| Commit message (Collapse) | Author | Age | Files | Lines |
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Done with `autopep8 --select=E3,W3`, fixes:
- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
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Done with `autopep8 --select=E1`, fixes:
- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
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Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.
This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.
Fixes #6487
(cherry picked from commit 217e09c79da008e15bd789260e8b2513689c90bd)
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Also switch existing shebangs to "better" /usr/bin/env python.
(cherry picked from commit fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163)
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This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.
This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.
This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.
Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.
"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
(cherry picked from commit da09c6131bcdace7e8e62c3dabc62890e9564c97)
Obviously removed the parts about enet and visual_script.
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(cherry picked from commit 1b3dcac28145bfc6cc1bf2327852209155f59082)
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Also closes: #6801
This reverts commit e59820ac94b7c9706298d5559608937dfca332e5.
(cherry picked from commit 11349a786be1fd02647493cfeff9883898ffd73e)
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Make one-based the column number on the code editor
Make one-based the column number for GDScript error messages
Make one-based the column number for shader code error messages
(cherry picked from commit 2f80965845dd40c4a7981b0d3f011f26c185d63f)
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(cherry picked from commit 2fb5a0030527ac04f1026d80bd8cf12ca3b3f38b)
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"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"
Fixes #6719 . Closes #6729
(cherry picked from commit ee7df2c89ab0608c84f8c9390e1ed888dc1f805d)
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(cherry picked from commit e59820ac94b7c9706298d5559608937dfca332e5)
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Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
(cherry picked from commit b83350f4b2e968baac4d1551a6f21fe2e6b468ad)
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(cherry picked from commit 00e743b76ad89927d611f312cfc06d0511eac985)
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It could be a placeholder instance as well
(cherry picked from commit 76ea995228df510bfd4212e29f7cb76f13e25fb5)
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issues.
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now, closes #3194
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The function call was removed in #5538 because of the unused return value,
but the function itself has side effects and the absence of the call was
causing crashes.
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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Optimize member access with self
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Let the compiler take the fast path when a member is superfluously accessed with `self.`.
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#5247 , probably closes other yield related crashes
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-Added draft of C script API (still disabled and unused)
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Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
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closes other issues
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Removed lots of prints
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correctly parse floats in scientific notation (Fix #5267)
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GDScript incorrectly parsed float values in scientific notation
when no decimal point was given. "1e-5" was parsed as "15".
Fix this by not requiring a decimal point when we found an exponent
for the number to be considered a float.
Fixes #5267
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Part of #5272
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Also removes a couple wrong Godot headers from third-party source files.
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add it
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this is added to #5204
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Fix crash in code completion
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Fix #4641
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Closes #5260.
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use and also fixes #4756
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