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2017-05-01Fix get_shader_type index upper boundCarter Anderson1-1/+1
2017-05-02Implement mouse capture and hiding in HTML5 exportL. Krause2-10/+54
MOUSE_MODE_CONFINED cannot be implemented.
2017-05-02Fix #8617 WindowDialog with custom panel background crashes godotMarc Gilleron1-12/+16
2017-05-01Rename project file to "project.godot"Rémi Verschelde11-45/+62
Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
2017-05-01Make property editor display dictionaries (read only)mbalint121-0/+7
2017-04-30Scene importer: add -rigidonly flag for empties (fixes #8430)Andrea Faulds1-11/+19
2017-04-29Fix compilation for UWPGeorge Marques8-50/+161
2017-04-29Revert "Use .godot as file extension for project files."Juan Linietsky7-148/+45
2017-04-29Fix HTML5 key eventsL. Krause1-3/+3
Regression from 86f5ac3
2017-04-28Remove GLUT usage in HTML5 platformL. Krause3-75/+27
2017-04-28Move other lone thirdparty files to thirdparty/miscRémi Verschelde27-16/+90
Also move Box2D ConvexDecomposition contrib code to thirdparty/b2d_convexdecomp.
2017-04-28Split thirdparty smaz.c out of compressed_translation.cppRémi Verschelde5-209/+235
Code comes from https://github.com/antirez/smaz/blob/150e125cbae2e8fd20dd332432776ce13395d4d4/smaz.c With a small modification to match Godot expectations: ``` diff --git a/thirdparty/core/smaz.c b/thirdparty/core/smaz.c index 9b1ebc2..555dfea 100644 --- a/thirdparty/core/smaz.c +++ b/thirdparty/core/smaz.c @@ -14,7 +14,7 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND #include <string.h> /* Our compression codebook, used for compression */ -static char *Smaz_cb[241] = { +static const char *Smaz_cb[241] = { "\002s,\266", "\003had\232\002leW", "\003on \216", "", "\001yS", "\002ma\255\002li\227", "\003or \260", "", "\002ll\230\003s t\277", "\004fromg\002mel", "", "\003its\332", "\001z\333", "\003ingF", "\001>\336", @@ -89,7 +89,7 @@ static char *Smaz_rcb[254] = { "e, ", " it", "whi", " ma", "ge", "x", "e c", "men", ".com" }; -int smaz_compress(char *in, int inlen, char *out, int outlen) { +int smaz_compress(const char *in, int inlen, char *out, int outlen) { unsigned int h1,h2,h3=0; int verblen = 0, _outlen = outlen; char verb[256], *_out = out; @@ -167,7 +167,7 @@ out: return out-_out; } -int smaz_decompress(char *in, int inlen, char *out, int outlen) { +int smaz_decompress(const char *in, int inlen, char *out, int outlen) { unsigned char *c = (unsigned char*) in; char *_out = out; int _outlen = outlen; @@ -192,7 +192,7 @@ int smaz_decompress(char *in, int inlen, char *out, int outlen) { inlen -= 2+len; } else { /* Codebook entry */ - char *s = Smaz_rcb[*c]; + const char *s = Smaz_rcb[*c]; int len = strlen(s); if (outlen < len) return _outlen+1; diff --git a/thirdparty/core/smaz.h b/thirdparty/core/smaz.h index a547d89..a9d8a33 100644 --- a/thirdparty/core/smaz.h +++ b/thirdparty/core/smaz.h @@ -14,7 +14,7 @@ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND #ifndef _SMAZ_H #define _SMAZ_H -int smaz_compress(char *in, int inlen, char *out, int outlen); -int smaz_decompress(char *in, int inlen, char *out, int outlen); +int smaz_compress(const char *in, int inlen, char *out, int outlen); +int smaz_decompress(const char *in, int inlen, char *out, int outlen); #endif ```
2017-04-28Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde43-38/+145
2017-04-28Add a few missing copyright headersRémi Verschelde6-4/+179
2017-04-28Detect SSE/SSE2 for libsquish.Ferenc Arn1-0/+6
2017-04-28Fix to use editor theme instead of handling each UIvolzhs5-14/+9
2017-04-28Update editor themevolzhs9-3/+90
2017-04-27AudioServer: Set singleton to NULL when destructedIgnacio Etcheverry1-0/+1
2017-04-27Added recent scripts to script editorPaulb233-0/+101
2017-04-27Fix theme_data.h formatting via make_header.pyRémi Verschelde2-352/+232
Should make clang-format happy.
