Age | Commit message (Collapse) | Author |
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GDScript: Add warnings that are set to error by default
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Batch import Blend files using XML RPC
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Fix disassembly of OPCODE_CONSTRUCT_TYPED_ARRAY.
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Remove some unused signals
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Use enum instead of int in virtual methods return type
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Fix C# examples in documentation for 4.0
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Remove `@GDScript.str` (duplicate of `@GlobalScope.str`)
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Found while inspecting the bytecode for godot-benchmarks.
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- Adds a list of default levels for all warning so they can be set
individually.
- Add warnings set by default to error for:
- Using `get_node()` without `@onready`.
- Using `@onready` together with `@export`.
- Inferring a static type with a Variant value.
- Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
the direct super class of the script. This ensures they are always
equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
default argument as having a default. Now it shows for all.
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- Fix documentation after C# renames.
- Add missing `partial` in C# class declarations.
- Change `delta` parameter type to `double` in C#.
- Ensure parameters match base declaration.
- Use `$` string interpolation in C#.
- Fix invalid or outdated C# code.
- Changed some examples to follow our style guide more closely.
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Part of #37604.
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GDScript: Fix `@icon` annotation
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GDScript: Allow void functions to return calls to other void functions
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Add hint for identifiers renamed from 3.x to 4.0
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Fix global script class parsing.
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Restore gltf embedded scenes due to problems with textures.
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C#: Implement `IEquatable` in `Rid`
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* Broke with #72226
* Restored previous version of the code, made it even more error tolerant.
* Added a warning to **not** change the code.
Fixes #72226.
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Consistently use the images.name property with deduplication, or else the image index.
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Updates VideoDecoder plugin API to GDExt.
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GDScript: Fix typed arrays
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Added methods to OpenXR interface to set which action sets are active
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Don't generate CSGPolygon3D shape before the assigned path is inside tree
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Add option to print filenames in GDScript unit testing
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- Implement `IEquatable` interface.
- Implement `==` and `!=` operators.
- Add `IsValid` method.
- Override `Equals` and `GetHashCode`.
- Fix `ToString` to follow Core.
- Sync documentation with Core.
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Adds VideoStream and relevant resource loaders to migrate
external GDNative plugins to GDExtension.
Adds a VideoStreamLoader as a specialization of ResourceFormatLoader
as ClassDB::is_parent_class is inaccessible from GDExtension currently.
Using Object* instead of Ref<T> in order to avoid the refcount bug
(godotengine/godot-cpp#652)
Also another bug is in ResourceLoader in use on the extension side that
requires fixing.
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Refactor high quality texture import
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[RichTextLabel] Fix thread unsafe `set_physics_process_internal` usage. Use `WorkerThreadPool` instead of creating new threads.
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GDScript: Fix match branches return check on release
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GDScript: Fix vararg method calls with exact arguments
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`WorkerThreadPool` instead of creating new threads.
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The check for existence of `return` only existed on debug builds for
match branches. This could lead on an invalid error after exporting. Now
this is checked on relase too, so it works the same as the editor.
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docs: replace `File` with `FileAccess`
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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GDScript: Fix `@export_enum` works only with `int`
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And include #72377.
Co-authored-by: Wiktor Kocielski <withaust@gmail.com>
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C#: Fix `Rotated` and `RotatedLocal`
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[NET] Refactor TLS configuration.
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Add remove immutable tracks option to glTF importer
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