| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix crash on wrong type drag into the vs editor
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Don't allow drops of draggable items without a vs node type.
This fixes #10935
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optimized color conversion for svg generation
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In-editor navmesh generation.
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possible to save module files in module directories and the build system will
recognize them.
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of two … (#11146)
Doc: Improved descriptions in GDScript docs
Added examples and fixed return types of two methods.
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Change Color.to_32() to Color.to_rgba32() and lowercase other functions
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Fix unused variable warnings
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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Remove assignment and declarations in if statements
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After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
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Fix various assorted warnings
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Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
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Fixed: Error cause by attemptng to delete a NULL pointer.
unregister_gdnative_types() now checks discoverer to see if it is NULL
before deleting. After selecting a godot project to edit (in Win10), the
discoverer_callback() wasn't called thus discoverer was NULL.
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Fixes setting visibility on GridMap, issue #907
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Basically, `GridMap` wasn't reacting to the
`NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and
walks over the set of `Octants` and all of their `MultiMeshInstances` to
set their visibility on the `VisualServer`.
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[GDNative] merge of NativeScript and GDNative, new GDNative singletons
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A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
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Fixes language overridden external editors
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Fix. resizeable -> resizable.
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(not actually a typo, but the rest of the API uses resizable)
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grid map loading and editing
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I forgot to pragma push the ignored warning in #10877 this adds the
missing ones.
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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Fix signed and unsigned comparisons
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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Fix crash when destroying AudioStreamPlaybackOGGVorbis
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etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGS
[ci skip]
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This way it can override the -std flags passed to scons.
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#9935, closes #10135
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Disabled PCRE-JIT in HTML5. Fixes #10834
[ci skip]
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Make GDNative work on Android
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The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
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