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2017-04-23Added a container to EditorNameDialogMarco Melorio2-2/+5
2017-04-23Update snake_case splittingMarco Melorio1-1/+3
2017-04-23Fix property warnings and hide some debug printsRémi Verschelde13-36/+36
"ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
2017-04-21Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args)20kdc2-0/+141
This version of the commit has the on_ceiling/on_wall fix without any explaination of that code, since apparently it wasn't complicated enough. As for the notes at the top of the function, they're still there. move_and_slide is rather useful for character-controllers, etc. It reduces the amount of boilerplate code. Not having move_and_slide makes the APIs somewhat inconsistent. (It might be nice to figure out a way to share the code between the two move_and_slide implementations, but that's for someone who knows what the policy is on shared code like that.)
2017-04-20i18n: Add more assetlib strings to translateRémi Verschelde36-1859/+6922
Fixes #8463.
2017-04-20i18n: Sync translation templates with current sourceRémi Verschelde34-800/+1940
2017-04-20[GDNative] fixed msvc buildKarroffel1-2/+2
2017-04-20Move VERSION_MKSTRING logic to version.hRémi Verschelde5-12/+41
Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
2017-04-20gitignore: Add version_generated.hRémi Verschelde1-1/+1
2017-04-20Clarification of degrees/radians in angle methodsChris Bradfield1-7/+18
2017-04-19[GDNative] explicit calling conventionKarroffel2-15/+29
2017-04-18Added autocomplete for file paths in the script editormbalint124-0/+33
2017-04-18Fixed that playing the project opens the project managerMarco Melorio1-1/+1
Fixes #8445
2017-04-18Convert indent on savePaulb234-0/+47
2017-04-18Added support for space indentationPaulb239-40/+168
2017-04-17Drop EXEC PATHP?? super verbose info messageRémi Verschelde1-1/+0
It seems to give nightmares to Windows users.
2017-04-17Fix PRNG randomization.Ferenc Arn3-6/+3
PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases). Use a large default seed, and also add a shift in Math::randomize. Fixes #8423.
2017-04-17[GDNative] added "new" method and fixed headersKarroffel3-0/+54
2017-04-17gdnative: Implement missing function for godot_basis.Emmanuel Leblond2-32/+180
2017-04-17gdnative: modify vector2&vector3 functions signature to use value passing ↵Emmanuel Leblond4-381/+431
instead of ptr.
2017-04-17Add godot_string_unicode_str to GDnativeEmmanuel Leblond2-0/+6
2017-04-17ScriptEditor: Fixes bug where menu option would be handled twiceIgnacio Etcheverry1-19/+20
2017-04-17External editor improvements and fixesIgnacio Etcheverry11-66/+74
Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-16[GD 3.0] Fix stretch mode 2d... againShockblast1-1/+1
Objects on the screen were not displayed when the project was played, because it looked for the values of width and height of menus with old names (godot 2.1?) For that reason delivered value (0, 0).
2017-04-16Added ability to convert indent typePaulb232-0/+104
2017-04-16Use .godot as file extension for project files.Andreas Haas7-45/+148
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
2017-04-16Editor: decrease blending time for dialog dimming a little.Andreas Haas1-1/+1
Feels snappier now.
2017-04-15Added the ability to select files as base when creating scriptsmbalint124-8/+46
2017-04-15Fix FBO depth texture formatL. Krause1-2/+2
2017-04-15Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)gamemanj1-1/+1
As it turns out, is_ceiling would be true when hitting a wall, and is_wall would be true momentarily when hitting a ceiling. This makes a tiny one-line change to fix that. Without trying to explain the code for anyone else having to mess around with it.
2017-04-15Correct indentation in gdnative vector2/3Emmanuel Leblond4-139/+168
2017-04-15Implement missing functions in gdnative vector2 and vector3 bindingsEmmanuel Leblond5-82/+303
2017-04-14Correct Variant::hash_compare()Hein-Pieter van Braam2-19/+1
There was a logic error in #7815 which made Variant.hash_compare() == Variant.hash_compare() always true. In an attempt to short-circuit the NaN check I made an (in hindsight) obvious error: 10 == 12 || is_nan(10) == is_nan(12) This will be true for all inputs, except for the NaN, not-NaN case. The macro has been updated to now generate: (10 == 12) || (is_nan(10) && is_nan(10)) so: (10 == 12) || (is_nan(10) && is_nan(12)) = false False or (False and False) is False (10 == 10) || (is_nan(10) && is_nan(10)) = true True or (False and False) is True (Nan == 10) || (is_nan(NaN) && is_nan(10)) = false False or (True and False) is False (Nan == Nan) || (is_nan(NaN) && is_nan(NaN)) = true False or (True and True) is True Which is correct for all cases. This bug was triggered because the hash function for floating point numbers can very easily generate collisions for the tested Vector3(). I've also added an extra hashing step to the float hash function to make this less likely to occur. This fixes #8081 and probably many more random weirdness.
2017-04-14PackedScene: Fix wrong DEFVALIgnacio Etcheverry1-1/+1
2017-04-13Changed a link from http to httpsMaxwell Paul Brickner1-1/+1
This is a really minor change. I just changed the link to the IRC channel login from http to https. Thank you! ^ _ ^
2017-04-14Make buttons closer in Inspector panelvolzhs1-0/+1
2017-04-13replaced incompatible keywords/functionDobbias1-6/+6
2017-04-13Respect the expand margin for StyleBoTextures again.Ray Koopa3-33/+33
2017-04-12re-enabled obj importKarroffel1-3/+3
2017-04-12Removed the deprecated Import menu from the main editor.Nuno Donato2-26/+0
2017-04-12Fix editor style box for ToolButtonvolzhs1-10/+4
2017-04-11Fix a pesky bug in marshalls.cpp/encode_variantBojidar Marinov1-1/+1
Fixes #7556 running game from editor on LLVM builds.
2017-04-12Show script filename instead of thumbnailvolzhs1-2/+6
2017-04-11[GDNative] made string functions more C-friendlyKarroffel2-7/+7
2017-04-11Prevent to take too much space for long vertical texturevolzhs1-0/+8
2017-04-11[GDNative] C API and generator fixesKarroffel2-1/+2
2017-04-11[GDNative] re-enabled some init optionsKarroffel1-2/+0
2017-04-10Fix joystick crash when mapping is -1darkoff91-0/+1
2017-04-10[GDNative] added is_reference filed to api.jsonKarroffel1-3/+3
2017-04-10[GDNative] function to get class constructorKarroffel2-0/+11