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2017-07-28correct RMB options for instanced inherited sceneJakub Grzesik1-2/+2
When scene is inherited and later instanced as a part of another scene, only options related to instancing will be visible - same behavior as in 2.x closes #9901
2017-07-27BUGFIX: Check for "VCINSTALLDIR" environment variable instead of ↵Brent Taylor1-1/+1
"VSINSTALLDIR".
2017-07-28fix missing DEFVALAlexHolly1-1/+1
2017-07-27Do not allow multiple data connections to the same data input slot, fixes ↵Daniel J. Ramirez2-1/+11
#6357.Improved curve rendering when nodes are close.
2017-07-27Documentation update for KinematicBody.move()Jakub Grzesik1-3/+21
2017-07-27Fix Android debug/runPedro J. Estébanez1-6/+21
- Prefix all __adb__ commands with device specification to avoid errors when multiple devices connected. - Include Android release in device data collection. - Force system user:. - Ability to enable/disable. - Apply only if OS release >= 17 (when multiuser was introduced. - Fix argument passing. - Rename local variable `port` to `dbg_port` to better match its partner `fs_port`. - Fix typo in error message.
2017-07-27Add missing max. number of samples (MSAA) checkbruvzg1-0/+7
2017-07-27[NativeScript] fixed optional _init callKarroffel1-18/+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.
2017-07-27[NativeScript] fix mutex double lockKarroffel1-1/+1
In 3c53b35 a bug got introduced where a mutex gets locked twice instead of locked and then unlocked. This path fixes that.
2017-07-27added an optional parameter to OS symbol lookupKarroffel7-14/+25
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.
2017-07-27[NativeScript] call _init on instance creationKarroffel2-3/+45
This also adds basic locking for the set of owners to avoid threading problems
2017-07-27ThemeEditor: fix broken dialogPoommetee Ketson2-34/+28
2017-07-27Fix is_window_fullscreen() and set_window_fullscreen() behaviour after ↵bruvzg2-7/+22
window has entered/left full-screen mode via green zoom button. Fix get/set_current_screen & set_window_maximized.
2017-07-27Add macOS main menubruvzg1-3/+43
2017-07-27PropertyEditor: display "Off" if property is falsePoommetee Ketson1-1/+2
2017-07-27Initialize freelook shortcuts properlyMarc Gilleron1-7/+15
2017-07-27Fix misplaced quote in error messsagePedro J. Estébanez1-1/+1
2017-07-26Fixes power management on x11 platform and removes explicit NULL pointer ↵Julian Murgia2-9/+4
dereference.
2017-07-26Fix $a/b being parsed as divisionBojidar Marinov1-1/+2
2017-07-26Forward refcount changes to NativeScriptInstanceRuslan Mustakov3-1/+27
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.
2017-07-26Fix mutating project.godotPedro J. Estébanez3-38/+41
Namely: - comment block lost on first save; - config_version doubled as 3 and null on second save; - format change on first save.
2017-07-26Improved macOS window resizing behaviour.bruvzg1-0/+6
2017-07-26Fix various property not found errorsPoommetee Ketson3-2/+5
2017-07-26Support multithreading for NativeScriptLanguageRuslan Mustakov3-38/+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.
2017-07-26Fix !save_each_scene saving scenes with no filenamePoommetee Ketson2-16/+15
When save_each_scene is false, only scenes that have been saved at least once are saved. But EditorNode tries to save scenes with no filename too (they're never saved), so it crashes.
2017-07-26Remove duplicate keycode constant for Numpad Enter key.bruvzg6-9/+1
2017-07-26Corrects usage of 'is' instead of 'extends' for testing node inheritance.Julian Murgia1-1/+1
2017-07-26Added features for image formatsBastiaanOlij1-1/+13
2017-07-26tagents --> tangentsISylvox3-5/+5
2017-07-26Fix the resize mode of TextureButton cannot be saved into resource files.Geequlim1-1/+1
2017-07-26Fixes to glow and auto exposure, closes #9797, closes #9106Juan Linietsky5-54/+99
2017-07-25Fix cvs files freezing the editor when a double quote is not closedMarcelo Fernandez1-0/+2
2017-07-25Fix typo in NativeScript property gettersheepandshepherd1-1/+1
2017-07-25Temporarily disable the Asset LibraryRémi Verschelde1-2/+5
Currently it features only plugins for Godot 2.1.x, we need #7147 fixed to be able to propose only 3.0-compatible plugins in the Asset Library.
2017-07-25Change the grid offset when the snap is set as relativeGilles Roudiere1-6/+15
2017-07-25Add newline after config_version and fix custom_features hintRémi Verschelde1-1/+2
Fixes #9818.
2017-07-25Make MinGW test less verbose on non-Bash shellsRémi Verschelde1-9/+2
The &> construct seems to be Bash-specific. Supersedes #9755.
2017-07-25fix a regression (GDScript) from e00630bKarroffel2-2/+2
This removes `not` from the variable safe list of keywords. Before that this was a valid expression: self.!(some_arg) The other fix is just a forgotten boolean negation.
2017-07-25zstd: Apply upstream patch to fix UWP ARM buildGeorge Marques2-8/+13
Following upstream commit f04deff4fc
2017-07-25documentation for EditorPlugin and ScriptEditorJakub Grzesik1-0/+85
2017-07-25[NativeScript] fix double initialization in editorKarroffel2-2/+10
2017-07-25Good bye chunky fonts, closes #9441Juan Linietsky1-1/+1
2017-07-25Label: update min size when regenerate wordcachePoommetee Ketson2-7/+1
2017-07-25Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)3-5/+5
Notice: GDScript tokenizer used the old PoolFloatArray name. Renamed PoolFloatArray to PoolRealArray. Moved "project_settings.h" down one line to comply with the clang-format rules. Fixes #9638 Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25Remove ANDROID definePedro J. Estébanez1-1/+1
Fixes GDNative build error on Android. It's also discouraged by Google to rely on it. In case someone needs to check, use ``__ANDROID__`` instead, provided by the very same compiler.
2017-07-25Add a way to retrieve stack bottom of the main threadRuslan Mustakov4-0/+25
I'm working on Nim bindings and Nim GC needs to know the stack boundaries to check whether certain pointers are located on the stack or in the heap. This commit adds godot_get_stack_bottom procedure to gdnative module which returns pointer to the stack bottom of the main thread. Later on this may be improved to return stack bottom of the current thread.
2017-07-25Fix Node::move_child() crash if moving to the end plus onePedro J. Estébanez1-0/+5
Fixes #9820.
2017-07-25Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez1-1/+1
Fixes #9692.
2017-07-25Workaround to allow pasting unicode characters from X selection.Jia Wang1-2/+14
Fixes #2491. Fixes #9787.
2017-07-25Fixed setting our system_fbo framebufferBastiaanOlij1-2/+5