| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 0c650c2511a69dc8af1069546aad4ff4d989923d.
Fixes #8315.
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(cherry picked from commit 88430f0962403779670c3e82bbbc3ef3f6022169)
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Fixes #2966
(cherry picked from commit 4ee82a2c38c57fb980df1ed4727d47959ba9e983)
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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.
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Fixes #8001
(cherry picked from commit 18ab88b3f1000cbcab5704402e402e1cdf65862f)
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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.
(cherry picked from commit 26c6c2b01a7507038f051bcdde9fcb41c7cc4d1f)
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There was a missing '!' sign, but autocompletion shows parent script members too.
(cherry picked from commit edaf77abd614d1260c6827f25045cc0473a08117)
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29ca07040c3fd810026121164ad86b247)
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(cherry picked from commit 2a0ddc1e89ec7b947152c8d0cb132d58f2c00a81)
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(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
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clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
(cherry picked from commit 40323407df65ef8f40648c51ab9b4574ea985d7f)
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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
(cherry picked from commit 3e5743ca3619d9767caeddac8520463db50291f6)
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The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.
This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.
Fixes #7796
(cherry picked from commit e8611966de4dfc9c28a7a4de1798f3f10ff87f80)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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Fixes #6824
(cherry picked from commits 0b077162a32d37b81c302ab26523efda05de3913
and dcc4ee21c14c1d3fc40c2058e41f853e8ce989c6)
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
(cherry picked from commit 23381a530bb4a9c8e8c3e883a7d588bf832cd277)
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Fixes #1961
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(Plus maybe a few other things)
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(cherry picked from commit 611a94e3a673a61b51746366366c698c66ef0195)
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Also prefix all thirdparty-related toggles with `builtin`.
(cherry picked from commit cc95d4448c6005c3007c8460f09b8be1595eb3c0)
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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=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
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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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(cherry picked from commit 4ffa8f224d8d57520bd4953d67291c83152cd5e5)
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Comment out the weird workaround for building on Windows at it might
not be needed anymore. Testing needed to confirm.
(cherry picked from commit edbc0c0d0bed169b3c07ef0f504b97936f0dab37)
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(cherry picked from commit e6dc51a0f764dcd7cd07482c022c1e92e6a4da3d)
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(cherry picked from commit 8311a78df5cdf257297c1ec7493cb098dc76f010)
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(cherry picked from commit 5c12c9e69b85023934dc85f3aada03da150556be)
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Same rationale as the previous commits.
(cherry picked from commit cfcc8a20e862b758c32bd3f152186e6df0591a24)
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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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Same rationale as the previous commits.
(cherry picked from commit 422196759f93df249db38619f136cabd5dcf42cd)
Removed the winrt-specific parts.
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Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
(cherry picked from commit d9a291f6411f2e571c181da0ac89f550ba73f681)
speex module was only added while cherry-picking, as speex is removed
in the master branch but we don't want to break compatibility in 2.1.x.
Unbundling wasn't done as the module uses the internal speex_free,
so it would require some more work.
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Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
(cherry picked from commit ee3cf211c6fd4d1e30617467cdbbe945798a68b3)
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They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.
Also s/pnm/pbm/, long-lived typo :)
(cherry picked from commit b1e8889d969f5f88539c47c2afac6c9ea2a2dc11)
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Similar rationale as in previous commit.
(cherry picked from commit 16ba665db6bbd7f15aadc35fda87d69d0b220bf7)
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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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