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2017-02-27Fix several drawing and logic issues in TabContainerRay Koopa2-427/+309
2017-02-27fix custom scene arguments from the editorBenjamin Bäumler3-24/+19
sequel of #7347 Play edited scene and Play custom scene didn't worked when main_run_args hadn't $scene as argument. Changes/Fixes the way how the editor handles scene paths when starting the project/a scene Play the project - no scene path Play the edited scene - scene path of active scene in the editor Play custom scene - scene path of custom scene main_arg_runs is now empty by default and $scene won't be replaced by the scene path anymore Changed declaration if EditorRun::run, to remove a unused value
2017-02-27Add process mode option to Particles2DPedro J. Estébanez2-2/+37
2017-02-26Better handling of joypad device IDs.Andreas Haas8-43/+20
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
2017-02-25Fix auto-enable of _input processing when _input() method is set.Andreas Haas1-0/+1
Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be automatically enabled when the corresponding method is found in the script. However, for _input() this wasn't working. That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
2017-02-25Add emission_finished signal to Particles2DBojidar Marinov4-10/+6
(Also remove some Particles2D::testee method, which was unused) Resolves #3963
2017-02-23Really fix iphone buildsBojidar Marinov1-1/+1
2017-02-23Complete the globals.h -> global_config.h conversionBojidar Marinov11-11/+11
2017-02-22Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not ↵Juan Linietsky11-33/+58
work though
2017-02-23Fix crash when click icon while editing node namevolzhs1-0/+1
2017-02-22Fix crash if TouchScreenButton is pressed while exiting the treePedro J. Estébanez1-6/+8
(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
2017-02-21working on template validationJuan Linietsky2-9/+48
2017-02-22Tween: Fix undefined behavior found by static code analyzer.Andreas Haas1-1/+2
Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
2017-02-21Fix WebAssembly builds on Windowseska2-13/+29
2017-02-21Fix some compilation warnings.Shlomi Fish4-7/+7
Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky121-226/+542
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-20Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov2-2/+31
2017-02-20Don't switch to script on breakpoint hit when using external editor.Andreas Haas1-0/+4
Fixes #7705
2017-02-20Add more options to Node.duplicate()Pedro J. Estébanez2-14/+32
to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
2017-02-20Replace misuse of list iterationIgnacio Etcheverry1-3/+3
2017-02-20Automatically zip web export templateseska2-30/+30
Also fix web builds on Windows and clean up
2017-02-20Fix parallel asm.js/WebAssembly buildseska1-1/+1
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky23-2041/+1050
2017-02-19Windows: Close audiodriver sooner on exitHein-Pieter van Braam1-6/+5
In #7839 I see the same error that was fixed in #7833 occuring on the Windows platform. This moves the audio driver closing to the same place in OS_Windows::finalize() as it is in OS_X11::finalize() This fixes #7839
2017-02-19Fixed Line2D editor doesn't respond to inputMarc Gilleron2-4/+9
2017-02-18X11 return to cwd at exitHein-Pieter van Braam1-0/+9
During runtime godot calls chdir() several times. This doesn't really matter normally but when using tools such as gprof the location of the profiling data is kind of hard to intuit. With this PR we simply store the current working directory at start and restore it once we're almost done exiting. This doesn't use the OS abstractions as when we need to get the current workdir we haven't yet initialized it (by necessity). This would break if we tried to build X11 for windows, but since the X11 target is hardcoded to use the UNIX abstractions I don't think it matters.
2017-02-18xCode added xcuserdata to gitignoretoger51-0/+3
2017-02-17X11: Move audio driver finalize to the start of cleanupHein-Pieter van Braam1-4/+4
The audio driver cleanup needs to happen at the start of finish otherwise a race still seems to exist with the destruction of the audioserver. I think that destroying the X resoures before has something to do with it.
2017-02-18Translate ButtonArray textvolzhs2-5/+10
2017-02-18Fix zero padding formattingvolzhs1-6/+9
2017-02-17Update libwebp to 0.6.0volzhs139-3705/+10205
2017-02-17X11: Finalize audiodrivers on exitHein-Pieter van Braam1-1/+4
The audiodrivers loaded by OS_X11 are not destroyed before the audioserver is. This causes a segfault on exit. The code is taken from os_windows.cpp which did have the cleanup code.
2017-02-16RichTextLabel add function remove_lineVincent2-0/+45
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam14-51/+273
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-02-16Allow preload to accept a const string.Hein-Pieter van Braam1-4/+25
In preload() parsing this code will lookup the identifier in the local constant database. If the identifier corresponds to a string constant it is used as the path for preload(). Currently this does not work for global constants, only constants declared in the same class as the preload is happening. We can implement a full fix too. Maybe we can use this PR to discuss the possibilities. This (partially) fixes #6798
2017-02-16a ton of bug fixes to the rendererJuan Linietsky13-65/+214
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky22-604/+238
2017-02-15-begin of export work, not done yetJuan Linietsky9-844/+362
-fixes to make scenes exported from godot 2.x work
2017-02-15SceneTreeTimer: Ability to set pause modeAndreas Haas2-4/+22
Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused. Defaults to false in order to not break existing functionality.
2017-02-14Revert "Make nan==nan true for GDScript"Juan Linietsky9-99/+26
2017-02-14Make nan==nan true for GDScriptHein-Pieter van Braam9-26/+99
After discussing this with Reduz this seemed like the best way to fix #7354. This will make composite values that contain NaN in the same places as well as the same other values compare as the same. Additionally non-composite values now also compare equal if they are both NaN. This breaks IEEE specifications but this is probably what most users expect. There is a GDScript function check for NaN if the user needs this information. This fixes #7354 and probably also fixes #6947
2017-02-14Spinbox: don't ignore double clicks.Andreas Haas1-2/+0
Fixes the problem with spinboxes not updating when clicking too fast.
2017-02-13Use real_t as floating point type in physics code.Ferenc Arn54-520/+472
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code. Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
2017-02-13Fix missing semicolon in previous commitRémi Verschelde1-1/+1
2017-02-13Remove bounds check when resuming from yield.Hein-Pieter van Braam1-1/+1
The code would get a pointer to the beginning of the call_args by using operator[] at the stack Vector. This does bound checking. When there are no call_args this bound check fails and the error mentioned in #7796 gets triggered. This bound check is actually not necessary as call_args just gets set to NULL and never dereferenced. This new code will just unconditionally set the pointer to the place where the call_args are if there are any. There is no NULL check for call_args anywhere so this is safe. Fixes #7796
2017-02-13Fix for issue #7766Brett-Mitchell1-1/+2
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX(). mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
2017-02-13Fix compile error with TextureButtongeequlim2-23/+22
Export TextureButton::ResizeMode as its own enum values
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam297-5443/+5445
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam167-1195/+1192
This saves typing and is a step towards fixing #56
2017-02-13ProjectSettings: InputMap dialog fixesAndreas Haas2-5/+11
Now the selection jumps to the correct action after a new event has been added. Also sets the default device id for Joypad button events to 0.