Age | Commit message (Collapse) | Author |
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Fix gdscript `and` operator
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Use pointer parameters in Variant function pointers
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GDScript: Refactor builtin functions
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Remove Generic6DOFJoint precision property
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
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Pow method doc fix
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-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
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Don't handle BaseException in build scripts
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
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Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
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The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes #28669.
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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Initialize class/struct variables with default values in platform/ and editor/
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touilleMan/constify-ScriptLanguage.can_inherit_from_file
Constify ScriptLanguage.can_inherit_from_file
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Add PluginScript support for global class naming/icon path
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touilleMan/pluginscript-allow-custom-can_inherit_from_file
Allow PluginScript to customize language's can_inherit_from_file attribute
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Mono: Add mono_bcl SCons option for a custom BCL location
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Tweak log file names for consistency between Mono and non-Mono logs
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[HTML5] Optional GDNative Support
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Improve some argument names for core types
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Add MP3 import and playback support
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Fix base script not initialized properly in some cases
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[Complex Text Layouts] Adds missing Font::SPACING_* to the controls, align glyphs to pixel grid.
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Load dynamic fonts to memory on all platforms, to avoid locked files.
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- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
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TextEdit, TextLine and TextParagraph.
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
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Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.
Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.
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Don't box params on Native->C# calls with Variant params
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Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
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Makes it let's bothersome to work with builds from our
godotengine/godot-mono-builds scripts, as they write the
BCL into an output directory separate from the runtime
(which is good as two runtimes may share the same BCL).
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Rename CubeMesh to BoxMesh
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C#: Fix multiple awaits to same signal result in connect error
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Fix unhandled exception re-thrown in the editor
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C#: Fix very slow build log update in the editor
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