Age | Commit message (Collapse) | Author |
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Make softbody completelly stiff to attachment point
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Use uint/ulong for Color in C#
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Avoid going out of bounds in IsSubsequenceOf
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Remove do{ } while(0) wrapper around error macros.
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SCons: Split libmodules.a in folder-based libs
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Closes #35598
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As pointed out by Faless, a do{ } while(0) wrapper around a continue or
break just ends the do{ } while(0) loop. The do{ } while(0) loop exists
to enable the macro to be used as a function which requires a semicolon.
The alternative approach is to use an if(1) { } else ((void)0) wrapper.
Since the macro already has an if(unlikely(m_cond)) { } this patch simply
adds the else ((void)0) to this if statement instead.
For consistency all the macros have been updated in the same way, and
trailing else warnings corrected. However, the wrappers around ERR_PRINT
and WARN_PRINT were removed, because they generated too many ambiguous
trailing else warnings. They are also single line macros so a wrapper is
not needed.
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af9bb0ea15dfd3dfe8950fcfcce364485dadd92a fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes #35760.
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This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
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- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
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We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.
Now this is defined in a single header which can be included in the
files that need this information.
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Fix GlobalConstant/BasicTypeConstant return type in visual scripts
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Fix empty audio infinite loop
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- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
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Update docs to version 4.0
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touilleMan/remove-useless-pluginscript-get_rpc-rset_mode
Remove useless pluginscript godot_pluginscript_script_desc.get_rpc/rset_mode fields
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fields
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Remove deprecated GDNative wrapper code
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Increase the maximum number of octaves in OpenSimplexNoise to 9
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Optimize the editor icon generation
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An error message is now printed when trying to set the number of octaves
above the maximum allowed value.
The magic constant was also replaced with a define that can be
easily changed.
This closes #28714.
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GetNodeOrNull<T> was using GetNode instead of GetNodeOrNull
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Besides being incorrect, it also caused a hard editor crash for purely
static classes or classes with more static functions than methods.
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This should greatly decrease latency for the most common use cases.
A new function WebSocketPeer::set_no_delay will allow to configure it if
so desired.
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Lower WebSocket latency, fixes.
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doc: Drop unused 'category' property from header
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Fix signals Variant arguments incorrectly listed as Nil.
Fixes #12520.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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doc: Document named color constants
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Busywork but it's good for our completion rate :)
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Also quick clean up of the matching C++ files.
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Mention that `NoiseTexture` uses threads internally
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Provided a snippet on how to properly retrieve the noise texture data
given that it's generated in a thread.
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Mono/C#: Fix _update_exports possible crash with Reference types
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Fix C# preprocessor infinite loop and incorrect parsing of `#if!`
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The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.
The fix is to make the dynamic cast before disposal.
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WSLPeer now tries to flush packet queue after put_packet call.
WSLServer::listen correctly returns TCP_Server::listen return value.
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Mono/C#: Lighten up unsafe reference checks
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