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2018-03-19Fix mono build properly!PJB30051-1/+1
Fixes the mistake I made in #17603 to make it require Python > 3.6.
2018-03-19Fix oversampled font artifacts after resizeRuslan Mustakov1-3/+3
Font update after resize relies on the viewport size which was updated after the font was already refreshed, which resulted in artifacts when it was rendered into the actual/new viewport size. Fixes #15173.
2018-03-19Fix possible crash when audio channels changeMarcelo Fernandez2-11/+33
2018-03-19Implement OS_OSX::executebruvzg2-0/+50
2018-03-19Fix animation length from glTF not correctly setPedro J. Estébanez1-4/+3
2018-03-19Fix glTF not accepting VEC3 colorsPedro J. Estébanez1-3/+11
Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
2018-03-18Mono: Runtime main args and assembly search fixesIgnacio Etcheverry2-15/+42
- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment. - Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
2018-03-18Fixes wrong calculation of gridcontainer's children sizeGilles Roudiere1-2/+2
2018-03-18Disable Emscripten assertions in release_debug buildsLeon Krause1-1/+2
The messages generated by some assertions can be confusing to users.
2018-03-18Improve Input.is_action_just_* docs.Pieter-Jan Briers1-2/+3
More clarification.
2018-03-18Fix saving unmodified scenes and resourcesrobfram1-1/+7
When `_save_all_scenes` or `save_resource_in_path` was called, they always saved all the scenes and the resource no matter if they were modified or not. For example, when `saving before run` option was checked, it always overwrote the current scene and the default environment simply by opening and runing the project. This PR adds checks for unsaved scenes (using the same `unsave` check others method used) and modified resources (comparing last modified time and last import time). Fix #6025.
2018-03-18Fix Mono builds with Python 3.Pieter-Jan Briers1-1/+1
A subprocess call wasn't specifying an encoding, so this gave a TypeError in Python 3.
2018-03-17Fixed small typo in the "InstancePlaceholder" doc.Michael Alexsander Silva Dias1-1/+1
2018-03-17Fixes scrollbars in Canvas Item EditorGilles Roudiere2-67/+80
2018-03-16Open textfile in textmodeShyRed1-1/+1
Open mapping files in textmode as they are textfiles.
2018-03-16Fix typo in engine.jsLeon Krause1-2/+2
2018-03-16[DOCS] Node: Remove duplicate informationMax Hilbrunner1-1/+1
2018-03-16SCons: properly close files when reading controller mappingsRémi Verschelde2-6/+6
Fixup to #17296.
2018-03-16InterpolatedCamera: use internal_processPoommetee Ketson1-4/+4
2018-03-15[DOCS] Node: Networking updates, fix outdated and missing docsmhilbrunner1-30/+52
2018-03-15Mono: Avoid invalid class names.Andreas Haas4-2/+33
Disallow reserved keywords as class names and prefix base class with the Godot namespace if it's the same as the class name. Fixes #12483
2018-03-15Fix MinGW cross-buildbruvzg1-2/+3
2018-03-15Hinted shader uniforms can have a default valueJFonS1-20/+21
2018-03-15Fix script template on `_ready` behaviorPoommetee Ketson1-1/+1
2018-03-15Added missing import BoolVariableBastiaan Olij2-2/+3
Didn't like the missing BoolVariable :)
2018-03-15Fix debugger_stdout_settings being ignoredBernhard Liebl1-13/+13
2018-03-15Check only for WebGL 1.0, move test to HTML fileLeon Krause3-23/+32
Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after reading project settings, so check for the lower version. The test is now in the HTML file, so if desired WebGL 2.0 can be checked early by changing the behaviour there.
2018-03-14Add brief descriptionBrylie Christopher Oxley1-0/+1
2018-03-14Fix mismatch between Color.h and Color.from_hsv()Bernhard Liebl1-0/+4
2018-03-14completed-signal is emitted by all GDScriptFunctionStates of a coroutine ↵Lars Kokemohr2-4/+17
now, allowing to yield for completion of a function with more than one yield inside.
2018-03-14SCons: Fix running 'scons' without platform argumentRémi Verschelde1-106/+104
The cache and progress logic assumed the 'env' to be defined, but it is only when the selected platform is in the supported list. Fixes #17497.
2018-03-14Dist: Fix Linux desktop file launch argumentRémi Verschelde1-1/+1
2018-03-13[DOCS] Environment: Whitespace fixesMax Hilbrunner1-3/+4
2018-03-13Fixed leak in BulletPhysicsServerWilson E. Alvarez1-1/+3
2018-03-13[DOCS] InputMax Hilbrunner1-3/+24
2018-03-13Added error checks for fscache savingMarcelo Fernandez2-11/+16
2018-03-13expose itemlist.unselect_all()Alexander Holland1-0/+2
2018-03-13Fix a potential bug hinted by clangBojidar Marinov1-4/+4
2018-03-13Added File.get_path and File.get_path_absolute functionsMarcelo Fernandez8-5/+70
2018-03-13[DOCS] Net.MultiplayerEnet: List returned errorsMax Hilbrunner1-2/+2
2018-03-13expose Itemlist.move_item and optimize functionalityAlexander Holland2-24/+12
2018-03-13Enable SCons to autodetect Windows MSVC compilerGary Oberbrunner3-175/+228
SCons has good compiler detection logic for MSVC compilers. Up to now, Godot hasn't used it; it depends on passed-in OS environment vars from a specific Visual Studio cmd.exe windows. This makes it harder to build from a msys or cygwin shell. This change allows SCons to autodetect Visual Studio unless it sees VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for manual specification of compiler version, and uses the existing 'bits' arg to specify the target architecture. More detail could be added as desired. It also adds 'use_mingw' to always use mingw, even if Visual Studio is installed. That uses the existing mingw setup logic. If people are used to building Godot in a Visual Studio cmd window, this should not change the behavior in that case, since VCINSTALLDIR will be set in those windows. (However, note that you could now unset that var and build with any other MSVC version or target arch, even in that window.) I refactored much of platform/windows/detect.py during this, to simplify and clarify the logic. I also cleaned up a bunch of env var settings in windows/detect.py and SConstruct to use modern SCons idioms and simplify things. I suspect this will also enable using the Intel compiler on Windows, though that hasn't been tested.
2018-03-13fix iOS build - error due to GLES2 missing include (with the advice from ↵Yannick Le Duc1-0/+1
bruvzg[m] on irc)
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez5-0/+24
RasterizerGLES3
2018-03-12Fix non working action names containing whitespacesrobfram2-5/+8
Now the action name is quoted if it contains spaces. Also, quotation mark (") is added to the forbidden character list for action names, as it was also a bug. Fix #17322
2018-03-12Various ui tweaks for color pickerBernhard Liebl2-5/+49
2018-03-12ScriptTextEditor: fix capitalize offsetPoommetee Ketson1-3/+8
2018-03-11Fixes importing hdr files with extra header infoJorn Van denbussche1-6/+10
2018-03-11EditorNode: fix clicking ok keeps trying to savePoommetee Ketson1-0/+3
2018-03-11Fix column width on AutoLoad table on hidpi displaysBernhard Liebl1-2/+2