Age | Commit message (Collapse) | Author |
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Fixes setting visibility on GridMap, issue #907
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Basically, `GridMap` wasn't reacting to the
`NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and
walks over the set of `Octants` and all of their `MultiMeshInstances` to
set their visibility on the `VisualServer`.
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[GDNative] merge of NativeScript and GDNative, new GDNative singletons
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Fixes language overridden external editors
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Fix. resizeable -> resizable.
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(not actually a typo, but the rest of the API uses resizable)
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grid map loading and editing
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A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
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I forgot to pragma push the ignored warning in #10877 this adds the
missing ones.
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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Fix signed and unsigned comparisons
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Fix crash when destroying AudioStreamPlaybackOGGVorbis
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etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGS
[ci skip]
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This way it can override the -std flags passed to scons.
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#9935, closes #10135
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Disabled PCRE-JIT in HTML5. Fixes #10834
[ci skip]
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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Make GDNative work on Android
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Replacement of internal RegEx with PCRE2
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Light Theme
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The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
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After #10778 master didn't build any longer with GDNative. This removes
the methods removed in that PR from the GDNative bindings for Basis
also.
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Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed'
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Disable -ffast-math for etc2comp
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Apparently -ffast-math generates incorrect code with recent versions of
GCC and Clang. The manual page for GCC warns about this possibility.
In my tests it doesn't actually appear to be measurably slower in this
case, and this is used in a batch process so it seems safe to disable
this.
This fixes #10758 and fixes #10070
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DocData and virtual method type hints fixes
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- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them.
- Makes EditorHelp display built-in vararg methods correctly.
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- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
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'edited_script_changed'
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-Fix to gridmap cell size (wrong property type)
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-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
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Make build scripts Python 3 compatible
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-fixed to code completion
-fix shader crash bug reported by tagcup
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This fixes a crash running the 'goltorus' project.
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- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
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-Got editor working again
-Added a current-floor marker on selection
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