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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-173-3/+3
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* Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde2017-08-1615-40/+41
|\ | | | | Updated function argument names
| * Updated function argument namesWilson E. Alvarez2017-08-1215-40/+41
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* | Merge pull request #10356 from RandomShaper/fix-msvc-errorRémi Verschelde2017-08-161-1/+1
|\ \ | | | | | | Add comment warning about include order
| * | Comment include order to avoid errorsPedro J. Estébanez2017-08-151-1/+1
| |/ | | | | | | So as to not revive #10071, as suggested by @akien-mga.
* | Revive inspector property evaluationPedro J. Estébanez2017-08-161-1/+1
| | | | | | | | | | | | | | | | | | | | GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work. Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead. Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10` Closes #9500.
* | Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-132-2/+2
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* Merge pull request #10179 from marcelofg55/masterRémi Verschelde2017-08-111-2/+2
|\ | | | | Fix crash when running a game with the profiler enabled
| * Fix crash when running a game with the profiler enabledMarcelo Fernandez2017-08-081-2/+2
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* | Merge pull request #10202 from neikeq/how-do-you-turn-this-onRémi Verschelde2017-08-117-23/+23
|\ \ | | | | | | Improves method bind's detecting of signarute types
| * | Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-2/+2
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| * | Removes type information from method bindsIgnacio Etcheverry2017-08-107-20/+20
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| * | Adds missing type information to virtual method bindsIgnacio Etcheverry2017-08-101-1/+1
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* | | Merge pull request #10206 from endragor/show-base-nativescript-propsThomas Herzog2017-08-091-7/+5
|\ \ \ | | | | | | | | Allow to edit base type NativeScript properties
| * | | Allow to edit base type NativeScript propertiesRuslan Mustakov2017-08-091-7/+5
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* / / Fix getting default values for NativeScript base type propertiesRuslan Mustakov2017-08-091-5/+5
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* | Merge pull request #9633 from ducdetronquito/gdnative_string_apiThomas Herzog2017-08-092-3/+1305
|\ \ | |/ |/| [GDNative] Implement String API.
| * Implemented String C API.ducdetronquito2017-08-082-3/+1305
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* | Ability to set a function as sequenced, so when called you can choose not to ↵Juan Linietsky2017-08-083-12/+55
| | | | | | | | use sequence ports. Fixes #6346
* | push variable later when created, to avoid self-referencing as a valid case, ↵Juan Linietsky2017-08-081-2/+5
| | | | | | | | closes #6111
* | Properly rename visual script functions, fixed #6076Juan Linietsky2017-08-081-2/+14
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* Implement len() gdscript built-in function for python users, closes #1960Juan Linietsky2017-08-072-0/+64
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-0711-35/+35
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* few bugs fixed thanks to explicit bool constructor and clang.Juan Linietsky2017-08-051-1/+1
| | | | explicit bool constructor has thus now been removed, as it served it's mission!
* [GDNative] fixed double variant callKarroffel2017-08-061-1/+0
| | | | This bug got discovered thanks to clang!
* renamed node path, closes #5691Juan Linietsky2017-08-051-1/+1
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* Dont call nativescript callbacks if lib is not initializedRuslan Mustakov2017-08-043-10/+17
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* Merge pull request #10072 from karroffel/gdnative-header-include-pathsThomas Herzog2017-08-041-1/+2
|\ | | | | [GDNative] fixed a bug with ambiguous include paths
| * [GDNative] fixed a bug with ambiguous include pathsKarroffel2017-08-041-1/+2
| | | | | | | | | | fixes #10071. The problem is that the json.h file includes the local variant.h instead of the "absolute" core/variant.h
* | Merge pull request #10060 from endragor/nativescript-frameThomas Herzog2017-08-033-44/+32
|\ \ | |/ |/| Forward frame call to GDNative libraries
| * Forward frame call to GDNative librariesRuslan Mustakov2017-08-033-44/+32
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* | [GDNative/NativeScript] fix -rdynamic and removed _init callKarroffel2017-08-022-13/+6
| | | | | | | | | | | | | | | | | | | | The _init call was buggy anyway and in the end shouldn't be a thing that's called via ClassDB, it should be something that's language specific, so we leave this out for the bindings. In the commit 66a7763 the SCsub file for GDNative was changed to use a cloned environment, that bricked -rdynamic which needs to be passed down to the linker, which didn't happen with the new env.
