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path: root/modules/gdscript/gdscript_parser.cpp (unfollow)
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2018-02-06Travis builds use builtin_openssl for X11Fabio Alessandrelli1-3/+4
1.0.2 is now the minimum version of openssl to build against
2018-02-06Relicense module to the wondeful Godot community!Fabio Alessandrelli24-72/+96
2018-02-06Add websocket module.Fabio Alessandrelli26-0/+2847
Webassembly is client-only for obvious reasons. Other platforms support both client and server using libwebsockets.
2018-02-05Fixed KinematicBody move_and_slide documentation namingAndrew Silver1-1/+1
2018-02-05Add libwebsockets as thirdparty library.Fabio Alessandrelli45-0/+35743
License is LGPLv2.1 + static linking exception, version is 2.4.1
2018-02-05Fix polygon triangulation failure.Nicolas Silva1-1/+1
The ear clipping algorithm used to triangulate polygons has a slightly too conservative point-in-triangle test which can, in some configurations prevent it from finding a possible tessellation. Relaxing the test by considering that points exactly on edges don't belong the triangle fixes the issue. Changing the semantic of the test is safe because no other code makes use of it. A more detailed explanation can be found in issue #16395. Fixes #16395.
2018-02-05Kill an old debugging messageHein-Pieter van Braam1-1/+2
When running the engine with -d we get a message on the command-line for each control being clicked. After discussing with @reduz it seems that this is old and should be removed. Commented out as requested.
2018-02-03Fix broken variant call of Vector3.snappedTimur Celik2-2/+2
2018-02-03Fix texture import spellingPhil Jones1-1/+1
2018-02-03Gradient: fix wrong property typePoommetee Ketson1-2/+2
2018-02-03Fix gradient texture previewChaosus1-0/+3
2018-02-03Fix wrong property type for fixed icon size in ItemListbinbitten1-1/+1
2018-02-02Add a proper error when safe save fails.Juan Linietsky1-0/+3
2018-02-02GDScriptParser: Remove debug prints.Andreas Haas1-2/+0
2018-02-02Update DONORS listRémi Verschelde1-20/+44
[ci skip]
2018-02-01Small fixes for the Control description in the docs.Michael Alexsander Silva Dias1-3/+3
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic26-62/+62
2018-02-01Expand project root directory on editor startvolzhs2-3/+7
close #16232 Option for expanding all directories on start up is a bit tricky and buggy.
2018-01-31Hide button tree when file system dock isn't in split modeGuilherme Felipe1-1/+1
2018-01-31Fix an infinite recursion in the Mathf.Decimals method when using floats.Nathan Warden1-1/+1
2018-01-31Errata fix on Image get_format() descriptionProfesor Tartelett1-1/+1
The description of this function seems to be duplicated from the preceding description.
2018-01-31Fixes open button not appearing with multiple selectionGuilherme Felipe2-0/+20
Fix #16231
2018-01-31Fix TextEdit current line highlight horizontal offsetbinbitten1-7/+7
2018-01-31Mono: Allow loading `mscorlib` from resources.bruvzg2-0/+34
2018-01-30Added async and await as C# keywords.Nathan Warden1-3/+7
2018-01-30Expose a few GraphEdit methods to script languagesGeorge Marques2-0/+86
2018-01-30Add interface for plugins to enable/disable other pluginsGeorge Marques3-0/+34
2018-01-30ProjectSettings: Disallow adding properties without name.Andreas Haas1-1/+10
2018-01-30Mono: Remove automatic script multilevel callsIgnacio Etcheverry2-22/+9
2018-01-31AudioEffectReverb: max predelay_feedback to 0.98Poommetee Ketson1-2/+2
2018-01-30Display set_nodelay to GDScriptMarlon Henry Schweigert9-7/+18
Pass enabled arg Rename set_nodelay to set_no_delay Add description to the method Change description
2018-01-30[macOS] Strip executable when `separate_debug_symbols` is set to yesbruvzg1-0/+1
2018-01-30Viewport doc improvementsChaosus1-0/+38
2018-01-30Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky5-0/+43
This works together with the new Blender to Godot exporter.
