Age | Commit message (Collapse) | Author |
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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Fixes #58172.
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Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
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My Mac was using 20% cpu again, which was related to the Javascript
Export plugin.
I had however no export templates setup in the project so this is more
of a stopgap fix.
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Used default value before, i.e. "same-origin", now uses "include" (i.e.
include for cross-origin if cross-origin is allowed).
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Allows detecting when a new version of the progressive web app service
worker is waiting (i.e. an update is pending), along a function to force
the update and reload all clients.
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Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
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allow multi-window interface in full-screen.
[Windows] Add WINDOW_MODE_EXCLUSIVE_FULLSCREEN without WS_BORDER flag enabled (no multi-window support).
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This reverts commit 2f509f1b12c33234a0d8f0e254c727fd92e57720.
Breaks closure compiler builds.
And adds a warning for future readers.
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Verify custom HTTP headers, fix off by one error
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[Net] Fix get_response_body_length for large files.
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Parsing was fixed, but not the return value for the exposed getter.
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Running `npm run serve` in `platform/javascript/` will start
a web server that uses `bin/` as its root folder. This means you
can extract a compiled web editor ZIP in this folder and immediately
be able to test the web editor.
Headers required for the use of SharedArrayBuffer are automatically
added to every response.
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This makes the build process more seamless. A similar option is
already forced for initial memorywhen needed.
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The wrongly claimed support for it was removed in #49645.
See also #56862.
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Happy new year to the wonderful Godot community!
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Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
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Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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(Ignore trailing slash when creating the temporary directory)
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The code to populate the input data for WebAssembly was incorrectly
overriding values when multiple touches were present due to wrong
indexing.
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Ensure better compatibility when emcc which may run some tools from
different paths (e.g. closure compiler).
This fixes externs include issues with modern emcc using the closure
compiler.
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This actually makes sense(?), when running inside an iframe the active
element might be our canvas, while the iframe itself is not active in
the parent window. Since we consume the event, the iframe does not get
focused in Firefox (but does in Chromium-based browsers), so we must
always call focus to handle such occasions.
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Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
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In some conditions the events might be generated even when the `gamepad`
object is not accessible due to Security Context requirements.
This commit adds a check to avoid firing the handler in those cases.
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mousedown and touchstart should focus the canvas to ensure correct
application lifecycle.
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