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2017-03-29Update classes.xml to master version, add a small feature to doc_statusBojidar Marinov2-8544/+9178
2017-03-29WebGL 2 export per WebAssembly or asm.jseska11-434/+268
2017-03-27Include uniform (Shift down) modePedro J. Estébanez1-1/+1
in only-one-Node2D dragging
2017-03-26Remove redundant subfolder in iOS templateRémi Verschelde39-5/+4
2017-03-26SCons: Add option to toggle warnings (on by default)Rémi Verschelde10-18/+27
All the warnings are factored out of the platform-specific files and moved to SConstruct. Will have to check that it does not introduce regressions on some platforms/compilers. (cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas28-186/+104
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-25Update build.gradle.templateRamesh Ravone1-0/+1
Updating project repository, added jcenter() since Android Studio uses it by default. https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
2017-03-24Fixing magnetometer on iOSBastiaanOlij1-2/+2
(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
2017-03-24Fix bogus s/_md/D_METHOD/ affecting md5 stuffRémi Verschelde1-10/+10
2017-03-24Issue template: Stop discouraging bug reporting on masterRémi Verschelde1-5/+0
2017-03-24i-patch for Pirate languageRémi Verschelde32-32/+32
Credits to jo_ for the joke and hcorion for finding the typo: <hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells certificate as certficate missing the extra i <jo_> hcorion: Nice catch. <jo_> If you make a PR, please call it 'i-patch for Pirate."
2017-03-24Input: Update mouse position on mouse-button events.Andreas Haas1-0/+5
2017-03-24i18n: Sync templates and translations with current codeRémi Verschelde31-86168/+85843
Massive diff due to the tools/editor -> editor move. The real changes are the difference between those two:
2017-03-24Fix typos in source code using codespellRémi Verschelde98-182/+180
From https://github.com/lucasdemarchi/codespell
2017-03-24Improved 2D snapping behaviorPedro J. Estébanez2-49/+49
Make snapping affect nodes created by drag & drop Make snapping for a single Node2D refer to its pivot Refactor duplicate drag setup code Replace one occurrence of the old set_pos by set_position
2017-03-24Only assume HiDPI mode if DPI >= 192 and width > 2000Rémi Verschelde2-6/+4
Also fix detection of single-column dock if width < 1200, it only worked with hidpi_mode=auto.
2017-03-24Input: Refactor JOY_* constants.Andreas Haas3-51/+23
**Breaking change** Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware. Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
2017-03-24Use atan2 rather than acos in Vector3.angle_to.Ferenc Arn1-1/+1
Fixes #8111.
2017-03-24Cache DynamicFont resource for Androidvolzhs2-1/+26
2017-03-24Fix wrong name for Android exportvolzhs1-3/+3
2017-03-24ENet code cleanup and changes from review.Fabio Alessandrelli4-9/+61
2017-03-24Cleanup unused ENet files and updated thirdparty READMEFabio Alessandrelli5-1160/+8
2017-03-24Allow non blocking UDP put_packet in C++.Fabio Alessandrelli7-15/+73
- Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
2017-03-24Update ENet module to support custom ENet libFabio Alessandrelli3-9/+31
Keep compatibility with upstream enet libraries
2017-03-23Several fixes to Android exporter and port.Juan Linietsky10-166/+1888
Android seems to be working again!
2017-03-23Make inline blocks in GDScript more pythonicBojidar Marinov1-1/+9
Fixes #8001
2017-03-23Explicitly documented that Transform.basis is not necessarily an orthogonal ↵Ferenc Arn3-6/+13
matrix. Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly. Fixes #8113.
2017-03-22Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez6-3/+35
Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-21Export working (for linux at least)Juan Linietsky5-17/+100
2017-03-21Suppress error messages when using ConfigFile::get_value and a default is givenBojidar Marinov1-2/+7
Fixes #8097
2017-03-21Export template management dialog.Juan Linietsky12-105/+543
Missing download (need to discuss this!)
2017-03-21Fix random crashes when using yield()Pedro J. Estébanez1-1/+1
2017-03-19is_active to is_pausedAlexHolly2-13/+22
rm doc
2017-03-19Travis: Run clang-format static checkRémi Verschelde2-1/+53
Commits or PRs that do not respect the clang-format style that we enforce will fail the test. Adding ubuntu-toolchain-r-test as its libstdc++ is necessary to install libllvm-3.9.
2017-03-19Fix linking order for builtin freetypeRémi Verschelde1-18/+14
Before this change the libfreetype_builtin.a lib would be appended at the very end of the linking flags, after system libs such as -lX11 or -lkernel32.
2017-03-19Input: bind parse_input_event()Andreas Haas3-1/+5
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
2017-03-18InputMap: Rename joypad button "PS X" to "PS Cross".Andreas Haas1-1/+1
2017-03-18X11: Don't reset mouse cursor theme.Andreas Haas1-2/+1
On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting. This was especially annoying when using a white cursor, as Godot would then reset back to a dark one. In my case it was also keeping the cursor from changing its shape.
2017-03-18Make Create New Node dialog resizable and burninate old dialogRay Koopa6-315/+35
2017-03-18android: adding classpath and gradle pluginsRamesh Mani Maran4-1/+21
2017-03-18Editor: Fix "About" dialogAndreas Haas1-6/+5
Use a HBoxContainer instead of hardcoded positions.
2017-03-17Fixed typo in gdscript autocompletion.mbalint121-1/+1
There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-17Some WebGL 2 and build fixes/clean-upeska2-18/+14
2017-03-15Update mouse position on touch and release events (Android)denis1-0/+2
2017-03-15Remove warning on owner re-assignmentPedro J. Estébanez1-0/+3
2017-03-15Fix redundant connections saved in sub-inheritancePedro J. Estébanez2-21/+28
2017-03-14List Control::has_point as a virtual methodCrazyGuy1082-0/+10
According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h. classes.xml was updated to also list this method in Control.
2017-03-14more html5 fixesJuan Linietsky2-2/+6
2017-03-13fixed ClassDB inconsistenciesKarroffel8-23/+23
fixes #7960
2017-03-13WindowDialog: Fix crash when running as ProjectManagerAndreas Haas1-2/+2
Fixes a bug introduced in #7970