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* Add GridMap::get_used_cells. Fixes #11857.feature/gridmap-used-cellsJ08nY2017-10-052-0/+17
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* Properly allow completion on variable initializer arguments, closes #9359Juan Linietsky2017-09-291-2/+1
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* Merge pull request #11617 from groud/fix_bad_displayRémi Verschelde2017-09-271-1/+0
|\ | | | | Fixes bad display
| * Remove unecessary anchors&margins set causing bad display (sons of containers)Gilles Roudiere2017-09-271-1/+0
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* | Fixed wrong break statement in GDFunction::callScayze2017-09-271-1/+1
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* Merge pull request #11424 from groud/control_node_presetsRémi Verschelde2017-09-261-1/+1
|\ | | | | Implements set_margins_preset(...)
| * Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere2017-09-221-1/+1
| | | | | | | | set_anchors_and_margins_preset(PRESET_WIDE)
* | Merge pull request #11518 from hpvb/gdscript-direct-dispatchRémi Verschelde2017-09-251-113/+196
|\ \ | | | | | | Some more GDScript performance optimizations
| * | Remove several checks on DEBUG_RELEASEHein-Pieter van Braam2017-09-251-4/+13
| | | | | | | | | | | | | | | These errors shouldn't be possible on a tested game. Remove the checks on release. Shaves about 10% off of tight loops.
| * | Use computed goto to dispatch next opcodeHein-Pieter van Braam2017-09-251-109/+183
| | | | | | | | | | | | | | | | | | | | | | | | On compulers that define __GNUC__ use computed goto to directly dispatch the next instruction rather than going through another switch statement. This saves a jump and some comparisons. In tight loops this is is roughly 10% faster than the switch() method.
* | | Merge pull request #11567 from QuLogic/scons-var-typesRémi Verschelde2017-09-2516-31/+27
|\ \ \ | | | | | | | | Add types to scons command-line options
| * | | Use BoolVariable in platform-specific options.Elliott Sales de Andrade2017-09-251-1/+1
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| * | | Use BoolVariable for module options.Elliott Sales de Andrade2017-09-253-3/+3
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| * | | Use BoolVariable for third-party options.Elliott Sales de Andrade2017-09-2512-24/+20
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| * | | Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade2017-09-253-3/+3
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* | | Merge pull request #11580 from endragor/ios-exportRémi Verschelde2017-09-255-6/+12
|\ \ \ | | | | | | | | Enhance iOS export
| * | | Enhance iOS exportRuslan Mustakov2017-09-265-6/+12
| |/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | - The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
* / / Fixed constness of variant functions, as well as visual script sequence ↵Juan Linietsky2017-09-251-2/+2
|/ / | | | | | | ports. Closes #11258
* | Add support for OpenSSL 1.1.0.Elliott Sales de Andrade2017-09-242-11/+54
| | | | | | | | | | | | | | | | This release hides many struct members which provides easier forward compatibility but is a break from previous releases. A few small macros provide compatibility between both 1.1.0 and 1.0.x. Fixes #8624.
* | Rename get_position => get_playback_position and seek_pos => seek on audio ↵Marcelo Fernandez2017-09-2310-24/+24
|/ | | | classes
* Merge pull request #11461 from hpvb/add-likely-macrosRémi Verschelde2017-09-221-3/+3
|\ | | | | Implement Linux-style likely()/unlikely() macros
| * Implement Linux-style likely()/unlikely() macrosHein-Pieter van Braam2017-09-211-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This implement branch prediction macros likely() and unlikely() like in Linux. When using these macros please ensure that when you use them the condition in the branch really is very, very likely or unlikely. Think 90+% of the time. Primarily useful for error checking. (And I implement these macros for all our error checking macros now) See this article for more information: https://kernelnewbies.org/FAQ/LikelyUnlikely There are more places where these macros may make sense in renderer and physics engine. Placing them will come in another commit down the line.
* | Fixed a bunch of typos, including an error code.Ross Hadden2017-09-211-1/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-2016-37/+37
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Do not compile Recast for AndroidRuslan Mustakov2017-09-201-1/+1
| | | | | At least this makes Godot compile for Android until there is a better solution.