2017-04-27Add setting to opt-out of capitalization in the property inspectorPedro J. Estébanez5-8/+14
2017-04-27Add new editor and default theme (WIP)Daniel J. Ramirez354-938/+8669
2017-04-26Fix recognition of resource extensions.Andreas Haas2-2/+1
Also removes a related debug print.
2017-04-26Tree: Ability to add tooltips to TreeItem buttons.Andreas Haas4-22/+38
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
2017-04-26Implement HTML5 touch eventsL. Krause2-206/+109
2017-04-26Changed indent type settingsPaulb235-5/+5
2017-04-26Revert " 3.0 recompute_aabb on add_surface"Ramesh Ravone1-2/+0
2017-04-25added documentation for SurfaceToolclayjohn1-1/+28
2017-04-26 3.0 recompute_aabb on add_surfaceRamesh Ravone1-0/+2
2017-04-26Fix wrong fallback for localevolzhs1-1/+1
2017-04-26Fix error or download again if use obb for Androidvolzhs1-1/+5
2017-04-25Reimplement HTML5 mouse input without GLUTL. Krause3-93/+113
Fixes inverted scrolling on Chromium
2017-04-25Settings: Moving Poly Editor into Editors categoryRamesh Ravone2-1/+3
2017-04-25Fix AudioPlayer.get_pos() always returns 0NNesh1-1/+7
2017-04-25Fix auto_accept_quit option to workvolzhs1-2/+2
auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp after that it's reset to true in SceneTree:init() whatever value was.
2017-04-25Ability to Convert Case, issue 8079Paulb232-1/+74
2017-04-25Honoring the Indent setting for gdscriptRamesh Ravone1-10/+13
2017-04-25Fix AudioPlayer.play() bug when music always starts from 0 posNNesh1-1/+1
2017-04-24Right-clicking a folder in the FileSystem panel now gives the option Show in ↵Attilio Oliva2-1/+10
file manager
2017-04-24added descriptions for WorldEnvironment node in documentationclayjohn1-0/+5
2017-04-24fixed a bug where saving a GDScript file crashed the editorKarroffel1-2/+5
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
2017-04-24Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterialNuno Donato1-4/+4
2017-04-23[3.0] Fix bug in Image::_get_pixelbiam13islucky1-1/+1
Fixes issue: https://github.com/godotengine/godot/issues/8158
2017-04-24re-added MultiScriptKarroffel7-2/+1049
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object. With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes which could impact performance. I used the code from 0b806ee as the base and made it work with the current master.
2017-04-23Added a container to EditorNameDialogMarco Melorio2-2/+5
2017-04-23Update snake_case splittingMarco Melorio1-1/+3
2017-04-23Fixed convert indent and trim whitespace on savePaulb231-7/+7
2017-04-23Fix cursor position on indent convertPaulb231-1/+14
2017-04-23Fix property warnings and hide some debug printsRémi Verschelde13-36/+36
"ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
2017-04-21Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args)20kdc2-0/+141
This version of the commit has the on_ceiling/on_wall fix without any explaination of that code, since apparently it wasn't complicated enough. As for the notes at the top of the function, they're still there. move_and_slide is rather useful for character-controllers, etc. It reduces the amount of boilerplate code. Not having move_and_slide makes the APIs somewhat inconsistent. (It might be nice to figure out a way to share the code between the two move_and_slide implementations, but that's for someone who knows what the policy is on shared code like that.)