| Commit message (Collapse) | Author | Files | Lines |
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Plus:
- An allocation is counted only after checking its success.
- Max usage is updated after growing reallocs as well.
- Drop unused header.
- Changed the 0xFFF.. at get_mem_available() to -1 with a comment telling it's the same, but more universal.
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Don't abort the loop when one is already released
Remove warning on already-released constraint
Clean up area's contraints as well
Clear the constraint data as well
Do the cleanup as soon as the space changes
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These include:
* generate_tangents()
* add_to_format()
* create_from()
* append_from()
Reordered and grouped the bindings to match the header for improved readability.
Removed commented out `generate_flat_normals()` method which wasn't present
in the header.
Fixes #9946
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Fix set integer value from inspector to round instead of floor.
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Thus fixing some invalid changes that had still made it to the master branch.
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This reverts commit 5adb94e72694fd4c4b80be85b3adf9a4a7d6c45b.
It was actually not a bug, see discussion on #9898.
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https://github.com/GodotNativeTools/cpp_bindings/issues/26
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loop causing audio to freeze
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There was no constructor for Ref from const pointer, so compiler decided
to construct Variant from pointer and then construct Ref from Variant
which turned it into NULL, because the Variant had null ref field.
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When scene is inherited and later instanced as a part of another
scene, only options related to instancing will be visible - same
behavior as in 2.x
closes #9901
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"VSINSTALLDIR".
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Added ArVrScriptInterface
Added ARVRCamera, ARVRController and ARVROrigin helper objects
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#6357.Improved curve rendering when nodes are close.
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- Prefix all __adb__ commands with device specification to avoid errors when multiple devices connected.
- Include Android release in device data collection.
- Force system user:.
- Ability to enable/disable.
- Apply only if OS release >= 17 (when multiuser was introduced.
- Fix argument passing.
- Rename local variable `port` to `dbg_port` to better match its partner `fs_port`.
- Fix typo in error message.
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In 3c53b35 a call to an "_init" function was introduced,
that however was only executed in the `_new` function,
also it *required* that such a function exists.
With this patch the "_init" function will be optionally called on
every instance creation.
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In 3c53b35 a bug got introduced where a mutex gets locked twice
instead of locked and then unlocked.
This path fixes that.
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
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This also adds basic locking for the set of owners
to avoid threading problems
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window has entered/left full-screen mode via green zoom button.
Fix get/set_current_screen & set_window_maximized.
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dereference.
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This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
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Namely:
- comment block lost on first save;
- config_version doubled as 3 and null on second save;
- format change on first save.
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Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.
This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
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When save_each_scene is false, only scenes that have been saved at
least once are saved. But EditorNode tries to save scenes with no
filename too (they're never saved), so it crashes.
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