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2017-10-03Added mono moduleIgnacio Etcheverry
2017-10-02Merge pull request #11658 from BastiaanOlij/mobile_vrAndreas Haas
Reintroduce generic mobile vr interface
2017-10-02Merge pull request #11659 from AndreaCatania/prephysicsAndreas Haas
Renamed fixed_process to physics_process
2017-10-02Merge pull request #11724 from marcelofg55/visualscript_crashfixPoommetee Ketson
VisualScript crashfix when returns are too few
2017-10-02[GDnative] Add active_library_path to init options structEmmanuel Leblond
2017-10-02[GDnative] Add binding to GDNativeLibrary::get_active_library_pathEmmanuel Leblond
2017-10-01Merge pull request #11719 from toger5/svg_color_convert_alphaGilles Roudiere
keep alpha when converting svg colors fixes #11289
2017-10-01Replace a OPCODE_BREAK with break in opcode 31Hein-Pieter van Braam
This was a mistake made in 520d84e. There are no more other looping structures left in this function.
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-30VisualScript crashfix when returns are too fewMarcelo Fernandez
2017-09-30keep alpha when converting svg colors fixes #11289toger5
2017-09-29Properly allow completion on variable initializer arguments, closes #9359Juan Linietsky
2017-09-28reintroduce generic mobile vr interfaceBastiaanOlij
2017-09-27Merge pull request #11617 from groud/fix_bad_displayRémi Verschelde
Fixes bad display
2017-09-27Fixed wrong break statement in GDFunction::callScayze
2017-09-27Remove unecessary anchors&margins set causing bad display (sons of containers)Gilles Roudiere
2017-09-26Merge pull request #11424 from groud/control_node_presetsRémi Verschelde
Implements set_margins_preset(...)
2017-09-25Merge pull request #11518 from hpvb/gdscript-direct-dispatchRémi Verschelde
Some more GDScript performance optimizations
2017-09-25Merge pull request #11567 from QuLogic/scons-var-typesRémi Verschelde
Add types to scons command-line options
2017-09-25Merge pull request #11580 from endragor/ios-exportRémi Verschelde
Enhance iOS export
2017-09-25Fixed constness of variant functions, as well as visual script sequence ↵Juan Linietsky
ports. Closes #11258
2017-09-25Use BoolVariable in platform-specific options.Elliott Sales de Andrade
2017-09-25Use BoolVariable for module options.Elliott Sales de Andrade
2017-09-25Use BoolVariable for third-party options.Elliott Sales de Andrade
2017-09-25Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade
2017-09-26Enhance iOS exportRuslan Mustakov
- The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
2017-09-25Remove several checks on DEBUG_RELEASEHein-Pieter van Braam
These errors shouldn't be possible on a tested game. Remove the checks on release. Shaves about 10% off of tight loops.
2017-09-25Use computed goto to dispatch next opcodeHein-Pieter van Braam
On compulers that define __GNUC__ use computed goto to directly dispatch the next instruction rather than going through another switch statement. This saves a jump and some comparisons. In tight loops this is is roughly 10% faster than the switch() method.
2017-09-24Add support for OpenSSL 1.1.0.Elliott Sales de Andrade
This release hides many struct members which provides easier forward compatibility but is a break from previous releases. A few small macros provide compatibility between both 1.1.0 and 1.0.x. Fixes #8624.
2017-09-23Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez
classes
2017-09-22Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere
set_anchors_and_margins_preset(PRESET_WIDE)
2017-09-22Merge pull request #11461 from hpvb/add-likely-macrosRémi Verschelde
Implement Linux-style likely()/unlikely() macros
2017-09-21Fixed a bunch of typos, including an error code.Ross Hadden
2017-09-21Implement Linux-style likely()/unlikely() macrosHein-Pieter van Braam
This implement branch prediction macros likely() and unlikely() like in Linux. When using these macros please ensure that when you use them the condition in the branch really is very, very likely or unlikely. Think 90+% of the time. Primarily useful for error checking. (And I implement these macros for all our error checking macros now) See this article for more information: https://kernelnewbies.org/FAQ/LikelyUnlikely There are more places where these macros may make sense in renderer and physics engine. Placing them will come in another commit down the line.
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-20Do not compile Recast for AndroidRuslan Mustakov
At least this makes Godot compile for Android until there is a better solution.
2017-09-19Merge pull request #11256 from djrm/pr_visual_improvementsRémi Verschelde
Visual improvements and new look for VS
2017-09-19Allow booleanization of all typesHein-Pieter van Braam
We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API.
2017-09-19Merge pull request #11402 from hpvb/remove-gdscript-checks-on-releaseRémi Verschelde
Various GDScript performance tweaks
2017-09-19Merge pull request #11386 from kosz78/fix-msvc-compile-errorsRémi Verschelde
Fix MSVC compilation errors
2017-09-19Change structure order for godot nim compatibilityKonstantin Zaitsev
2017-09-19Fix MSVC compilation errorsKonstantin Zaitsev
2017-09-19Remove more GDScript runtime checks on releaseHein-Pieter van Braam
As a preparation for other performance enhancements to GDScript:call() start by removing more of the GDScript runtime checks on release. This code has been tested with 2d/platformer, 3d/platformer, 3d/materials_test, and goltorus. No regressions were found.
2017-09-17Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam
In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
2017-09-17Merge pull request #11296 from touilleMan/gdnative-api-structThomas Herzog
[GDnative] pass api as struct of function pointers to loaded gdnative modules
2017-09-17[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiationEmmanuel Leblond
2017-09-17[GDnative] create godot_gdnative_api_struct and pass it to ↵Emmanuel Leblond
godot_gdnative_init_options
2017-09-17Merge pull request #11274 from Rubonnek/keep-argument-names-consistentRémi Verschelde
Renamed function arguments to keep them consistent between declaration and implementation
2017-09-16Apply clang-format again to recent changesRémi Verschelde
Also add missing copyright headers. [ci skip]
2017-09-15Fix compile error on gd_native_library_editor.cpp with tools=noMarcelo Fernandez