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2017-03-04Expose Geometry::get_closest_point_to_segment_2d()Pedro J. Estébanez2-0/+7
2017-03-04Fix handling input for Androidvolzhs1-37/+12
2017-03-02Added missing FIXMEs in PR #7878Ferenc Arn2-2/+2
2017-03-03Fix wrong TreeItem reference after reconstructingvolzhs2-2/+4
2017-03-02Implement single-field property change for multinode editPedro J. Estébanez8-82/+359
2017-03-01Added functionality for resizable dialogs.Ray Koopa3-64/+180
2017-03-01Fix RANDOM_MAX, which is 2^32-1 with PCG32.Leandro Motta Barros1-1/+1
2017-03-01added join to PoolStringArrayAlexHolly2-0/+13
2017-02-28Inf and NaN support added to GDScript.Saracen11-4/+53
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq32-39/+41
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-27Use the common PRNG in 2D particles code.Ferenc Arn2-19/+7
Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
2017-02-27Fix failing build on mageia v6 x64 linux.Shlomi Fish1-0/+1
There was an error about undeclared malloc()+free().
2017-02-27Add disabled tabsRay Koopa6-12/+86
2017-02-27Add menu item for file resources in the inspector to reveal them in the ↵Ray Koopa4-5/+51
FileSystem
2017-02-27Fix several drawing and logic issues in TabContainerRay Koopa2-427/+309
2017-02-27fix custom scene arguments from the editorBenjamin Bäumler3-24/+19
sequel of #7347 Play edited scene and Play custom scene didn't worked when main_run_args hadn't $scene as argument. Changes/Fixes the way how the editor handles scene paths when starting the project/a scene Play the project - no scene path Play the edited scene - scene path of active scene in the editor Play custom scene - scene path of custom scene main_arg_runs is now empty by default and $scene won't be replaced by the scene path anymore Changed declaration if EditorRun::run, to remove a unused value
2017-02-27Add process mode option to Particles2DPedro J. Estébanez2-2/+37
2017-02-26Better handling of joypad device IDs.Andreas Haas8-43/+20
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
2017-02-25Fix auto-enable of _input processing when _input() method is set.Andreas Haas1-0/+1
Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be automatically enabled when the corresponding method is found in the script. However, for _input() this wasn't working. That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
2017-02-25Add emission_finished signal to Particles2DBojidar Marinov4-10/+6
(Also remove some Particles2D::testee method, which was unused) Resolves #3963
2017-02-23Really fix iphone buildsBojidar Marinov1-1/+1
2017-02-23Complete the globals.h -> global_config.h conversionBojidar Marinov11-11/+11
2017-02-22Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not ↵Juan Linietsky11-33/+58
work though
2017-02-23Fix crash when click icon while editing node namevolzhs1-0/+1
2017-02-22Fix crash if TouchScreenButton is pressed while exiting the treePedro J. Estébanez1-6/+8
(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
2017-02-21working on template validationJuan Linietsky2-9/+48
2017-02-22Tween: Fix undefined behavior found by static code analyzer.Andreas Haas1-1/+2
Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
2017-02-21Fix WebAssembly builds on Windowseska2-13/+29
2017-02-21Fix some compilation warnings.Shlomi Fish4-7/+7
Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky121-226/+542
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-20Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov2-2/+31
2017-02-20Don't switch to script on breakpoint hit when using external editor.Andreas Haas1-0/+4
Fixes #7705
2017-02-20Add more options to Node.duplicate()Pedro J. Estébanez2-14/+32
to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
2017-02-20Replace misuse of list iterationIgnacio Etcheverry1-3/+3
2017-02-20Automatically zip web export templateseska2-30/+30
Also fix web builds on Windows and clean up
2017-02-20Fix parallel asm.js/WebAssembly buildseska1-1/+1
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky23-2041/+1050
2017-02-19Windows: Close audiodriver sooner on exitHein-Pieter van Braam1-6/+5
In #7839 I see the same error that was fixed in #7833 occuring on the Windows platform. This moves the audio driver closing to the same place in OS_Windows::finalize() as it is in OS_X11::finalize() This fixes #7839
2017-02-19Fixed Line2D editor doesn't respond to inputMarc Gilleron2-4/+9
2017-02-18X11 return to cwd at exitHein-Pieter van Braam1-0/+9
During runtime godot calls chdir() several times. This doesn't really matter normally but when using tools such as gprof the location of the profiling data is kind of hard to intuit. With this PR we simply store the current working directory at start and restore it once we're almost done exiting. This doesn't use the OS abstractions as when we need to get the current workdir we haven't yet initialized it (by necessity). This would break if we tried to build X11 for windows, but since the X11 target is hardcoded to use the UNIX abstractions I don't think it matters.
2017-02-18xCode added xcuserdata to gitignoretoger51-0/+3
2017-02-17X11: Move audio driver finalize to the start of cleanupHein-Pieter van Braam1-4/+4
The audio driver cleanup needs to happen at the start of finish otherwise a race still seems to exist with the destruction of the audioserver. I think that destroying the X resoures before has something to do with it.
2017-02-18Translate ButtonArray textvolzhs2-5/+10
2017-02-18Fix zero padding formattingvolzhs1-6/+9
2017-02-17Update libwebp to 0.6.0volzhs139-3705/+10205
2017-02-17X11: Finalize audiodrivers on exitHein-Pieter van Braam1-1/+4
The audiodrivers loaded by OS_X11 are not destroyed before the audioserver is. This causes a segfault on exit. The code is taken from os_windows.cpp which did have the cleanup code.
2017-02-16RichTextLabel add function remove_lineVincent2-0/+45
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam14-51/+273
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-02-16Allow preload to accept a const string.Hein-Pieter van Braam1-4/+25
In preload() parsing this code will lookup the identifier in the local constant database. If the identifier corresponds to a string constant it is used as the path for preload(). Currently this does not work for global constants, only constants declared in the same class as the preload is happening. We can implement a full fix too. Maybe we can use this PR to discuss the possibilities. This (partially) fixes #6798
2017-02-16a ton of bug fixes to the rendererJuan Linietsky13-65/+214