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2022-10-13Adding null check to prevent null reference exception when serializing ↵Alexander Schill
delegates in C#
2022-10-10SCons: Re-enable treating `#warning` as error with `werror`Rémi Verschelde
Replace all TODO uses of `#warning` by proper TODO comments, and will open matching bug reports to keep track of them. We don't have a great track record fixing TODOs, but I'd wager we're even worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10Cleanup a bunch of debug messages in OpenXR and change the ones we want to ↵Bastiaan Olij
keep to print_verbose
2022-10-08C#: Generate symbols packagesRaul Santos
2022-10-07Fix more MSVC C4702 (unreachable code) warningsRémi Verschelde
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-06Fix outdated keywords autocompletionVolTer
2022-10-06Merge pull request #66957 from BastiaanOlij/fix_error_typo_openglRémi Verschelde
Fixing an incorrect error message in OpenXR
2022-10-06Fixing an incorrect error message in OpenXR reporting missing OpenGL supportBastiaan Olij
2022-10-05.NET: Generate SdkPackageVersions.props from version.pyRémi Verschelde
Ensures that the versions always match the Godot version, albeit following SemVer 2.0 so inserting a dot between "beta" and the build number. For "stable" status, we omit the suffix as this would be interpreted as a pre-release build too. So we have: | Godot version | Nupkg version | | -------------- | -------------- | | 4.0.0-beta | 4.0.0-beta | | 4.0.0-beta2 | 4.0.0-beta.2 | | 4.0.0-rc1 | 4.0.0-rc.1 | | 4.0.0-stable | 4.0.0 |
2022-10-05Merge pull request #66919 from bruvzg/ts_gde_fixRémi Verschelde
[TextServer GDExtension] Update build scripts and `.gdextension` files to use new target names and arch suffixes.
2022-10-05Merge pull request #66720 from qarmin/unintialized_memoryRémi Verschelde
Remove usage of unitialized variables
2022-10-05[TextServer GDExtension] Update build scripts and `.gdextension` files to ↵bruvzg
use new target names and arch suffixes.
2022-10-05Merge pull request #66839 from aaronfranke/editor-prop-hide-sliderRémi Verschelde
Fix `hide_slider` vs `no_slider` inconsistency in editor property code
2022-10-05Merge pull request #66873 from akien-mga/script-tweak-error-invalid-script-typeRémi Verschelde
GDScript/C#: Tweak error message for invalid script type for object
2022-10-05Merge pull request #66898 from aaronfranke/proj-mat-columnsRémi Verschelde
Rename Projection `matrix` to `columns`
2022-10-05Merge pull request #66885 from atirut-w/lsp-doc-fixRémi Verschelde
LSP: Fix GDScript doc comments
2022-10-05Merge pull request #65227 from BastiaanOlij/complete_render_target_apiRémi Verschelde
Implementing override functionality for XR
2022-10-05Merge pull request #64577 from Calinou/improve-dictionary-printingRémi Verschelde
Improve dictionary printing to avoid confusion with arrays
2022-10-05Merge pull request #66841 from jtnicholl/blend_enum_checksRémi Verschelde
Clean up .blend importer to fix unreachable code paths
2022-10-05LSP: Fix GDScript doc commentsAtirut Wattanamongkol
2022-10-05Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij
2022-10-04Improve dictionary printing to avoid confusion with arraysHugo Locurcio
- Add leading and trailing spaces within dictionaries, as the `{}` characters are hard to distinguish from `[]` on some fonts. This is especially helpful with empty arrays and dictionaries.
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-10-04Rename remaining "Spatial" in Plugins to "Node3D"Micky
For EditorNode3DGizmo: - `get_spatial_node` -> `get_node_3d` - `set_spatial_node` -> `set_node_3d` For EditorPlugin: - `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin` - `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin` Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
2022-10-04GDScript/C#: Tweak error message for invalid script type for objectRémi Verschelde
See #66870.
2022-10-04Merge pull request #66867 from Rindbee/implement-willSaveWaitUntilRémi Verschelde
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving
2022-10-04Merge pull request #66804 from akien-mga/core-remove-NO_SAFE_CASTRémi Verschelde
Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
2022-10-04Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated ↵Rindbee
documents before saving Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving, then update the document in `GDScriptTextDocument::didSave`.
2022-10-03Merge pull request #59481 from LunaticInAHat/gltf_texture_filter_fix_4Clay John
Respect texture filtering when importing GLTF
2022-10-03GLTF imports & exports material texture filtersThe Tophat Demon
2022-10-03Clean up .blend importer to fix unreachable code pathsJonathan Nicholl
2022-10-03Fix hide_slider vs no_slider inconsistency in editor property codeAaron Franke
2022-10-03Merge pull request #66759 from Chaosus/gds_fix_param_completionYuri Rubinsky
2022-10-03Merge pull request #66794 from Faless/mp/4.x_multiple_syncFabio Alessandrelli
[MP] Allow multiple synchronizers per node.
2022-10-03Merge pull request #66817 from raulsntos/dotnet/color-spanRémi Verschelde
C#: Use Span in Color to avoid string allocations
2022-10-03[MP] Allow multiple synchronizers per node.Fabio Alessandrelli
The same node can now be controlled by multiple synchronizers at once. Spawn visibility is composed in OR across multiple synchronizers (i.e. if any synchronizer is visible to the peer, the object will be spawned). Synchronizers controlling spawned nodes can now have a different authority then the one spawning the node, in that case, the spawn variables for that specific synchronizer are simply ignored (other synchronizers with the same authority of the spawner will correctly synchronize variables on spawn). The SceneReplicationState class has been completly removed, since it was bloating the implementation, the state is now simply stored in the SceneReplicationInterface.
2022-10-03C#: Use Span in Color to avoid string allocationsRaul Santos
2022-10-03Remove NO_THREADS fallback code, Godot 4 requires thread supportRémi Verschelde
This also removes `OS::can_use_threads` from the public API since it's always true.
2022-10-03Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android buildRémi Verschelde
Android was the last platform to still attempt to disable RTTI (for binary size), but both the Android editor and now the ICU library used by templates need RTTI. There could still be the possibility to support this for non-ICU template builds (i.e. without the TextServerAdvanced module), but since this isn't one of the build configurations we test regularly it's pretty risky to keep this option only for that specific use case. And our code is already littered with `dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
2022-10-03Merge pull request #66709 from MewPurPur/fix-unary-operators-being-STILL-brokenRémi Verschelde
Fix more highlighting bugs
2022-10-03Merge pull request #66784 from Geekotron/fix-nav3d-not-reachable-crashRémi Verschelde
Fix crash in navigation 3d when target is not reachable
2022-10-03Merge pull request #66387 from aaronfranke/cs-basis-eulerRémi Verschelde
C#: Update Basis Euler angle code to match core
2022-10-02Merge pull request #66767 from jtnicholl/blend_visibilityClay John
Fix visibility filtering options for .blend imports
2022-10-02Fix crash in navigation 3d when target is not reachableSean
The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
2022-10-02Fix more highlighting bugsVolTer
2022-10-02Fix visibility filtering options for .blend importsJonathan Nicholl
2022-10-02Fix completion of parameters in function call (2)Yuri Rubinsky
2022-10-01Remove usage of unitialized variablesRafał Mikrut
2022-10-01ManagedCallable: use delegate target instead of middleman when possiblePatrick Dawson
If the delegate target is an Object, the connected signal will be registered in that object instead of the middleman. So when that object is destroyed, the signal will be properly disconnected.