Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-16 | Merge pull request #10307 from Rubonnek/update-argument-names | Rémi Verschelde | |
Updated function argument names | |||
2017-08-16 | Merge pull request #10356 from RandomShaper/fix-msvc-error | Rémi Verschelde | |
Add comment warning about include order | |||
2017-08-16 | Revive inspector property evaluation | Pedro J. Estébanez | |
GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work. Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead. Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10` Closes #9500. | |||
2017-08-15 | Comment include order to avoid errors | Pedro J. Estébanez | |
So as to not revive #10071, as suggested by @akien-mga. | |||
2017-08-13 | Replace GUI anchor type by a float between 0 and 1 | Gilles Roudiere | |
2017-08-12 | Updated function argument names | Wilson E. Alvarez | |
2017-08-11 | Merge pull request #10179 from marcelofg55/master | Rémi Verschelde | |
Fix crash when running a game with the profiler enabled | |||
2017-08-11 | Merge pull request #10202 from neikeq/how-do-you-turn-this-on | Rémi Verschelde | |
Improves method bind's detecting of signarute types | |||
2017-08-10 | Fixes method definitions with extra number of arguments | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-10 | Adds missing type information to virtual method binds | Ignacio Etcheverry | |
2017-08-09 | Merge pull request #10206 from endragor/show-base-nativescript-props | Thomas Herzog | |
Allow to edit base type NativeScript properties | |||
2017-08-09 | Allow to edit base type NativeScript properties | Ruslan Mustakov | |
2017-08-09 | Fix getting default values for NativeScript base type properties | Ruslan Mustakov | |
2017-08-09 | Merge pull request #9633 from ducdetronquito/gdnative_string_api | Thomas Herzog | |
[GDNative] Implement String API. | |||
2017-08-08 | Implemented String C API. | ducdetronquito | |
2017-08-08 | Fix crash when running a game with the profiler enabled | Marcelo Fernandez | |
2017-08-08 | Ability to set a function as sequenced, so when called you can choose not to ↵ | Juan Linietsky | |
use sequence ports. Fixes #6346 | |||
2017-08-08 | push variable later when created, to avoid self-referencing as a valid case, ↵ | Juan Linietsky | |
closes #6111 | |||
2017-08-08 | Properly rename visual script functions, fixed #6076 | Juan Linietsky | |
2017-08-07 | Implement len() gdscript built-in function for python users, closes #1960 | Juan Linietsky | |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
2017-08-05 | few bugs fixed thanks to explicit bool constructor and clang. | Juan Linietsky | |
explicit bool constructor has thus now been removed, as it served it's mission! | |||
2017-08-06 | [GDNative] fixed double variant call | Karroffel | |
This bug got discovered thanks to clang! | |||
2017-08-05 | renamed node path, closes #5691 | Juan Linietsky | |
2017-08-04 | Dont call nativescript callbacks if lib is not initialized | Ruslan Mustakov | |
2017-08-04 | Merge pull request #10072 from karroffel/gdnative-header-include-paths | Thomas Herzog | |
[GDNative] fixed a bug with ambiguous include paths | |||
2017-08-04 | [GDNative] fixed a bug with ambiguous include paths | Karroffel | |
fixes #10071. The problem is that the json.h file includes the local variant.h instead of the "absolute" core/variant.h | |||
2017-08-03 | Merge pull request #10060 from endragor/nativescript-frame | Thomas Herzog | |
Forward frame call to GDNative libraries | |||
2017-08-03 | Forward frame call to GDNative libraries | Ruslan Mustakov | |
2017-08-02 | [GDNative/NativeScript] fix -rdynamic and removed _init call | Karroffel | |
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. | |||
2017-08-02 | [GDNative] better header include paths | Karroffel | |
The old include paths caused some problems on some compilers, for example including "string.h" was ambiguous. | |||
2017-07-30 | Merge pull request #9964 from supagu/audio_fix | Rémi Verschelde | |
Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in in… | |||
2017-07-30 | [NativeScript] fix signals from base class not being accessible | Karroffel | |
https://github.com/GodotNativeTools/cpp_bindings/issues/26 | |||
2017-07-29 | Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in infinite ↵ | Fabian Mathews | |
loop causing audio to freeze | |||
2017-07-28 | Pass GDNativeLibrary pointer to library init | Ruslan Mustakov | |
2017-07-28 | Merge pull request #9932 from djrm/vs_fixes | Rémi Verschelde | |
Do not allow multiple data connections to the same data input slot, f… | |||
2017-07-27 | Do not allow multiple data connections to the same data input slot, fixes ↵ | Daniel J. Ramirez | |
#6357.Improved curve rendering when nodes are close. | |||
2017-07-27 | [NativeScript] fixed optional _init call | Karroffel | |
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. | |||
2017-07-27 | [NativeScript] fix mutex double lock | Karroffel | |
In 3c53b35 a bug got introduced where a mutex gets locked twice instead of locked and then unlocked. This path fixes that. | |||
2017-07-27 | added an optional parameter to OS symbol lookup | Karroffel | |
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. | |||
2017-07-27 | [NativeScript] call _init on instance creation | Karroffel | |
This also adds basic locking for the set of owners to avoid threading problems | |||
2017-07-26 | Merge pull request #9882 from endragor/nativescript-refcount | Thomas Herzog | |
Forward refcount changes to NativeScriptInstance | |||
2017-07-26 | Merge pull request #9883 from bojidar-bg/8217-fixup-get_node-shortcut | Rémi Verschelde | |
Fix $a/b being parsed as division | |||
2017-07-26 | Fix $a/b being parsed as division | Bojidar Marinov | |
2017-07-26 | Forward refcount changes to NativeScriptInstance | Ruslan Mustakov | |
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. | |||
2017-07-26 | Merge pull request #9867 from endragor/nativescript-threading | Thomas Herzog | |
Support multithreading for NativeScriptLanguage | |||
2017-07-26 | Merge pull request #9720 from endragor/stack-bottom | Thomas Herzog | |
Add a way to retrieve stack bottom of the main thread | |||
2017-07-26 | Support multithreading for NativeScriptLanguage | Ruslan Mustakov | |
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. | |||
2017-07-25 | Fix typo in NativeScript property getter | sheepandshepherd | |