* | [GDNative] better header include pathsKarroffel2017-08-0239-113/+137
|/ | | | | The old include paths caused some problems on some compilers, for example including "string.h" was ambiguous.
* Merge pull request #9964 from supagu/audio_fixRémi Verschelde2017-07-301-1/+1
|\ | | | | Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in in…
| * Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in infinite ↵Fabian Mathews2017-07-291-1/+1
| | | | | | | | loop causing audio to freeze
* | [NativeScript] fix signals from base class not being accessibleKarroffel2017-07-301-3/+7
| | | | | | | | https://github.com/GodotNativeTools/cpp_bindings/issues/26
* | Pass GDNativeLibrary pointer to library initRuslan Mustakov2017-07-282-0/+4
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* Merge pull request #9932 from djrm/vs_fixesRémi Verschelde2017-07-281-0/+10
|\ | | | | Do not allow multiple data connections to the same data input slot, f…
| * Do not allow multiple data connections to the same data input slot, fixes ↵Daniel J. Ramirez2017-07-271-0/+10
| | | | | | | | #6357.Improved curve rendering when nodes are close.
* | [NativeScript] fixed optional _init callKarroffel2017-07-271-18/+6
| | | | | | | | | | | | | | | | | | In 3c53b35 a call to an "_init" function was introduced, that however was only executed in the `_new` function, also it *required* that such a function exists. With this patch the "_init" function will be optionally called on every instance creation.
* | [NativeScript] fix mutex double lockKarroffel2017-07-271-1/+1
| | | | | | | | | | | | In 3c53b35 a bug got introduced where a mutex gets locked twice instead of locked and then unlocked. This path fixes that.
* | added an optional parameter to OS symbol lookupKarroffel2017-07-272-3/+6
| | | | | | | | | | | | | | | | When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
* | [NativeScript] call _init on instance creationKarroffel2017-07-272-3/+45
| | | | | | | | | | This also adds basic locking for the set of owners to avoid threading problems
* | Merge pull request #9882 from endragor/nativescript-refcountThomas Herzog2017-07-262-0/+25
|\ \ | | | | | | Forward refcount changes to NativeScriptInstance
| * | Forward refcount changes to NativeScriptInstanceRuslan Mustakov2017-07-262-0/+25
| | | | | | | | | | | | | | | | | | This also changes Reference::unreference() to always invoke refcount_decremented. Previously it was not invoked until the count reached zero due to short-circuit evalution of boolean expressions.
* | | Merge pull request #9883 from bojidar-bg/8217-fixup-get_node-shortcutRémi Verschelde2017-07-261-1/+2
|\ \ \ | |_|/ |/| | Fix $a/b being parsed as division
| * | Fix $a/b being parsed as divisionBojidar Marinov2017-07-261-1/+2
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* | Merge pull request #9867 from endragor/nativescript-threadingThomas Herzog2017-07-263-38/+211
|\ \ | | | | | | Support multithreading for NativeScriptLanguage
| * | Support multithreading for NativeScriptLanguageRuslan Mustakov2017-07-263-38/+211
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | Godot may call property setters from non-main thread when an object is loaded in the edtior. This means NativeScriptLanguage could be accessed from different threads, but it was not designed for thread-safety. Besides, previous behaviour made it so that godot_nativescript_init and godot_gdnative_init could be invoked from non-main thread, while godot_gdnative_thread is always invoked on the main thread. This may not be expected by the binding library. This commit defers native library initialization to the main thread and adds godot_nativescript_thread_enter and godot_nativescript_thread_exit callbacks to make a binding library aware of foreign threads.
* | Merge pull request #9720 from endragor/stack-bottomThomas Herzog2017-07-262-0/+9
|\ \ | |/ |/| Add a way to retrieve stack bottom of the main thread