2018-01-30Fix wrong return type of xform functionsPoommetee Ketson3-14/+14
2018-01-30Bump version to 3.1-devRémi Verschelde1-2/+2
On the road again!
2018-01-29Bump version to 3.0-stable \o/3.0-stableRémi Verschelde1-1/+1
Congratulations to everyone in the Godot community for the tremendous work done on this release since 18 months, with hundreds of contributors pushing almost 7500 commits with more than 3000 PRs and closing over 2000 issues (and fixing even more than that, as many work-in-progress bugs were fixed before an issue could be filled). Godot 3.0 is definitely our biggest and boldest release so far, and we want to thank the whole community for their unswerving support during this long wait. From there on, there is a lot of work to do to strengthen the foundations that we built with 3.0, fixing the bugs that the many refactorings probably introduced, optimizing new features and enhancing the usability again... The 3.x era should be a fruitful one for Godot, and we hope that you will continue using it to create awesome 2D and 3D games and increase the notoriety of your favourite engine in the game development industry. And now, let's all start waiting for 3.1...
2018-01-29Fix Copy/Paste problems on X11Hein-Pieter van Braam1-11/+29
The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when requested. Since we are sending a number of ATOMS the size should be set to the integer size and not the char size. The size field of the atoms is also the number of atoms and not the size of the array. This caused some clients to wrongly interpret the data and read garbage in the X11 packet. I also add the more modern representation for UTF-8 and clarify the error message if a client attempts to request a type we don't know about. This fixes #10431
2018-01-29Implement OS::get_processor_count() for WindowsHein-Pieter van Braam2-0/+33
Current this is hardcoded as '1' for any platform except Unix. The little is_wow64() dance is required to get correct output on a 32bit compiled godot running on 64bit Windows according to MSDN. This code should be UWP safe but I have no way to test that so it's not implemented for UWP yet.
2018-01-28Allow focus on disabled buttonsHein-Pieter van Braam1-4/+0
This behavior better matches other gui toolkits. A selected disabled button still can't be interacted with but it can now be selected. This seems to be what QT and GTK do also. This fixes #16131
2018-01-28ProjectManager: prevent installing project template in non-empty dirPoommetee Ketson1-11/+8
2018-01-27Mono: Fix method_bind fields being generated as instance membersIgnacio Etcheverry1-2/+1
2018-01-27Fix inverted RIGHT/LEFT TOP/BOTTOM Camera2D drag margin in runtime (editor ↵robfram1-4/+4
works fine). Fix #16095.
2018-01-27Mono: Fix build errors with tools=no and target=releaseIgnacio Etcheverry2-0/+12
2018-01-27Use the appropriate Variant hash and compare functions for DictionariesHein-Pieter van Braam1-13/+8
Dictionaires did not use the VariantHasher and VariantComparator making them unsafe for use with NaN values as keys. This PR uses the appropriate Variant implementations for these functions. var d = {} d[Vector2(NAN, NAN)] = 0 d[Vector2(NAN, NAN)] = 0 print(d.size()) will now output '1' and not '2' This fixes #16031
2018-01-273DEditor: fix multiple node selection crash the editorPoommetee Ketson1-3/+0
I'm not sure about this fix. This seems to also fixes the weird selection bug where when selecting node 1 to 3 it focuses on 2nd node.
2018-01-26Fix macOS build after #16092bruvzg1-1/+1
2018-01-26Make separate debug symbols opt-inHein-Pieter van Braam6-3/+6
This adds a separate_debug_symbols option to the x11, windows, and osx targets. This will default to adding normal debugging symbols to the artifacts and only splits them when separate_debug_symbols=yes on the Scons command line.
2018-01-27TemplateManager: hold shift to open link in browserPoommetee Ketson1-1/+8
2018-01-26Bullet: allow unbundling only if > 2.87Rémi Verschelde2-6/+6
Looks like we are using cutting edge methods which are not even if the current stable 2.87.