Age | Commit message (Collapse) | Author |
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C#: Add Array.Resize(int) method
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Inheriting from virtual class no longer causes the engine to crash.
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prints an error instead.
Co-authored-by: Hein-Pieter van Braam <hp@tmm.cx>
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Fix -Wsuggest-attribute=format warnings.
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Fix -Wsign-compare warnings.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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Mono: Some editor usability improvements
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- Move "Mono" popup menu from the top right corner to `Projects -> Tools` as a submenu.
- Add "Build solution" button to the top right corner. Makes it more visible and quicker to access.
- Fix build list in the bottom panel unselect an item when clicking on empty space. Previously it would hide the issues panel but the item would remain selected, making it impossible to display the issues panel again if there was only one item.
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Fix GDScript exports having the wrong type of default value by converting it
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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script_class_name is not empty.
fixes #26275
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Also, initialize elements of PoolArrays when resizing them in the editor.
Fixes #26066.
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Also add net interfaces to gdnative_api.json
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Fix support for optional parameters in setters
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Fixes #26209
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C#: Basis fixes and cleanup
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Fix Basis operator[int]. Now it returns columns instead of rows.
Fix Transform2D.AfficeInverse() mutating rather than returning a new Transform2D.
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Make translatable some undo/redo operations in the editor
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Fix warnings seen with -Wignored-qualifiers.
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added godot_dictionary_get_with_default to GDNative
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Fix all -Wtype-limits warnings.
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Recently, Dictionary::get() was introduced, which acts like a index
operator but allows the caller to specify a default value to return
instead of issuing an error.
This commit adds a new GDNative function that includes the default value.
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Optimized area check
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Fixes #25316.
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Add check to validate client IDs in ENet.
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Fix RayShape collision jitter when used with a RigidBody
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Server now checks that the ID received from the client is not already
used by someone else and is a valid ID (>=2)
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GDScript: Remove unused `switch`, `case` and `do` CF keywords
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Scaling the depth was the wrong solution for the KinematicBody jitter
because it causes jitter with RigidBody. Instead scale the margin that
is ignored to allow KinematicBody to still pick up the ray shape in the
kinematic test when the shape is just at margin distance from another
one. This solution does not cause jitter with either KinematicBody or
RigidBody.
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They had been reserved for future implementation, but we now have the
`match` CF keyword which does the same and more.
According to @reduz `do` was even added by mistake when copying from
the shader language parser, it was never intended to add support for
`do`... `while` loops, as the syntax would be awkward in GDScript,
and the added sugar is not worth it.
Fixes #25787.
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Update mbedtls to 2.16.0 (LTS release) + ubsan hack
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mbedtls_ssl_read cannot be called with a NULL buffer even if len is 0,
as those are passed to memcpy and compilers doesn't like that.
Always pass a single byte (still len 0 so nothing is actually copied)
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This property returns an instance of the singleton.
The purpose of this is to allow using methods from the base class like 'Connect'.
Since all Godot singletons inherit Object, the type of the returned instance is Godot.Object.
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C#: Make GD.Range return IEnumerable instead of array
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- Make NodePath and RID sealed classes.
- Renamed rand_range to RandRange.
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Fix Godot.Reference marshalling from MonoObject* to Variant
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Fix RayShape collision when used with a KinematicBody (Bullet Physics)
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- Added code handling non-compound collision to recover_from_penetration_ray()
which is now needed due to the optimization avoiding the use of compound
collisions when only a single collision shape is used.
- Removed arbitrary margin applied in the collision algorithm of RayShapes
which causes jittered movement. For lack of a better replacement and for
lack of any explanation on why it has been introduced, it's now using the
shape's margin property instead which is small enough to not show visible
jitter.
- Tried to get rid of inconsistent uses of the collision margin.
- Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint
for RayShape collision as it's no longer needed as the collision algorithm
of RayShapes correctly calculates the contact normal for a while now.
Fixes #25227.
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C#: Throw ObjectDisposedException from disposed wrapper classes
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C#: Add random functions to GD class
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