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2019-08-05Merge pull request #31041 from 2shady4u/masterRémi Verschelde
Mark class_name line as safe in editor
2019-08-04Merge pull request #31068 from neikeq/issue-31065Ignacio Roldán Etcheverry
C#: Fix Color.ToHtml()
2019-08-04C#: Fix Color.ToHtml()Ignacio Etcheverry
2019-08-02Mark class_name line as safe in editorshaderbeast
2019-07-31Add descriptive tooltips in VS editorEmmanuel Barroga
In the Visual Script editor, the override icon is not very clear what it's intended purpose is for. Currently, its tooltip just says: "Function:" which is the same tooltip as the "add new function" icon. To resolve this issue, this PR adds descriptive tooltips to the following icons in the Visual Script editor: -Override Function -Add Function -Add Variable -Add Signal
2019-07-30Updated assimp to commit 1d565b0 with iFireRevoluPowered
Signed-off-by: RevoluPowered <gordon@gordonite.tech> Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
2019-07-30Merge pull request #30909 from Kaligule/patch-1Rémi Verschelde
Add a reference to pow to the description of exp.
2019-07-29Merge pull request #30935 from YeldhamDev/gdnative_plugin_fixRémi Verschelde
Fix 'GDNativeLibrary' editor being incorrectly opened
2019-07-29Merge pull request #30923 from NilsIrl/better_dropdownRémi Verschelde
Improve platform selection in the GDNativeLibrary dock
2019-07-29Fix 'GDNativeLibrary' editor being incorrectly openedMichael Alexsander Silva Dias
2019-07-29Find trailing whitespace and indentation in gdnative_api.jsonRémi Verschelde
2019-07-29Add a reference to pow to the description of exp.Kaligule
This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function. This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/). @akien-mga told me how to reference methods here: godotengine#30909
2019-07-29Improve platform selection in the GDNativeLibrary dockNilsIrl
* Replace button text with currently selected platforms * Expand button size horizontally
2019-07-29Merge pull request #30869 from NilsIrl/#30841Rémi Verschelde
Replace radion buttons with checkboxes in GDNativeLibrary editor
2019-07-28[Mono] Deprecate Set methodsAaron Franke
These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry! Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
2019-07-28Fix WebSocketClient crash when unref during signalFabio Alessandrelli
Always call disconnect before emitting signals, to avoid calling it on a freed object if the user decides to unreference it in a signal.
2019-07-27Replace radion buttons with checkboxes in GDNativeLibrary editorNilsIrl
2019-07-27Merge pull request #30849 from bojidar-bg/7898-mixed-indentationRémi Verschelde
Disallow using of both tabs and spaces for indentation in the same file
2019-07-27C#: Fix Transform2D.AffineInverse()Ignacio Etcheverry
2019-07-26Disallow using of both tabs and spaces for indentation in the same fileBojidar Marinov
Closes #7898
2019-07-26Merge pull request #30788 from Chaosus/direction_to_gdnativeRémi Verschelde
Added Vector2/3.direction_to methods to GDNative
2019-07-26Merge pull request #30842 from neikeq/fix-custom-props-msbuildIgnacio Roldán Etcheverry
Mono: Fix custom defines for Mono's MSBuild; remove xbuild
2019-07-26Mono: Fix custom defines for Mono's MSBuild; remove xbuildIgnacio Etcheverry
Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line. xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html It's a good time to just remove xbuild support entirely.
2019-07-26Merge pull request #30825 from neikeq/heyaIgnacio Roldán Etcheverry
Fix incorrectly updating csproj and not closing build issues file
2019-07-25Fix incorrectly updating csproj and not closing build issues fileIgnacio Etcheverry
2019-07-25Merge pull request #30820 from neikeq/issue-28394Ignacio Roldán Etcheverry
Mono: Don't try to update project assemblies from project manager
2019-07-25Mono: Don't try to update project assemblies from project managerIgnacio Etcheverry
Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location. This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
2019-07-25Merge pull request #30776 from akien-mga/editor-configurable-float-stepRémi Verschelde
Inspector: Make default float step configurable
2019-07-25Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGERémi Verschelde
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead.
2019-07-24Mono: Fix regression: external editors not working on WindowsIgnacio Etcheverry
2019-07-24Mono: Add option to keep running after unhandled exceptionsIgnacio Etcheverry
By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour. The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
2019-07-24Added direction_to to GDNativeChaosus
2019-07-24Merge pull request #25090 from Chaosus/string_countRémi Verschelde
Added String.count method
2019-07-23Update some dead links in the codebaseMichael Alexsander Silva Dias
2019-07-23Added count method to StringChaosus
2019-07-23Inspector: Make default float step configurableRémi Verschelde
Also allow lifting the decimal step formatting with a hint range step of 0. A new `range_step_decimals()` is added for this to avoid breaking compatibility on the general purpose `step_decimals()` (which still returns 0 for an input step of 0). Supersedes #25470. Partial fix for #18251.
2019-07-23Merge pull request #30716 from qarmin/fixed_static_analiser_codeRémi Verschelde
Fix some code found by Coverity Scan and PVS Studio
2019-07-23Fix some code found by Coverity Scan and PVS Studioqarmin
2019-07-22Fix type mismatch in iOS interface orientation checksRémi Verschelde
Not sure why this error popped up when I enabled C++11 on the codebase, but I guess this should fix it.
2019-07-22SCons: Enable C++11 on the whole codebaseRémi Verschelde
**Important:** This does not mean *yet* that C++11 features should be used in contributions to Godot's codebase. For now this change is done solely for feature branches working on Vulkan support and GDScript typed instruction sets for Godot 4.0, which will both use C++11 features and are based on the master branch. The plan is to start porting the codebase to C++11 after Godot 3.2 is released, following upcoming guidelines on the subset of new features that should be used, and when/how to use them. We will advertise clearly when C++11 contributions are open, especially once we start a coordinated effort to port Godot's massive codebase. In the meantime, please bear with us and good ol' C++03. :)
2019-07-22SCons: Fix uses of [].append instead of env.add_source_files()Rémi Verschelde
Also added support for SCons project-absolute paths (starting with #) and warning about duplicates in add_source_files(), and fixed default_controller_mappings.gen.cpp being included twice after first build due to *.cpp globbing. Part of #30270.
2019-07-22doc: Sync classref with current sourceRémi Verschelde
2019-07-22Mono: Fix editor API assembly not being updatedIgnacio Etcheverry
If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
2019-07-20Merge pull request #30710 from neikeq/issue-30526Ignacio Roldán Etcheverry
Fix mono module build errors for release templates
2019-07-20Fix mono module build errors for release templatesIgnacio Etcheverry
2019-07-20Merge pull request #30693 from Chaosus/lerp_angleRémi Verschelde
Added lerp_angle built-in function
2019-07-20Merge pull request #30698 from Anutrix/assimp-pass-by-refRémi Verschelde
Changed large const string values to const string ref in some assimp functions
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Added lerp_angles built-in functionChaosus
Co-authored-by: Xrayez <https://github.com/Xrayez> Co-authored-by: DleanJeans <https://github.com/DleanJeans>
2019-07-20Changed some code showed in LGTM and Coverageqarmin