| Commit message (Collapse) | Author | Age | Files | Lines |
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Some badly formatted code has managed to pass through our CI...
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This backports the work in #7815 and the subsequent fixes in #8393
The following program now works as expected in this branch in both
release_debug and debug mode:
```gdscript
print(sqrt(-1))
print(sqrt(-1))
var simple1=asin(10.0)
var simple2=acos(10.0)
print(simple1)
print(simple2)
```
And successfully prints -nan 4 times
This fixes #9580 and fixes #8925
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closes #6111
(cherry picked from commit 95f10c620d475245e62bed81cb981aa47c926d0b)
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Allow access more informations from remote debugger.
Refector more debugger related code to allow full access to variables.
Array Property Editor now can edit with more objects including remote objects.
Implements `GDInstance::debug_get_globals` to query all gloabl constants avaliable in GDScriptLanguage.
Show globals in debug stack variable panel.
Disabe capitalize property name for remote object.
Add DictionaryPropertyEdit to edit with Dictionaries.
The serialization/unserialization workflow use binary data instead of dictionary to avoid send too large data.
Do not stop debugger if curent break point stack has error fix #9034.
Don't send all content of strings but first 80 characters from remote debugger.
Add constants into the break point stack tree and remote object instance edit inspector.
Remote GDScript resource object instance list constants in the property inspector.
Add `self` to the local in the break point stack as a remote object.
Move some functions for GDScript related to thier base classes so debugger don't rely on the gdscript module any more.
The slef in the debugger tree now expanded as the instance of script instead of the script resource.
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BuildSystem: generated files have .gen.ext (2.1)
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(cherry picked from commit 7fe750583e17f4e40cc8dda99a59205d22f686f1)
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Also ensure that save_png doesn't modify the image.
Removed the broken decompressor in the process.
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Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
(cherry picked from commit d4029aa51a0f0bce5dc73885af74b592e3aa33b7)
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(cherry picked from commit b6259661cebd0e03fe4849425fbbdc7be03dcaf5)
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I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
(cherry picked from commit 67886bab1eb0599ec724192a4298c980e6107f2a)
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(cherry picked from commit d35fab7382107c062b60aa770dea223d5a932ff6)
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
Ported from 304a1f5b5a3ce6975952f5cd22d688a246367790 (#7864).
Fixes #492 and #3913.
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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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