Age | Commit message (Collapse) | Author |
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Fix case where exported properties value is lost
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mono: add IsInstanceValid(), move WeakRef()
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As advised by @neikeq.
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Add missing GetPtr() for Dictionary<> and Array<>
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Rebase patches for fixing haiku build.
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Add clear button to search fields
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Fix WebSocket crash due to non PDO init after CowData PR
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- Add pressed state to clear button
- Enable clear button on all inputs with search icon
- Remove duplicate clear buttons
- Fix rendering of icon for center and right alignments
- Add clear button to more search fields
- Add clear icon to default theme
- Add method to control enabled state of clear button
- Add property to enable clear button from inspector
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- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
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added get_creation_time function for gdscript
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Allow some non-integer built-in constants in gdscript
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Improved Physics material
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parameter to material. Fixed 'change' signal connection
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Move RingBuffer (and few related vars) to LWSPeer.
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Fixed SoftBody pinned point offset calculation
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Add missing GetPtr() method for generic versions of Dictionary
and Array to fix #20705.
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Mono: Added generic methods for PackedScene & ResourceLoader
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Fixed Windows mono compile
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tidy: formatting.
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Mono: Fix property set_value and cleanup
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Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation
- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
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(cherry picked from commit 83140541dc91c29a288d7dd71044780b50b2cc4b)
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_WIN32_WINNT redefinition fix is no longer needed as it was merged
upstream. PR 1453 is still not merged, diff updated to current state.
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Visualscript: Carry property hint and hint string through to Visualscript virtual funcs
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Running builder (content generator) functions in subprocesses on Windows
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Visualscript: misc generic search changes
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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Visualscript: Don't type guess on nil and set default type to ""
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[mono] Generic Typed GetNode, GetChild, etc.
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* GetNodeOrNull<T>
* GetChild<T>
* GetChildOrNull<T>
* GetOwner<T>
* GetOwnerOrNull<T>
* GetParent<T>
* GetParentOrNull<T>
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Expose PhysicsDirectBodyState.get_contact_impulse
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* Signal change requires function changes to _selected_new_virtual_method
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