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path: root/modules/gdnative/pluginscript/pluginscript_instance.cpp (unfollow)
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2017-11-20Fix extra separator in filesystem dock right click menuMillionOstrich1-3/+3
Re-order add_separator calls to stop adding an extra separator if no item was selected. It is possible for no items to be selected by right clicking the ".." item.
2017-11-20Fixed not being able to use the "Open a Directory" dialog with the "Default ↵Michael Alexsander Silva Dias1-1/+1
Export Path" setting.
2017-11-21Added "Show in Explorer" besides "New Folder" to popup which appear when ↵Dmitry Koteroff1-5/+6
clicked anywhere on the files list (when no files under mouse cursor) Small fix
2017-11-20Bump version to 3.0-beta a.k.a. *feature freeze*Rémi Verschelde1-1/+1
*Feature freeze* means that from now on, no new features will be considered for Godot 3.0, unless explicitely decided by core developers. New pull requests implementing additional features will be automatically set for the 3.1 milestone, and will only be considered for merging once the 3.0 version goes stable and the *master* branch reopens for feature development. Existing PRs made before the freeze will still be reviewed and potentially be merged, if the features that they implement are deemed important enough or don't risk to introduce issues. Otherwise, PRs should now focus on: - Fixing bugs - Enhancing existing 3.0 features
2017-11-20Fix size mismatch in _compress_etcMillionOstrich1-6/+8
Use j for inner loop
2017-11-20Add cartesian to polar conversion functionspablotato7-22/+132
2017-11-20Allow to extends constant variablesanikoyes2-9/+51
2017-11-20Fix file extensions persisting in file dialog after exportRobbie Cooper2-0/+8
This caused issues if one decided to export many formats in a row. The new file extension would be appended to the previous one. Now, the filename is retained without its extension for successive exports. Fixes #7291
2017-11-20Add simple spacebar panning setting for 2D editorRicardo Maes2-1/+12
2017-11-20Implement per-instance custom bounding boxMarc Gilleron5-4/+59
# Conflicts: # servers/visual/visual_server_scene.h
2017-11-20Visual fixesDaniel J. Ramirez13-38/+24
Added some icons (Including the onion one) Fixed text editor ellipsis style and editor tabs
2017-11-20Add "New Folder.." to right mouse button click on project fileslist panel ↵Dmitry Koteroff3-0/+18
_WHEN_ no any file/folder is under mouse cursor.
2017-11-21Allow configuring iOS exportRuslan Mustakov32-230/+935
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-20bullet cast_motion: reordered null checkmuiroc1-3/+3
2017-11-20Fixed runtime EDITOR_DEFs being dropped.Daniel J. Ramirez2-8/+8
2017-11-20fix linux crash in _update_scene_tabsIan1-1/+3
2017-11-20[GDNative] add a way to register call typesKarroffel4-3/+16
2017-11-20[GDNative] removed static linking fieldsKarroffel2-41/+3
2017-11-20Revert "Added loop_begin and loop_end to OggVorbisStream"Juan Linietsky3-72/+22
2017-11-20Make old scenes readable againJuan Linietsky1-1/+1
2017-11-20Fixes a double class registering errorGilles Roudiere1-2/+0
2017-11-20[GDNative] removed godot_string_c_strKarroffel3-13/+0
2017-11-20[GDNative] loading error and version error procsKarroffel4-14/+49
2017-11-20Basis accepts Vector3 as constructor argument.Chip Collier1-0/+1
2017-11-20Update AUTHORS and DONORS listRémi Verschelde2-11/+41
New contributors added as AUTHORS: @AndreaCatania, @sheepandshepherd, @poke1024, @DmitriySalnikov, @ianb96, @hoelzl, @mhilbrunner, @n-pigeon. [ci skip]
2017-11-20Fix TextEdit::cursor_set_line bindingsRémi Verschelde1-1/+1
As spotted by @neikeq - fixes #13068.
2017-11-20Add close other tabs to Script Editorsersoong2-1/+39
2017-11-20Few fixes for asset store browserChaosus1-15/+28
2017-11-20EditorSettings: Dehardcode major in config file nameRémi Verschelde1-1/+1
It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988, forgetting that Windows would still use the same path and thus conflict with 2.1 (contrarily to macOS and Linux).
