Age | Commit message (Collapse) | Author |
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Build PCRE2 thirdparty library with unicode support. RegEx objects
in Godot can now be used to recognize unicode strings.
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GDScript LSP: Fix crash in notify_client
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Removed variables in EditorSceneImporterAssimp::import_scene that became unused.
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Respect 'mesh compression' editor import option in Assimp and glTF importers [master]
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`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`.
Also fix typo in notification `gdscrip_client/changeWorkspace`,
and fix argument names in method binds.
Fixes #39375.
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that became unused after the recent commit ec1bf96(#39363).
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One of OIDN's dependencies only supports x86_64 and aarch64.
For now we also exclude potential future Android tools builds,
but this could be re-evaluated in the future.
Fixes #38759.
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Fix WebRTCPeerConnection set_local_description doc
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Tweak the GDScript error message about passed argument type mismatch
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Added predefined var check for `for` loop counter
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This makes it less confusing.
This closes https://github.com/godotengine/godot-proposals/issues/670.
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ice_candidate_created should be emitted after set_local_description no
matter the type of the description (assuming no error is returned of
course).
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Fix crashing of VisualScript due to function change
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This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.
Fixes #39219.
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importers
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Correct Bullet's default Area angular damp value.
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Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
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And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
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Extra `_2d` suffixes are removed from 2D methods accoringly.
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GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
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Fix assert message when no custom message is set
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Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
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Attempting to move the function node to another function whose data connection is a dependency of the node the specific node being moved to a different function during changes to sequence connections.
By skipping, if the from_node is a function_node during the data connection dependencies scan.
Should fix #37991
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ThakeeNathees/dict-key-autocomplete-regression-fix
regression: dictionary key no autocomplete fix
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This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
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Fix: #38998
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Add SCons option to not build C# solutions
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xatlas: Sync with upstream 470576d
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Mono/C#: Don't try to load project assembly in project manager
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This was causing an error message when launching the manager,
because there is no project assembly to load.
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Trigger an error when trying to define a preexisting signal in GDScript
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Fix false positive "Unreachable code" warning for loops
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Mono/C#: Remove script load error about not a Godot.Object
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Any C# file can be loaded as script and at load
time we don't yet know if it's actually meant to
be used as a script. As such, such an check can
result in a lot of false errors.
If the file is really meant to be used as a
script, an error would be printed later when
attempting to instantiate it any way.
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Add new (and rename changed) core types to GDNative API.
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Added tests for ClassDB
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The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.
Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.
Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
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