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2021-03-29Merge pull request #46830 from vnen/gdscript-typed-arraysRémi Verschelde
GDScript typed arrays
2021-03-29Merge pull request #46844 from geekrelief/gdnative_unregister_script_fixRémi Verschelde
fixes #46839, ensure library_classes is cleared and free funcs are ca…
2021-03-29Add typed arrays to GDScriptGeorge Marques
- Use `Array[type]` for type-hints. e.g.: `var array: Array[int] = [1, 2, 3]` - Array literals are typed if their storage is typed (variable asssignment of as argument in function all). Otherwise they are untyped.
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-27Add support for _to_string virtual function overwrite in PluginscriptEmmanuel Leblond
2021-03-25doc: Sync classref with current sourceRémi Verschelde
2021-03-24Always have a name for gltf2 mesh, material and skins.K. S. Ernest (iFire) Lee
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-23Merge pull request #44398 from RevoluPowered/unit-tests-for-export-templatesRémi Verschelde
Add unit tests for export templates
2021-03-23Merge pull request #45562 from aaronfranke/core-modules-real_tRémi Verschelde
Use real_t in GridMap and VariantParser
2021-03-22Add unit tests for export templatesGordon MacPherson
2021-03-22Improved 3D Scene ImporterJuan Linietsky
* Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-21Merge pull request #47194 from W4RH4WK/fbx-normalize-rotationsRémi Verschelde
FBX Import: Normalize rotation quaternions
2021-03-20Merge pull request #46937 from nekomatata/soft-body-supportRémi Verschelde
SoftBody support in GodotPhysics 3D
2021-03-20Merge pull request #47139 from nekomatata/concave-backface-collisionRémi Verschelde
Disable backface collision with ConcavePolygonShape by default
2021-03-20FBX Import: Check bone map access for valid cluster target node idAlex Hirsch
fix #47184
2021-03-20FBX Import: Normalize rotation quaternionsAlex Hirsch
fix #47174
2021-03-19Use real_t in GridMap and VariantParserAaron Franke
2021-03-19Fix missing quote in multiline GDScript stringAlex Hirsch
fix #47117
2021-03-19Merge pull request #47128 from ArdaE/masterRémi Verschelde
GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
2021-03-18GLTF import: Prevent significant numerical errors in keyframe timesArdaE
Keyframe times shift slowly in imported animations, starting with a zero shift at the beginning and increasing and becoming erratic slowly farther into an animation, reaching significant levels at times after about 3 minutes into an animation. This commit fixes the issue by increasing the precision of the floating point numbers used for keyframe time calculations. Only the most significant cases that cause fast accumulation of errors over a short animation duration are fixed. Other cases that would have a marginal benefit from switching to double precision numbers are left for another PR/further analysis. Note that this change has no impact on the runtime performance of games/apps created using Godot. It only affects the GLTF importer. Fixes #47127.
2021-03-18Disable backface collision with ConcavePolygonShape by defaultPouleyKetchoupp
Helps a lot with soft bodies and generally useful to avoid shapes to go through the ground in certain cases. Added an option in ConcavePolygonShape to re-enable backface collision on specific bodies if needed.
2021-03-18Mono: Fix Android build after #46900Rémi Verschelde
2021-03-18SoftBody support in GodotPhysics 3DPouleyKetchoupp
- Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
2021-03-18doc: Sync classref with current sourceRémi Verschelde
And move GLTF docs to its module folder.
2021-03-17Added static method information the generated builtin API JSONGeorge Marques
2021-03-17Further changes in GDNative APIGeorge Marques
- Added new_copy to all types, since trivial copy won't work for all types. - Added functions to convert from String to char array types, which is not provided by the methods bound in Variant. - Added operator index to String. - Added missing cstring version of some Variant functions. They existed in the header but didn't have the implementation and were missing from the gdnative_api.json file. - Added support for static calls on Variant types.
2021-03-17Merge pull request #47024 from groud/navigationRémi Verschelde
Allow Navigation to be more flexible
2021-03-16Expand bone name possibilities.K. S. Ernest (iFire) Lee
2021-03-16HarfBuzz: Update to version 2.8.0bruvzg
2021-03-16miniupnpc: Update to version 2.2.2Rémi Verschelde
2021-03-15[Net] Fix miniupnpc when no interface is specifiedFabio Alessandrelli
This is a tricky one, it used to work, but it was wrong, because in such a scenario instead of passing NULL as required by the API, it would pass a buffer containing the `\0` terminator. This stopped working on a specific miniupnpc version, when they fixed some network endianess issue on Windows, to which we made a workaround, which in turn would probably result in failures when the interface is specified. This commit address the issue properly, by checking the specified interface string size, and correctly passing NULL instead of the empty string when necessary. Also reverts the commit that introduced the bogus workaround: e85330231c729a88d5a478de2bbe4a61e5edeae3 One of those PR when the explaination is much longer then code changes :).
2021-03-15Allow Navigation to be more flexibleGilles Roudière
2021-03-15C#: Fix disconnecting event signals twiceIgnacio Etcheverry
`disconnect_event_signals` can be called twice (when managed instance is disposed and from the ScriptInstance destructor).
2021-03-14Merge pull request #46936 from DavidSichma/match_temp_headerRémi Verschelde
Fixed match test expression for temporaries
2021-03-14Merge pull request #46968 from sboronczyk/fix-editor-plugin-monoRémi Verschelde
Fix create c# script from editor after partial class type is necessary
2021-03-13Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_callsRémi Verschelde
Replace malloc's with Godot's memalloc macro
2021-03-13Fix create c# script after partial class typesboronczyk
2021-03-13Merge pull request #46929 from Anshul7sp1/typosAndGrammarRémi Verschelde
Fixes small typos and grammar correction
2021-03-13Replace malloc's with Godot's memalloc macroEv1lbl0w
2021-03-13Merge pull request #46954 from neikeq/reggr-46307Rémi Verschelde
C#: Fix StringName leak warnings after generating bindings
2021-03-13C#: Fix StringName leak warnings after generating bindingsIgnacio Etcheverry
`Main::cleanup()` prints warnings if it finds `StringName`s still alive. We need the `BindingsGenerator` to be destructed before calling cleanup.
2021-03-13C#: Fix ScriptPathAttribute generator with none or nested namespacesIgnacio Etcheverry
The following two bugs were fixed: - For classes without namespace we were still generating `namespace {` without a namespace identifier, causing a syntax error. - For classes with nested namespaces we were generating only the innermost part of the namespace was being generated, e.g.: for `Foo.Bar` we were generating `namespace Bar {` instead of `namespace Foo.Bar {`. This wasn't causing any build error, but because of the wrong namespace Godot wasn't able to find the class associated with the script.
2021-03-12Fixed match test expression for temporariesDavid Sichma
Fixed that a potentially popped temporary was used for the value in match statements.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-12Fix visibility toggle for baked GridMapsjfons
2021-03-12Merge pull request #44671 from o01eg/fix-gcc-visibilityRémi Verschelde
GDNative: Fix symbols visibility for GCC
2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière