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2017-09-22Changed get_audio_bus and set functions to get_audio_bus_name and setMarcelo Paez4-11/+11
and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus
2017-09-22Ability to convert from SpatialMaterial to ShaderMaterialJuan Linietsky8-2/+185
2017-09-22Fixes the rulers text drawn outside the viewport_baseGilles Roudiere1-0/+1
2017-09-22freelook_base_speed calibrationUnknown1-2/+2
freelook_base_speed changed from 0.5 to 0.1 Also precision changed from 0.1 to 0.01 so it's possible to set values lower than 0.1
2017-09-21Fixed a bunch of typos, including an error code.Ross Hadden9-19/+19
2017-09-21UWP: Fix build issue about Object ambiguityGeorge Marques1-16/+16
2017-09-21RichTextLabel: Added get_visible_line_count method.Ferenc Arn2-16/+54
Also exposed get_line_count to GDScript.
2017-09-21Add inversesqrt to shader language.Ferenc Arn1-0/+4
2017-09-21Ensure pressed is set to false in BaseButton::_unpress_group.Ferenc Arn1-1/+1
2017-09-21Improved a lot of icons, and some style fixesDaniel J. Ramirez29-41/+69
2017-09-21Fix godot spraying errors about a null checkGilles Roudiere1-1/+2
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky7-1/+151
2017-09-21Implement Linux-style likely()/unlikely() macrosHein-Pieter van Braam4-15/+24
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.
2017-09-21rotation orbit modifier defaults to noneUnknown1-1/+1
2017-09-21Fix TrustManager for Androidvolzhs1-16/+4
2017-09-21Correct spelling SEPERATE -> SEPARATE to fix buildLeon Krause1-3/+3
2017-09-20Visual tweaks.Daniel J. Ramirez210-1497/+293
Updated icons Updated some color
2017-09-20Fix import order, so scenes are imported after textures.Juan Linietsky10-12/+104
Also fix bugs when meshes are always generated.
2017-09-20Allow equality checks between null and arbitrary typesHein-Pieter van Braam1-156/+201
Uninitialzed values in GDScript are of type NIL so not allowing null comparisons did end up breaking some code. This commit reenables NULL equality checks for all types. We're going to have to figure out how to make this fast for the compiler later.
2017-09-20Let queue_free() work on nodes which are not in the scene treeRémi Verschelde1-2/+5
In practice such nodes could directly be free()'ed, but this little change prevents users from leaking memory by mistake. Closes #9074.
2017-09-20Add missing NULL checks on CanvasItemEditorMarcelo Fernandez1-0/+6
2017-09-20Box selection for MeshInstances and subscene nodes.SaracenOne3-10/+42
2017-09-20Rename pos to position in user facing methods and variablesletheed247-832/+823
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.
2017-09-20Show button name always in main toolbarvolzhs2-19/+0
2017-09-20Do not compile Recast for AndroidRuslan Mustakov1-1/+1
At least this makes Godot compile for Android until there is a better solution.
2017-09-20Set Android minSdkVersion to 18Ruslan Mustakov2-9/+9
It's the minimum version where GLES 3 API is available. It is already the version Godot binary is compiled with for Android, but the config files were not updated in time.
2017-09-20Return player ID after connecting to Game CenterRuslan Mustakov1-0/+1
2017-09-20Fix duplication of node with scriptEvgeny Zuev1-1/+12
When duplicating node with script, properties of script weren't copied sometimes. It happened because properties were copied in arbitrary order, and properties of the script were setted before the "script" property itself, i.e. while script is sill NULL. Also, DUPLICATE_SCRIPTS flag wasn't working - script was always copied because `_duplicate` looked for "script/script" property while it should be just "script". Now "script" property is being set before all others, and "script/script" changed to `CoreStringNames::get_singleton()->_script`.
2017-09-20verbose and platform specific implementation for is_nanABU MD. MARUF SARKER1-2/+38
2017-09-19better script code font size rescaling on retina displayspoke10241-7/+6
2017-09-19Fix mouse button state in HTML5 platformLeon Krause1-8/+8
Regression from 844c5e12e664e3212feacc9ee3200e116556fbc7
2017-09-19Allow booleanization of all typesHein-Pieter van Braam6-105/+20
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.
2017-09-19added OAHashMap typeKarroffel6-33/+770
2017-09-19Fix crash handler not including stdlib.hMarcelo Fernandez2-0/+2
2017-09-19Be type-strict checking on equality checksHein-Pieter van Braam1-67/+63
After a short discussion with @reduz and @karroffel we decided to make all non number/number comparisons return type errors on comparisons. Now bool == bool is allowed but Vector2 == Vector3 is a type error and no longer 'not equal'. The same has been done for the != operators. In addition I forgot to add some failures to some Object operators meaning that there was a potential for a crasher.
2017-09-19Don't call Variant::reference() unnecessarilyHein-Pieter van Braam1-30/+131
operator= does not need to call reference() if the new value is of the same type as the old. This saves us zeroing the Variant, This speeds up reuse of a Variant in a loop by roughly 50%.
2017-09-19Fix accidental cast to Vector3 for Vector2 iterHein-Pieter van Braam1-1/+1
2017-09-19Fixed Typo: 'Seperate' to 'Separate'Indah Sylvia3-11/+11
2017-09-19Added support for FT_PIXEL_MODE_MONO in FreeTypeZher Huei Lee1-2/+17
2017-09-19Change structure order for godot nim compatibilityKonstantin Zaitsev1-1/+1
2017-09-19Fix MSVC compilation errorsKonstantin Zaitsev2-3/+3
2017-09-19settings 'editors/3d' organized, sorted, new_defaultstoger52-56/+56
2017-09-19update inertia/freelook settings values + renamed free_orbit... totoger52-13/+22
oribit...
2017-09-19added precision scrolling to spatial editor zoomtoger51-3/+3
2017-09-19Remove more GDScript runtime checks on releaseHein-Pieter van Braam1-33/+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.
2017-09-19zoom inertia uses its own setting (not the same then translation)toger52-1/+6
2017-09-19 added editor spacingtoger52-9/+20
2017-09-18Drag and drop for meshes directly and fix drop restriction for non-Texture ↵SaracenOne2-12/+59
objects in canvas editor.
2017-09-18Add some options and reorganize the 2D editor menus. Makes available forced ↵Gilles Roudiere9-98/+383
snapping.
2017-09-18Fixed a lot of HiDPI metrics.Daniel J. Ramirez6-19/+23