Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
- Fix cast to wrong InputEventScreenTouch when it should be InputEventScreenDrag.
- Replaced use of references by plain pointers for a more readable code and maybe a little performance gain.
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Make the naming consistent with other classes.
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this might cause bugs I haven't found yet..
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Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
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- getting stuck on pause
- handling input when not visible
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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Fix touch button issues
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Fix touch button needing double tap after pause (applies to those not set to pass-by)
Fix error when a pressed TouchScreenButton with no associated action exits the tree
(with some refactoring of duplicate code)
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Adapted from 67a0da34a2d5a95761c54b3012d0a8f1a79e10a6
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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from scene
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closes #2286
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
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Fixed touchscreen was processing input in editor
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-=-=-=-=-=-
-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
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-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
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