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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
2018-03-13[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
2018-03-11Properly closing all files in Python codeViktor Ferenczi13-112/+142
2018-03-11Show error icon at "Output" in case of errorsBernhard Liebl3-4/+10
2018-03-11Update TileMap when its TileSet changesShyRed2-3/+18
Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
2018-03-11expose Itemlist.is_anything_selectedAlexander Holland1-0/+2
2018-03-10Implement line clipping for `TextureProgress` to avoid bad rendering due to ↵robfram1-16/+39
imprecise UV mapping Original code used a quick aproximation for simulating the correspondent texel in the `TextureProgress` texture as radial progress indicator. This lead to visualization errors. Changed it for a Liang-Barsky line clipping algorithm stripped to its minimum for this specific use case. Fix #17364.
2018-03-10Fix infinite loop in GridContainer layoutGary Oberbrunner1-6/+6
I had a grid container and tried to set rect.min_height larger in the editor; that caused an infinite loop in GridContainer::_notification at line 118. The reason is max_index was being set to the *height* of the row, not the *index* of the row. So later when it tried to erase that row and try again, there was nothing to erase. I applied the same fix to the width code.
2018-03-10Update Sprite when Texture changesShyRed2-0/+25
Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
2018-03-10Avoid confusing traceback on attempting build without platform optionViktor Ferenczi1-0/+1
A traceback is printed on invoking scons without the compulsory platform option. This is confusing, since the problem is not in the code. Fix is to explicitly exit from the build right after printing the error message, so the missing env variable cannot cause the traceback later. Fixes #17414
2018-03-10Update preview on filesystem changeShyRed1-0/+3
Check and recreate a file's preview, if it has changes to it in the filesystem.
2018-03-10Fixes infinite loop in GridContainerGilles Roudiere1-4/+4
2018-03-10Fix broken hover/select coloring of keys in animation editorBernhard Liebl3-27/+32
2018-03-10Fix wrong pan direction in animation player uiBernhard Liebl1-2/+2
2018-03-10Fix invalid mix function overloadChaosus1-1/+1
2018-03-10Update Image format enumeration documentationNeil Moore1-0/+35
Provides more information about each image format.
2018-03-09Fix overlapping timeline text in AnimationEditorBernhard Liebl1-0/+13
2018-03-09AnimationPlayer: fix scrubbing after play backwardsBernhard Liebl2-0/+2
2018-03-09AnimationPlayer: fix popups close on double clickBernhard Liebl1-0/+2
2018-03-09Fix overwriting all common properties when using `Change Type` toolrobfram1-1/+5
If you change the type of an existing node, it checks if you have modified the initial value of their properties before overwriting their values in the new node. For example, if you created a `Label` and changed it to `LineEdit`, the `mouse_filter` property was created as `Ignore` for the original `Label` node, and was maintained after changing it to `LineEdit` causing not to work as expected. Now it checks if `Ignore` is the default value for `Label` nodes, and as it is, the property value is left unchanged, maintaining the default value for `LineEdit`, which is `Stop`. Fix #13955 and alike.
2018-03-09Update libwebmShyRed5-110/+372
Update of libwebm. Up-to-date version of libwebm contains several bugfixes that allow playback of files that would crash Godot otherwise.
2018-03-09auto-completion edge jumpAlexander Holland1-4/+10
arrow up/down jumps to end/start on edges
2018-03-07Make the shader token names consistent.Saracen1-0/+3
2018-03-07FIX to broken item select list (zoom and RMB)Ranoller1-2/+2
FIX to #17346. Compiled and tested.
2018-03-07Bring back Vector2.cross()Bernhard Liebl5-10/+18
2018-03-07Reinstate WebGL 1.0 driver in HTML5 platformLeon Krause2-7/+25
2018-03-07Fix unselectable flipped sprites (fixes 16461)poke10241-1/+7
2018-03-07Prevent division by zero in GridContainerLeon Krause1-2/+2
2018-03-07Added a check for trailing dot when creating folder.Felix Yang1-1/+1
Merge the trailing dot test into existing test. Removed OS test.
2018-03-06Build polygon clipper only in tools buildsLeon Krause2-1/+1
2018-03-06Fix silent failure of importing OGG Vorbis filesrobfram1-0/+1
When importing non-valid OGG Vorbis audio files, now the filesystem navigation tree shows the correct sad red-face icon, as it does with non-valid PNG, JPG or WAV files. Fix #9793.
2018-03-06Disable FreeType SIMD in HTML5 buildsLeon Krause1-4/+12
SIMD is currently unsupported in WebAssembly.
2018-03-06Change shebang of pre-commit-clang-format hook to make it portablerobfram1-1/+1
The default one is "#!/bin/bash", but BSD systems doesn't have bash in that path. For portability reasons, it should be changed to "#!/usr/bin/env bash". More info: https://en.wikipedia.org/wiki/Shebang_%28Unix%29#Portability