
2020-07-22Wrap up GDScript 2.0 base implementationGeorge Marques
2020-07-22C#: Fix restore not called when building game projectsIgnacio Etcheverry
2020-07-21Fix XML in Plane.csAaron Franke
2020-07-21Merge pull request #40450 from asmaloney/spellingRémi Verschelde
Fix spelling & grammar in comments, docs, and messages
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-07-21Update core documentation to match recent C# changesAaron Franke
Also a few minor API changes like adding AABB.abs() Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-07-20Reintroduce code completionGeorge Marques
2020-07-20Reenable GDScript LSP serverGeorge Marques
2020-07-20Added support for enums to be used as types in GDScriptGeorge Marques
2020-07-20Add warning checks in GDScript analyzerGeorge Marques
Reenable checking those when validating code.
2020-07-20Add new GDScript type checkerGeorge Marques
2020-07-20Add better local variable detection in GDScript parserGeorge Marques
Also store Variant operator to avoid needing to do it repeatedly in later compiling stages.
2020-07-20Add GDScript cache singletonGeorge Marques