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2021-08-02Validates VisualScript.add_node input nodeHaoyu Qiu
2021-08-01Merge pull request #51036 from winterpixelgames/master-ws-fixRémi Verschelde
WebsocketPeer outbound buffer fixes and buffer size query
2021-07-31Websocket peer outbound buffer fixes. Expose outbound buffered amount.Jordan Schidlowsky
2021-07-31Merge pull request #50625 from nekomatata/body-one-direction-layersRémi Verschelde
One-directional collision layer check for rigid bodies and soft bodies
2021-07-31Make action names translatableHaoyu Qiu
2021-07-30Remove obsolete "dectime" methodAaron Franke
Replaced by "move_toward"
2021-07-31Do nothing when dragging CSGBox handle perpendicular to the cameraHaoyu Qiu
2021-07-30Merge pull request #51052 from V-Sekai/gltf-fallbacksRémi Verschelde
glTF2 fallback load PNG and JPG
2021-07-30Merge pull request #51067 from akien-mga/doc-return-argument-self-closing-tagsRémi Verschelde
doc: Use self-closing tags for `return` and `argument`
2021-07-30glTF2 fallback load PNG and JPGK. S. Ernest (iFire) Lee
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-30[Net] Fix ENet 'connect_to_host' creating only one channel.Fabio Alessandrelli
Passing `0` to `enet_host_create` will allow the maximum amount of channel supported by ENet. For some reasons, `connect_to_host` will instead only create 1 channel when passed `0`. This commit normalize the behaviour to always allocate the maximum allowed channels when passing `0`.
2021-07-29In glTF2 animations, log spam less when running.K. S. Ernest (iFire) Lee
2021-07-29Merge pull request #51009 from raulsntos/fix-csharp-splitRémi Verschelde
Use `allowEmpty` parameter in Split
2021-07-29Merge pull request #51022 from raulsntos/csharp-interpolated-stringsRémi Verschelde
Use C# interpolated strings
2021-07-29Use C# interpolated stringsRaul Santos
Uses interpolated strings wherever possible. String concatenations are still left where used for breaking long lines.
2021-07-29Use `allowEmpty` parameter in SplitRaul Santos
2021-07-29[Net] Refactor ENetMultiplayerPeer to use ENet wrappers.Fabio Alessandrelli
2021-07-29[Net] Implement lower level ENet wrappers.Fabio Alessandrelli
2021-07-29[Net] Add generate_unique_id to MultiplayerPeer.Fabio Alessandrelli
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs, and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer) and custom MultiplayerPeer implementations.
2021-07-28Merge pull request #49723 from aaronfranke/fix-csg-sphereRémi Verschelde
Fix CSGSphere3D mesh creation
2021-07-27Merge pull request #50913 from Razoric480/lsp-SymbolKind-fixRémi Verschelde
Fix LSP reporting wrong types
2021-07-27Merge pull request #50917 from raulsntos/more-iteratorsRémi Verschelde
2021-07-27Ignore paths with invalid chars in PathWhichRaul Santos
2021-07-27Use C++ iterators in the Mono moduleRaul Santos
2021-07-26Fix LSP reporting wrong typesFrancois Belair
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-26Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde
Implement Binary Shader Compilation
2021-07-26Implement Binary Shader Compilationreduz
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26Merge pull request #50840 from ↵Rémi Verschelde
Gallilus/VisualScript-drop-preload-nodes-change-action-name Change "Add Preload Node" action to "Add Node(s)"
2021-07-26Fix CSGSphere3D mesh creationAaron Franke
2021-07-26Merge pull request #50867 from aaronfranke/cs-array-emptyIgnacio Roldán Etcheverry
Add documentation to Array in C#
2021-07-26Use Array.Empty instead of allocating a every timeRaul Santos
Use `System.Array.Empty<T>` to get an empty array instead of allocating a new one every time. Since arrays are immutable there is no need to allocate them every time.
2021-07-25Add documentation to Array in C#Aaron Franke
2021-07-25Fix bindings generator range iterator errorsRaul Santos
2021-07-25Fix instantiate line classJulien Nguyen
2021-07-25Change "Add Preload Node" action to "Add Node(s)"Gallilus
The action might also drop Custom Nodes
2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-24Fix documentation in StringExtensionsRaul Santos
2021-07-24Merge pull request #50757 from aaronfranke/simple-cs-editorconfigIgnacio Roldán Etcheverry
Add a simple C# `.editorconfig`
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Add a simple C# .editorconfigAaron Franke
2021-07-23Merge pull request #50748 from JFonS/gizmo_reworkRémi Verschelde
Node3D gizmo improvements
2021-07-23Merge pull request #50779 from DavidCambre/Revert-unnecessary-changesRémi Verschelde
Revert unnecessary changes to VisualScriptEmitSignal
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23Revert unnecessary changes to VisualScriptEmitSignalDavid Cambré
Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
2021-07-23Fix GLTF crash when the material is not set.Andrea Catania
Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
2021-07-22Merge pull request #50704 from dsnopek/webrtc-gdnative-versionRémi Verschelde
Update GDNative API version for changes from #50659