* Merge pull request #11256 from djrm/pr_visual_improvementsRémi Verschelde2017-09-191-10/+25
|\ | | | | Visual improvements and new look for VS
| * Improved VisualScriptEditorDaniel J. Ramirez2017-09-141-10/+25
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* | Allow booleanization of all typesHein-Pieter van Braam2017-09-194-29/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API.
* | Merge pull request #11402 from hpvb/remove-gdscript-checks-on-releaseRémi Verschelde2017-09-191-33/+54
|\ \ | | | | | | Various GDScript performance tweaks
| * | Remove more GDScript runtime checks on releaseHein-Pieter van Braam2017-09-191-33/+54
| | | | | | | | | | | | | | | | | | | | | | | | As a preparation for other performance enhancements to GDScript:call() start by removing more of the GDScript runtime checks on release. This code has been tested with 2d/platformer, 3d/platformer, 3d/materials_test, and goltorus. No regressions were found.
* | | Merge pull request #11386 from kosz78/fix-msvc-compile-errorsRémi Verschelde2017-09-192-3/+3
|\ \ \ | |/ / |/| | Fix MSVC compilation errors
| * | Change structure order for godot nim compatibilityKonstantin Zaitsev2017-09-191-1/+1
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| * | Fix MSVC compilation errorsKonstantin Zaitsev2017-09-191-2/+2
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* | | Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam2017-09-176-8/+8
|/ / | | | | | | | | | | | | | | | | | | | | | | | | In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
* | Merge pull request #11296 from touilleMan/gdnative-api-structThomas Herzog2017-09-174-2/+740
|\ \ | | | | | | [GDnative] pass api as struct of function pointers to loaded gdnative modules
| * | [GDnative] Use X macro to define godot_gdnative_api_struct and it instantiationEmmanuel Leblond2017-09-172-1328/+684
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| * | [GDnative] create godot_gdnative_api_struct and pass it to ↵Emmanuel Leblond2017-09-174-2/+1384
| | | | | | | | | | | | godot_gdnative_init_options
* | | Merge pull request #11274 from Rubonnek/keep-argument-names-consistentRémi Verschelde2017-09-173-7/+7
|\ \ \ | | | | | | | | Renamed function arguments to keep them consistent between declaration and implementation
| * | | Renamed function arguments to keep them consistent between declaration and ↵Wilson E. Alvarez2017-09-143-7/+7
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* | | Apply clang-format again to recent changesRémi Verschelde2017-09-163-41/+94
| | | | | | | | | | | | | | | | | | Also add missing copyright headers. [ci skip]
* | | Fix compile error on gd_native_library_editor.cpp with tools=noMarcelo Fernandez2017-09-151-0/+2
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* | Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog2017-09-153-0/+94
|\ \ | | | | | | Fix enums bindings
| * | Fix enums bindingsMaxim Sheronov2017-09-133-0/+94
| | | | | | | | | | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* | | Merge pull request #11237 from endragor/gdnative-variant-refThomas Herzog2017-09-141-1/+16
|\ \ \ | | | | | | | | Construct Variants from Reference properly in GDNative
| * | | Construct Variants from Reference properly in GDNativeRuslan Mustakov2017-09-141-1/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously godot_variant_new_object constructed Variant without accounting for the fact that the Object can be a Reference, so refcount was not increased and References were destructed prematurely. Also, Reference::init_ref did not propagate refcount increment to the script instance, which led to desync of refcount info on the script side and Godot side.
* | | | Added a menu to enable/disabled GDNative singletons in project settingsJuan Linietsky2017-09-143-3/+156
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* | | Fix 2 typosJeroen2017-09-141-1/+1
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* | Merge pull request #11076 from hpvb/fix-10935Rémi Verschelde2017-09-131-293/+302
|\ \ | | | | | | Fix crash on wrong type drag into the vs editor
| * | Fix crash on wrong type drag into the vs editorHein-Pieter van Braam2017-09-091-293/+302
| | | | | | | | | | | | | | | | | | Don't allow drops of draggable items without a vs node type. This fixes #10935
* | | Merge pull request #11063 from toger5/svg_generation_optimizationRémi Verschelde2017-09-132-27/+38
|\ \ \ | | | | | | | | optimized color conversion for svg generation