Age | Commit message (Collapse) | Author |
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[Net] Silence ENetMultiplayerPeer close_connection.
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ZuBsPaCe/gdscript-unused-private-class-variable-fix
GDScript: Fix for UNUSED_PRIVATE_CLASS_VARIABLE
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Otherwise private member variables will always lead to UNUSED_PRIVATE_CLASS_VARIABLE.
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Used to print an error when it was not active, now it just returns
immediately as per the documentation.
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Implement more advanced features for DAP
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Remove cartesian2polar and polar2cartesian
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Add Vector2.from_angle() method
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Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
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Rename `String::is_rel_path` to `String::is_relative_path`
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workflow."
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Improve collision generation usability in the new 3D scene import workflow.
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The strings no longer needs to be in order.
The last parameter (channel), still requires all the other parameters to
be present.
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This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
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Print error message when await is not followed by signal or coroutine
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GDScript test style fix
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When await was not followed by a signal or coroutine the GDScript parser would
crash.
This fix will check if await is followed by a signal or coroutine in case that
isn't true (element == nullptr) then an error message is printed.
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With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
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Use sorted map for autoloads in ProjectSettings to preserve order.
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Correct null and boolean values being capitalised by the str command
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Move mixing out of the AudioStreamPlayback* nodes
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Adding GDExtension support to XRInterface
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Fix misspelled "overriden"
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Add a README to link to the GDScript integration tests documentation
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In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
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Resolves #51620.
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Expose `String.SimplifyPath` in C#
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Rename `String.IsAbsPath()` to `String.IsAbsolutePath()`
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This makes the documentation about creating and running GDScript
integration tests more discoverable.
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Fix VisualScriptEditor after namespaces
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Fix race condition on `script_binding` in C#
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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[cppcheck] Remove some redundant assignments.
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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