Age | Commit message (Collapse) | Author |
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Improves method bind's detecting of signarute types
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Allow to edit base type NativeScript properties
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[GDNative] Implement String API.
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use sequence ports. Fixes #6346
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closes #6111
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explicit bool constructor has thus now been removed, as it served it's mission!
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This bug got discovered thanks to clang!
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[GDNative] fixed a bug with ambiguous include paths
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fixes #10071. The problem is that the json.h file includes the
local variant.h instead of the "absolute" core/variant.h
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Forward frame call to GDNative libraries
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The _init call was buggy anyway and in the end shouldn't be a
thing that's called via ClassDB, it should be something that's
language specific, so we leave this out for the bindings.
In the commit 66a7763 the SCsub file for GDNative was changed to
use a cloned environment, that bricked -rdynamic which needs to be
passed down to the linker, which didn't happen with the new env.
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The old include paths caused some problems on some compilers, for
example including "string.h" was ambiguous.
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Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in in…
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https://github.com/GodotNativeTools/cpp_bindings/issues/26
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loop causing audio to freeze
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Do not allow multiple data connections to the same data input slot, f…
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#6357.Improved curve rendering when nodes are close.
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In 3c53b35 a call to an "_init" function was introduced,
that however was only executed in the `_new` function,
also it *required* that such a function exists.
With this patch the "_init" function will be optionally called on
every instance creation.
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In 3c53b35 a bug got introduced where a mutex gets locked twice
instead of locked and then unlocked.
This path fixes that.
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
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This also adds basic locking for the set of owners
to avoid threading problems
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Forward refcount changes to NativeScriptInstance
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Fix $a/b being parsed as division
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This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
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Support multithreading for NativeScriptLanguage
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Add a way to retrieve stack bottom of the main thread
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Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.
This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
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Update GDScript completion names for Pool*Arrays
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This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
self.!(some_arg)
The other fix is just a forgotten boolean negation.
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[NativeScript] fix double initialization in editor
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Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.
Moved "project_settings.h" down one line to comply with the clang-format rules.
Fixes #9638
Closed pull request #9714 because I messed up with commits, sorry!
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Make GDScript allow some keywords as identifiers
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I'm working on Nim bindings and Nim GC needs to know the stack
boundaries to check whether certain pointers are located on the stack
or in the heap. This commit adds godot_get_stack_bottom procedure
to gdnative module which returns pointer to the stack bottom of the
main thread. Later on this may be improved to return stack bottom of
the current thread.
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