2017-11-20Set android 'compileSdkVersion' to 24Konstantin Zaitsev1-1/+1
2017-11-20Change editor_settings.tres to editor_settings-3.tressersoong1-1/+1
2017-11-19Ability to change indirect light energy.Juan Linietsky5-4/+10
2017-11-20Fix the prevention for sliding on slopes in the 2d version of move_and_slideEric Wiltfang1-1/+4
Done by using the same method the 3d counterpart uses. Fixes #13063.
2017-11-20Rename the version's "revision" to "build"Rémi Verschelde5-12/+12
That "revision" was inherited from SVN days but had been since then used to give information about the build: "custom_build", "official", "<some distro's build>". It can now be overridden with the BUILD_NAME environment variable.
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde15-31/+28
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
2017-11-20Export boot splash and add custom HTML file option in HTML5 exportLeon Krause1-12/+56
2017-11-19Fix Regression: running current scene (unsaved) will ask for main sceneMarcin Zawiejski1-1/+1
2017-11-20Add "View FPS" in 3D->Perspective's popup.Dmitry Koteroff2-0/+44
"Fixes" to make it acceptable by clang-format. "Fixes" to make it acceptable by clang-format.
2017-11-19Visual Studio project creation bug fixRoyBerube1-0/+5
A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project. This will only affect builds that use the 'vsproj=yes' option.
2017-11-19Revert "change low cpu delay to 1 usec, should make editor smoother and not ↵Rémi Verschelde1-2/+1
really use" This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0. See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906 It also did not fix the issue it claimed to fix.
2017-11-19Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865Tom Beckmann1-3/+9
2017-11-19Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez4-84/+45
Helps with #11182.
2017-11-19Remove out-of-logic assignment of instance's original scenePedro J. Estébanez1-4/+0
2017-11-19Add placement deletes to avoid warnings on VC++Matthias Hoelzl2-0/+28
When compiling with VC++ 2017, Godot generates huge numbers of C4291 warnings about missing placement delete. I have not found a way to disable these warnings using compiler options: AFAICT there is no equivalent to `-f-no-exceptions` for VC++ (there is only /EH to change the exception-handling model, /GX is deprecated) and adding /wd4291 to the `disable_nonessential_warnings` list in the `SConstruct` file or even compiling with `warnings=no` does not disable the messages. Placement delete is only called when placement new throws an exception, since Godot doesn't use exceptions this change should have no runtime effect. Fixes #12654 (probably, difficult to say without log)
2017-11-19Add cpp.hint file to improve IntelliSenseMatthias Hoelzl3-0/+15
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde15-61/+58
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde17-118/+360
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-19Fix import obj as scene.Daniel J. Ramirez1-0/+1
2017-11-19Check whether GL context supports the expected APIRémi Verschelde1-23/+16
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19Fix the class docs for the rst-syntax errors.Martin Capitanio10-10/+11
- Generate a correkt rst-syntax for the [/code] inline markup. (http://www.sphinx-doc.org/en/1.6.5/rest.html#inline-markup) - Fix xml souce bugs for the sphinx's rst syntax werrors: class_area.rst:319: WARNING: Inline literal start-string without end-string. class_area2d.rst:287: WARNING: Inline literal start-string without end-string. class_audioserver.rst:287: WARNING: Inline literal start-string without end-string. class_control.rst:509: WARNING: Inline literal start-string without end-string. class_image.rst:422: WARNING: Inline literal start-string without end-string. class_image.rst:434: WARNING: Inline literal start-string without end-string. class_inputevent.rst:74: WARNING: Inline literal start-string without end-string. class_inputeventaction.rst:45: WARNING: Inline literal start-string without end-string. class_inputmap.rst:47: WARNING: Inline literal start-string without end-string. class_kinematicbody.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string. class_kinematicbody2d.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string. class_line2d.rst:182: WARNING: Inline literal start-string without end-string. class_thread.rst:51: WARNING: Inline literal start-string without end-string. class_treeitem.rst:160: WARNING: Inline literal start-string without end-string.