| Commit message (Collapse) | Author | Files | Lines |
|
This reflects its usage as an output argument,
consistent with the other godot_variant_new functions
|
|
|
|
This commit adds new functionality to NativeScript, namely:
- ability to set and get documentation for classes, methods,
signals and properties
- ability to set names and type information to method arguments
- ability to set and get type tags for nativescripts
- ability to register instance binding data management functions
- ability to use instance binding data
|
|
The GDNative C API gets passed to libraries in a struct of function
pointers. To provide stable binary compatibility, each extension not
part of the core API is separated into its own sub-struct.
These structs aren't meant to be changed in order to keep binary
compatibility.
In case of an API extension, the structs include a `next` pointer
which can point to a new struct with additional function pointers.
Godot's build system generates the API structs automatically at
build time, but so far there has no support for the mentioned `next`
pointers.
This commit changes the API struct generation in such a way that code
that used previous headers will compile without problem with the new
headers.
The new extension-extensions (weird name, but that's what it is) get
generated recursively and include the version in the struct-name.
|
|
set_enable_monitoring -> set_monitoring
|
|
1.0.2 is now the minimum version of openssl to build against
|
|
|
|
Webassembly is client-only for obvious reasons.
Other platforms support both client and server using libwebsockets.
|
|
|
|
License is LGPLv2.1 + static linking exception, version is 2.4.1
|
|
The ear clipping algorithm used to triangulate polygons has a slightly too conservative point-in-triangle test which can, in some configurations prevent it from finding a possible tessellation. Relaxing the test by considering that points exactly on edges don't belong the triangle fixes the issue. Changing the semantic of the test is safe because no other code makes use of it. A more detailed explanation can be found in issue #16395.
Fixes #16395.
|
|
When running the engine with -d we get a message on the command-line for
each control being clicked. After discussing with @reduz it seems that
this is old and should be removed. Commented out as requested.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[ci skip]
|
|
|
|
|
|
close #16232
Option for expanding all directories on start up is a bit tricky and buggy.
|
|
|
|
|
|
The description of this function seems to be duplicated from the preceding description.
|
|
Fix #16231
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pass enabled arg
Rename set_nodelay to set_no_delay
Add description to the method
Change description
|
|
|
|
|
|
This works together with the new Blender to Godot exporter.
|
|
|
|
On the road again!
|
|
Congratulations to everyone in the Godot community for the tremendous work
done on this release since 18 months, with hundreds of contributors pushing
almost 7500 commits with more than 3000 PRs and closing over 2000 issues
(and fixing even more than that, as many work-in-progress bugs were fixed
before an issue could be filled).
Godot 3.0 is definitely our biggest and boldest release so far, and we want
to thank the whole community for their unswerving support during this long
wait.
From there on, there is a lot of work to do to strengthen the foundations
that we built with 3.0, fixing the bugs that the many refactorings probably
introduced, optimizing new features and enhancing the usability again...
The 3.x era should be a fruitful one for Godot, and we hope that you will
continue using it to create awesome 2D and 3D games and increase the
notoriety of your favourite engine in the game development industry.
And now, let's all start waiting for 3.1...
|
|
The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when
requested. Since we are sending a number of ATOMS the size should be set
to the integer size and not the char size.
The size field of the atoms is also the number of atoms and not the size
of the array. This caused some clients to wrongly interpret the data and
read garbage in the X11 packet.
I also add the more modern representation for UTF-8 and clarify the
error message if a client attempts to request a type we don't know
about.
This fixes #10431
|
|
Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.
This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.
|
|
This behavior better matches other gui toolkits. A selected disabled
button still can't be interacted with but it can now be selected. This
seems to be what QT and GTK do also.
This fixes #16131
|
|
|
|
|
|
works fine). Fix #16095.
|
|
|
|
Dictionaires did not use the VariantHasher and VariantComparator making
them unsafe for use with NaN values as keys. This PR uses the
appropriate Variant implementations for these functions.
var d = {}
d[Vector2(NAN, NAN)] = 0
d[Vector2(NAN, NAN)] = 0
print(d.size())
will now output '1' and not '2'
This fixes #16031
|