Age | Commit message (Collapse) | Author |
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Fix object leaks caused by unfulfilled yields
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fix: dict2inst crash when constructor has arguments
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GDScript class var type resolve bug fixed
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python like string escape implemented
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parser error for static func access non-static variables
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Causes issues with some editors as it's confused with `string.Empty`.
Should use `string.IsNullOrEmpty(str)` instead.
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Mono: Use msbuild instead of nuget.exe for restoring
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- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
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Add a Color constructor for Color with alpha
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Now the stack saved in a `GDScriptFunctionState` is cleared as soon as the `yield()` operation is known not to be resumed because either the script, the instance or both are deleted.
This clears problems like leaked objects by eliminating cases of circular references between `GDScriptFunctionState`s preventing them and the objects they refer to in their saved stacks from being released. As an example, this makes using `SceneTreeTimer` safer.
Furthermore, with this change it's now possible to print early warnings about `yield()`s to released script/instances, as now we know they won't be successfully resumed as the condition for that happens. However, this PR doesn't add such messages, to keep the observed behavior the same for the time being.
Also, now a backup of the function name in `GDScriptFunctionState` is used, since the script may not be valid by the time the function name is needed for the resume-after-yield error messages.
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Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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Change non-existent World to World3D
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Make `dict2inst` to work with arbitrary `_init` parameters
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Mark "Indented block expected" error after function declaration
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Fix: #38408
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Removed noisy ERR check from Multiplayer API.
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This is achieved by skipping initializer call while creating an instance
of a GDScript. This is implemented by passing -1 as an argument count
to `_new` and interpreting any value below 0 to mean that the initializer
should not be called during instantiation, because internal members of
an instance are going to be overridden afterwards.
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Fix growMargin() not returning modified Rect2/Rect2i in Mono
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Fix leaked objects when game ends with yields in progress
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Fix for marking assert lines as safe bug
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Improve shortcut formatting in docs
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Better damping implementation for Bullet rigid bodies
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Fix CSG vertex normal calculation.
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Calling _reduce_node_type from GDScriptParser::_parse_block for assert
was using a current class with a scope that didn't include all
functions. Now calling in GDScriptParser::_check_block_types uses the
right class type. We also now check the assert node message. The assert
line was added to the set_errors associated with assert, since before
the error would be reported on the next line
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Add caching the lightmap unwrapping on import
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Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.
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Fix: export var type reduce() implemented
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Update to bullet master (2.90)
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Mono/C#: Fix load hook not called for some assemblies on domain reload
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Fixed the auto-completion bug in gdscript_editor
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Mark assert lines as safe in gdscript
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autocomplete for load() function implemented
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This was a regression from 93d7ec88360a467a3041c0aa08390daa1f75892b (#38110).
Mono's old implementation of Microsoft.Build hardcodes HasUnsavedChanges to
always return true.
This workaround can be reverted once we switch to official Microsoft.Build.
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Mono/C#: Fix assemblies being reloaded a second time unnecesarily
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