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2017-08-13Replace GUI anchor type by a float between 0 and 1Gilles Roudiere
2017-08-11Merge pull request #10179 from marcelofg55/masterRémi Verschelde
Fix crash when running a game with the profiler enabled
2017-08-11Merge pull request #10202 from neikeq/how-do-you-turn-this-onRémi Verschelde
Improves method bind's detecting of signarute types
2017-08-10Fixes method definitions with extra number of argumentsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-10Adds missing type information to virtual method bindsIgnacio Etcheverry
2017-08-09Merge pull request #10206 from endragor/show-base-nativescript-propsThomas Herzog
Allow to edit base type NativeScript properties
2017-08-09Allow to edit base type NativeScript propertiesRuslan Mustakov
2017-08-09Fix getting default values for NativeScript base type propertiesRuslan Mustakov
2017-08-09Merge pull request #9633 from ducdetronquito/gdnative_string_apiThomas Herzog
[GDNative] Implement String API.
2017-08-08Implemented String C API.ducdetronquito
2017-08-08Fix crash when running a game with the profiler enabledMarcelo Fernandez
2017-08-08Ability to set a function as sequenced, so when called you can choose not to ↵Juan Linietsky
use sequence ports. Fixes #6346
2017-08-08push variable later when created, to avoid self-referencing as a valid case, ↵Juan Linietsky
closes #6111
2017-08-08Properly rename visual script functions, fixed #6076Juan Linietsky
2017-08-07Implement len() gdscript built-in function for python users, closes #1960Juan Linietsky
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-05few bugs fixed thanks to explicit bool constructor and clang.Juan Linietsky
explicit bool constructor has thus now been removed, as it served it's mission!
2017-08-06[GDNative] fixed double variant callKarroffel
This bug got discovered thanks to clang!
2017-08-05renamed node path, closes #5691Juan Linietsky
2017-08-04Dont call nativescript callbacks if lib is not initializedRuslan Mustakov
2017-08-04Merge pull request #10072 from karroffel/gdnative-header-include-pathsThomas Herzog
[GDNative] fixed a bug with ambiguous include paths
2017-08-04[GDNative] fixed a bug with ambiguous include pathsKarroffel
fixes #10071. The problem is that the json.h file includes the local variant.h instead of the "absolute" core/variant.h
2017-08-03Merge pull request #10060 from endragor/nativescript-frameThomas Herzog
Forward frame call to GDNative libraries
2017-08-03Forward frame call to GDNative librariesRuslan Mustakov
2017-08-02[GDNative/NativeScript] fix -rdynamic and removed _init callKarroffel
The _init call was buggy anyway and in the end shouldn't be a thing that's called via ClassDB, it should be something that's language specific, so we leave this out for the bindings. In the commit 66a7763 the SCsub file for GDNative was changed to use a cloned environment, that bricked -rdynamic which needs to be passed down to the linker, which didn't happen with the new env.
2017-08-02[GDNative] better header include pathsKarroffel
The old include paths caused some problems on some compilers, for example including "string.h" was ambiguous.
2017-07-30Merge pull request #9964 from supagu/audio_fixRémi Verschelde
Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in in…
2017-07-30[NativeScript] fix signals from base class not being accessibleKarroffel
https://github.com/GodotNativeTools/cpp_bindings/issues/26
2017-07-29Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in infinite ↵Fabian Mathews
loop causing audio to freeze
2017-07-28Pass GDNativeLibrary pointer to library initRuslan Mustakov
2017-07-28Merge pull request #9932 from djrm/vs_fixesRémi Verschelde
Do not allow multiple data connections to the same data input slot, f…
2017-07-27Do not allow multiple data connections to the same data input slot, fixes ↵Daniel J. Ramirez
#6357.Improved curve rendering when nodes are close.
2017-07-27[NativeScript] fixed optional _init callKarroffel
In 3c53b35 a call to an "_init" function was introduced, that however was only executed in the `_new` function, also it *required* that such a function exists. With this patch the "_init" function will be optionally called on every instance creation.
2017-07-27[NativeScript] fix mutex double lockKarroffel
In 3c53b35 a bug got introduced where a mutex gets locked twice instead of locked and then unlocked. This path fixes that.
2017-07-27added an optional parameter to OS symbol lookupKarroffel
When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
2017-07-27[NativeScript] call _init on instance creationKarroffel
This also adds basic locking for the set of owners to avoid threading problems
2017-07-26Merge pull request #9882 from endragor/nativescript-refcountThomas Herzog
Forward refcount changes to NativeScriptInstance
2017-07-26Merge pull request #9883 from bojidar-bg/8217-fixup-get_node-shortcutRémi Verschelde
Fix $a/b being parsed as division
2017-07-26Fix $a/b being parsed as divisionBojidar Marinov
2017-07-26Forward refcount changes to NativeScriptInstanceRuslan Mustakov
This also changes Reference::unreference() to always invoke refcount_decremented. Previously it was not invoked until the count reached zero due to short-circuit evalution of boolean expressions.
2017-07-26Merge pull request #9867 from endragor/nativescript-threadingThomas Herzog
Support multithreading for NativeScriptLanguage
2017-07-26Merge pull request #9720 from endragor/stack-bottomThomas Herzog
Add a way to retrieve stack bottom of the main thread
2017-07-26Support multithreading for NativeScriptLanguageRuslan Mustakov
Godot may call property setters from non-main thread when an object is loaded in the edtior. This means NativeScriptLanguage could be accessed from different threads, but it was not designed for thread-safety. Besides, previous behaviour made it so that godot_nativescript_init and godot_gdnative_init could be invoked from non-main thread, while godot_gdnative_thread is always invoked on the main thread. This may not be expected by the binding library. This commit defers native library initialization to the main thread and adds godot_nativescript_thread_enter and godot_nativescript_thread_exit callbacks to make a binding library aware of foreign threads.
2017-07-25Fix typo in NativeScript property gettersheepandshepherd
2017-07-25Merge pull request #9731 from Xrayez/gdscript-completionRémi Verschelde
Update GDScript completion names for Pool*Arrays
2017-07-25fix a regression (GDScript) from e00630bKarroffel
This removes `not` from the variable safe list of keywords. Before that this was a valid expression: self.!(some_arg) The other fix is just a forgotten boolean negation.
2017-07-25Merge pull request #9844 from karroffel/nativescript-double-init-fixThomas Herzog
[NativeScript] fix double initialization in editor
2017-07-25[NativeScript] fix double initialization in editorKarroffel
2017-07-25Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)
Notice: GDScript tokenizer used the old PoolFloatArray name. Renamed PoolFloatArray to PoolRealArray. Moved "project_settings.h" down one line to comply with the clang-format rules. Fixes #9638 Closed pull request #9714 because I messed up with commits, sorry!