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path: root/modules/nativescript/godot_nativescript.cpp (unfollow)
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2017-07-27[NativeScript] call _init on instance creationKarroffel2-3/+45
This also adds basic locking for the set of owners to avoid threading problems
2017-07-27PropertyEditor: display "Off" if property is falsePoommetee Ketson1-1/+2
2017-07-27Initialize freelook shortcuts properlyMarc Gilleron1-7/+15
2017-07-27Fix misplaced quote in error messsagePedro J. Estébanez1-1/+1
2017-07-26Fixes power management on x11 platform and removes explicit NULL pointer ↵Julian Murgia2-9/+4
dereference.
2017-07-26Fix $a/b being parsed as divisionBojidar Marinov1-1/+2
2017-07-26Forward refcount changes to NativeScriptInstanceRuslan Mustakov3-1/+27
This also changes Reference::unreference() to always invoke refcount_decremented. Previously it was not invoked until the count reached zero due to short-circuit evalution of boolean expressions.
2017-07-26Fix various property not found errorsPoommetee Ketson3-2/+5
2017-07-26Support multithreading for NativeScriptLanguageRuslan Mustakov3-38/+211
Godot may call property setters from non-main thread when an object is loaded in the edtior. This means NativeScriptLanguage could be accessed from different threads, but it was not designed for thread-safety. Besides, previous behaviour made it so that godot_nativescript_init and godot_gdnative_init could be invoked from non-main thread, while godot_gdnative_thread is always invoked on the main thread. This may not be expected by the binding library. This commit defers native library initialization to the main thread and adds godot_nativescript_thread_enter and godot_nativescript_thread_exit callbacks to make a binding library aware of foreign threads.
2017-07-26Fix !save_each_scene saving scenes with no filenamePoommetee Ketson2-16/+15
When save_each_scene is false, only scenes that have been saved at least once are saved. But EditorNode tries to save scenes with no filename too (they're never saved), so it crashes.
2017-07-26Remove duplicate keycode constant for Numpad Enter key.bruvzg6-9/+1
2017-07-26Corrects usage of 'is' instead of 'extends' for testing node inheritance.Julian Murgia1-1/+1
2017-07-26Added features for image formatsBastiaanOlij1-1/+13
2017-07-26tagents --> tangentsISylvox3-5/+5
2017-07-26Fix the resize mode of TextureButton cannot be saved into resource files.Geequlim1-1/+1
2017-07-26Fixes to glow and auto exposure, closes #9797, closes #9106Juan Linietsky5-54/+99
2017-07-25Fix cvs files freezing the editor when a double quote is not closedMarcelo Fernandez1-0/+2
2017-07-25Fix typo in NativeScript property gettersheepandshepherd1-1/+1
2017-07-25Temporarily disable the Asset LibraryRémi Verschelde1-2/+5
Currently it features only plugins for Godot 2.1.x, we need #7147 fixed to be able to propose only 3.0-compatible plugins in the Asset Library.
2017-07-25Change the grid offset when the snap is set as relativeGilles Roudiere1-6/+15
2017-07-25Add newline after config_version and fix custom_features hintRémi Verschelde1-1/+2
Fixes #9818.
2017-07-25Make MinGW test less verbose on non-Bash shellsRémi Verschelde1-9/+2
The &> construct seems to be Bash-specific. Supersedes #9755.
2017-07-25fix a regression (GDScript) from e00630bKarroffel2-2/+2
This removes `not` from the variable safe list of keywords. Before that this was a valid expression: self.!(some_arg) The other fix is just a forgotten boolean negation.
2017-07-25zstd: Apply upstream patch to fix UWP ARM buildGeorge Marques2-8/+13
Following upstream commit f04deff4fc
2017-07-25documentation for EditorPlugin and ScriptEditorJakub Grzesik1-0/+85
2017-07-25[NativeScript] fix double initialization in editorKarroffel2-2/+10
2017-07-25Good bye chunky fonts, closes #9441Juan Linietsky1-1/+1
2017-07-25Label: update min size when regenerate wordcachePoommetee Ketson2-7/+1
2017-07-25Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)3-5/+5
Notice: GDScript tokenizer used the old PoolFloatArray name. Renamed PoolFloatArray to PoolRealArray. Moved "project_settings.h" down one line to comply with the clang-format rules. Fixes #9638 Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25Remove ANDROID definePedro J. Estébanez1-1/+1
Fixes GDNative build error on Android. It's also discouraged by Google to rely on it. In case someone needs to check, use ``__ANDROID__`` instead, provided by the very same compiler.
2017-07-25Add a way to retrieve stack bottom of the main threadRuslan Mustakov4-0/+25
I'm working on Nim bindings and Nim GC needs to know the stack boundaries to check whether certain pointers are located on the stack or in the heap. This commit adds godot_get_stack_bottom procedure to gdnative module which returns pointer to the stack bottom of the main thread. Later on this may be improved to return stack bottom of the current thread.
2017-07-25Fix Node::move_child() crash if moving to the end plus onePedro J. Estébanez1-0/+5
Fixes #9820.
2017-07-25Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez1-1/+1
Fixes #9692.
2017-07-25Workaround to allow pasting unicode characters from X selection.Jia Wang1-2/+14
Fixes #2491. Fixes #9787.
2017-07-25Fixed setting our system_fbo framebufferBastiaanOlij1-2/+5
2017-07-25[NativeScript] bound `new` to ClassDBKarroffel1-0/+2
2017-07-24[GDNative] basic OS detectionKarroffel1-2/+11
2017-07-24expose missing CollisionShape API for CollisionObjectJakub Grzesik4-0/+55
2017-07-24GDNative register_propertyRamesh Ravone1-0/+1
2017-07-24[NativeScript] forgot to uncomment userdata returnKarroffel2-3/+3
2017-07-24[NativeScript] fix double free but on exitKarroffel1-35/+1
2017-07-24Fix switching SRGB extension happen before binding of textureEvgeny Zuev1-21/+21
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed before the call of `glBindTexture`, which caused modification of previously bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-24EditorNode: fix missing distraction-free tooltipPoommetee Ketson1-0/+1
2017-07-24[GDNative] new GDNative APIKarroffel50-2005/+2542
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
2017-07-23UWP: Fix build issue caused by atomic operationsGeorge Marques1-1/+1
2017-07-23small grammar fixJuan Linietsky1-3/+3
2017-07-23-Ability to set default import presets for typeJuan Linietsky12-223/+348
-More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview
2017-07-23Make GDScript allow some keywords as identifiersBojidar Marinov3-141/+263
Fixes #8085 Added some comments around the use of is_token_literal, as discussed.
2017-07-23Fix Right-Click (Ctrl-Click) on OS XMarcelo Fernandez1-73/+31
2017-07-23Requesting for dictionary keys also respects insertion order, closes #9161Juan Linietsky1-0/+21